OpenTTD

- Main Page
- Related Pages
- Modules
- Namespaces
- Data Structures
- Files

- File List
- Globals

train_cmd.cpp
Go to the documentation of this file.
1 /* $Id: train_cmd.cpp 27580 2016-05-22 11:45:03Z frosch $ */
2
3 /*
4 * This file is part of OpenTTD.
5 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8 */
9
12 #include "stdafx.h"
13 #include "error.h"
14 #include "articulated_vehicles.h"
15 #include "command_func.h"
16 #include "pathfinder/npf/npf_func.h"
17 #include "pathfinder/yapf/yapf.hpp"
18 #include "news_func.h"
19 #include "company_func.h"
20 #include "newgrf_sound.h"
21 #include "newgrf_text.h"
22 #include "strings_func.h"
23 #include "viewport_func.h"
24 #include "vehicle_func.h"
25 #include "sound_func.h"
26 #include "ai/ai.hpp"
27 #include "game/game.hpp"
28 #include "newgrf_station.h"
29 #include "effectvehicle_func.h"
30 #include "network/network.h"
31 #include "spritecache.h"
32 #include "core/random_func.hpp"
33 #include "company_base.h"
34 #include "newgrf.h"
35 #include "order_backup.h"
36 #include "zoom_func.h"
37 #include "newgrf_debug.h"
38
39 #include "table/strings.h"
40 #include "table/train_cmd.h"
41
42 #include "safeguards.h"
43
44 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
45 static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
46 bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
47 static TileIndex TrainApproachingCrossingTile(const Train *v);
48 static void CheckIfTrainNeedsService(Train *v);
49 static void CheckNextTrainTile(Train *v);
50
51 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4, 8};
52 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
53
54 template <>
55 bool IsValidImageIndex<VEH_TRAIN>(uint8 image_index)
56 {
57 return image_index < lengthof(_engine_sprite_base);
58 }
59
67 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
68 {
69 static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
70
71 DiagDirection diagdir = DirToDiagDir(direction);
72
73 /* Determine the diagonal direction in which we will exit this tile */
74 if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
75 diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
76 }
77
78 return diagdir;
79 }
80
81
87 byte FreightWagonMult(CargoID cargo)
88 {
89 if (!CargoSpec::Get(cargo)->is_freight) return 1;
90 return _settings_game.vehicle.freight_trains;
91 }
92
94 void CheckTrainsLengths()
95 {
96 const Train *v;
97 bool first = true;
98
99 FOR_ALL_TRAINS(v) {
100 if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
101 for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
102 if (u->track != TRACK_BIT_DEPOT) {
103 if ((w->track != TRACK_BIT_DEPOT &&
104 max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
105 (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
106 SetDParam(0, v->index);
107 SetDParam(1, v->owner);
108 ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
109
110 if (!_networking && first) {
111 first = false;
112 DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
113 }
114 /* Break so we warn only once for each train. */
115 break;
116 }
117 }
118 }
119 }
120 }
121 }
122
129 void Train::ConsistChanged(ConsistChangeFlags allowed_changes)
130 {
131 uint16 max_speed = UINT16_MAX;
132
133 assert(this->IsFrontEngine() || this->IsFreeWagon());
134
135 const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
136 EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
137 this->gcache.cached_total_length = 0;
138 this->compatible_railtypes = RAILTYPES_NONE;
139
140 bool train_can_tilt = true;
141
142 for (Train *u = this; u != NULL; u = u->Next()) {
143 const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
144
145 /* Check the this->first cache. */
146 assert(u->First() == this);
147
148 /* update the 'first engine' */
149 u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
150 u->railtype = rvi_u->railtype;
151
152 if (u->IsEngine()) first_engine = u->engine_type;
153
154 /* Set user defined data to its default value */
155 u->tcache.user_def_data = rvi_u->user_def_data;
156 this->InvalidateNewGRFCache();
157 u->InvalidateNewGRFCache();
158 }
159
160 for (Train *u = this; u != NULL; u = u->Next()) {
161 /* Update user defined data (must be done before other properties) */
162 u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
163 this->InvalidateNewGRFCache();
164 u->InvalidateNewGRFCache();
165 }
166
167 for (Train *u = this; u != NULL; u = u->Next()) {
168 const Engine *e_u = u->GetEngine();
169 const RailVehicleInfo *rvi_u = &e_u->u.rail;
170
171 if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
172
173 /* Cache wagon override sprite group. NULL is returned if there is none */
174 u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
175
176 /* Reset colour map */
177 u->colourmap = PAL_NONE;
178
179 /* Update powered-wagon-status and visual effect */
180 u->UpdateVisualEffect(true);
181
182 if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
183 UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
184 /* wagon is powered */
185 SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
186 } else {
187 ClrBit(u->flags, VRF_POWEREDWAGON);
188 }
189
190 if (!u->IsArticulatedPart()) {
191 /* Do not count powered wagons for the compatible railtypes, as wagons always
192 have railtype normal */
193 if (rvi_u->power > 0) {
194 this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
195 }
196
197 /* Some electric engines can be allowed to run on normal rail. It happens to all
198 * existing electric engines when elrails are disabled and then re-enabled */
199 if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
200 u->railtype = RAILTYPE_RAIL;
201 u->compatible_railtypes |= RAILTYPES_RAIL;
202 }
203
204 /* max speed is the minimum of the speed limits of all vehicles in the consist */
205 if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
206 uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
207 if (speed != 0) max_speed = min(speed, max_speed);
208 }
209 }
210
211 uint16 new_cap = e_u->DetermineCapacity(u);
212 if (allowed_changes & CCF_CAPACITY) {
213 /* Update vehicle capacity. */
214 if (u->cargo_cap > new_cap) u->cargo.Truncate(new_cap);
215 u->refit_cap = min(new_cap, u->refit_cap);
216 u->cargo_cap = new_cap;
217 } else {
218 /* Verify capacity hasn't changed. */
219 if (new_cap != u->cargo_cap) ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_CAPACITY, GBUG_VEH_CAPACITY, true);
220 }
221 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
222
223 /* check the vehicle length (callback) */
224 uint16 veh_len = CALLBACK_FAILED;
225 if (e_u->GetGRF() != NULL && e_u->GetGRF()->grf_version >= 8) {
226 /* Use callback 36 */
227 veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
228
229 if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
230 ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
231 }
232 } else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
233 /* Use callback 11 */
234 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
235 }
236 if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
237 veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
238
239 if (allowed_changes & CCF_LENGTH) {
240 /* Update vehicle length. */
241 u->gcache.cached_veh_length = veh_len;
242 } else {
243 /* Verify length hasn't changed. */
244 if (veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
245 }
246
247 this->gcache.cached_total_length += u->gcache.cached_veh_length;
248 this->InvalidateNewGRFCache();
249 u->InvalidateNewGRFCache();
250 }
251
252 /* store consist weight/max speed in cache */
253 this->vcache.cached_max_speed = max_speed;
254 this->tcache.cached_tilt = train_can_tilt;
255 this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
256
257 /* 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) */
258 this->CargoChanged();
259
260 if (this->IsFrontEngine()) {
261 this->UpdateAcceleration();
262 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
263 InvalidateWindowData(WC_VEHICLE_REFIT, this->index, VIWD_CONSIST_CHANGED);
264 InvalidateWindowData(WC_VEHICLE_ORDERS, this->index, VIWD_CONSIST_CHANGED);
265 InvalidateNewGRFInspectWindow(GSF_TRAINS, this->index);
266 }
267 }
268
279 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
280 {
281 const Station *st = Station::Get(station_id);
282 *station_ahead = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
283 *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
284
285 /* Default to the middle of the station for stations stops that are not in
286 * the order list like intermediate stations when non-stop is disabled */
287 OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
288 if (v->gcache.cached_total_length >= *station_length) {
289 /* The train is longer than the station, make it stop at the far end of the platform */
290 osl = OSL_PLATFORM_FAR_END;
291 } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
292 osl = v->current_order.GetStopLocation();
293 }
294
295 /* The stop location of the FRONT! of the train */
296 int stop;
297 switch (osl) {
298 default: NOT_REACHED();
299
300 case OSL_PLATFORM_NEAR_END:
301 stop = v->gcache.cached_total_length;
302 break;
303
304 case OSL_PLATFORM_MIDDLE:
305 stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
306 break;
307
308 case OSL_PLATFORM_FAR_END:
309 stop = *station_length;
310 break;
311 }
312
313 /* Subtract half the front vehicle length of the train so we get the real
314 * stop location of the train. */
315 return stop - (v->gcache.cached_veh_length + 1) / 2;
316 }
317
318
323 int Train::GetCurveSpeedLimit() const
324 {
325 assert(this->First() == this);
326
327 static const int absolute_max_speed = UINT16_MAX;
328 int max_speed = absolute_max_speed;
329
330 if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
331
332 int curvecount[2] = {0, 0};
333
334 /* first find the curve speed limit */
335 int numcurve = 0;
336 int sum = 0;
337 int pos = 0;
338 int lastpos = -1;
339 for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
340 Direction this_dir = u->direction;
341 Direction next_dir = u->Next()->direction;
342
343 DirDiff dirdiff = DirDifference(this_dir, next_dir);
344 if (dirdiff == DIRDIFF_SAME) continue;
345
346 if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
347 if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
348 if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
349 if (lastpos != -1) {
350 numcurve++;
351 sum += pos - lastpos;
352 if (pos - lastpos == 1 && max_speed > 88) {
353 max_speed = 88;
354 }
355 }
356 lastpos = pos;
357 }
358
359 /* if we have a 90 degree turn, fix the speed limit to 60 */
360 if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
361 max_speed = 61;
362 }
363 }
364
365 if (numcurve > 0 && max_speed > 88) {
366 if (curvecount[0] == 1 && curvecount[1] == 1) {
367 max_speed = absolute_max_speed;
368 } else {
369 sum /= numcurve;
370 max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
371 }
372 }
373
374 if (max_speed != absolute_max_speed) {
375 /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
376 const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
377 max_speed += (max_speed / 2) * rti->curve_speed;
378
379 if (this->tcache.cached_tilt) {
380 /* Apply max_speed bonus of 20% for a tilting train */
381 max_speed += max_speed / 5;
382 }
383 }
384
385 return max_speed;
386 }
387
392 int Train::GetCurrentMaxSpeed() const
393 {
394 int max_speed = _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL ?
395 this->gcache.cached_max_track_speed :
396 this->tcache.cached_max_curve_speed;
397
398 if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && IsRailStationTile(this->tile)) {
399 StationID sid = GetStationIndex(this->tile);
400 if (this->current_order.ShouldStopAtStation(this, sid)) {
401 int station_ahead;
402 int station_length;
403 int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
404
405 /* The distance to go is whatever is still ahead of the train minus the
406 * distance from the train's stop location to the end of the platform */
407 int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
408
409 if (distance_to_go > 0) {
410 int st_max_speed = 120;
411
412 int delta_v = this->cur_speed / (distance_to_go + 1);
413 if (max_speed > (this->cur_speed - delta_v)) {
414 st_max_speed = this->cur_speed - (delta_v / 10);
415 }
416
417 st_max_speed = max(st_max_speed, 25 * distance_to_go);
418 max_speed = min(max_speed, st_max_speed);
419 }
420 }
421 }
422
423 for (const Train *u = this; u != NULL; u = u->Next()) {
424 if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && u->track == TRACK_BIT_DEPOT) {
425 max_speed = min(max_speed, 61);
426 break;
427 }
428
429 /* Vehicle is on the middle part of a bridge. */
430 if (u->track == TRACK_BIT_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
431 max_speed = min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
432 }
433 }
434
435 max_speed = min(max_speed, this->current_order.GetMaxSpeed());
436 return min(max_speed, this->gcache.cached_max_track_speed);
437 }
438
440 void Train::UpdateAcceleration()
441 {
442 assert(this->IsFrontEngine() || this->IsFreeWagon());
443
444 uint power = this->gcache.cached_power;
445 uint weight = this->gcache.cached_weight;
446 assert(weight != 0);
447 this->acceleration = Clamp(power / weight * 4, 1, 255);
448 }
449
455 int Train::GetDisplayImageWidth(Point *offset) const
456 {
457 int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
458 int vehicle_pitch = 0;
459
460 const Engine *e = this->GetEngine();
461 if (e->GetGRF() != NULL && is_custom_sprite(e->u.rail.image_index)) {
462 reference_width = e->GetGRF()->traininfo_vehicle_width;
463 vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
464 }
465
466 if (offset != NULL) {
467 offset->x = ScaleGUITrad(reference_width) / 2;
468 offset->y = ScaleGUITrad(vehicle_pitch);
469 }
470 return ScaleGUITrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
471 }
472
473 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
474 {
475 assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
476 return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
477 }
478
485 SpriteID Train::GetImage(Direction direction, EngineImageType image_type) const
486 {
487 uint8 spritenum = this->spritenum;
488 SpriteID sprite;
489
490 if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
491
492 if (is_custom_sprite(spritenum)) {
493 sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type);
494 if (sprite != 0) return sprite;
495
496 spritenum = this->GetEngine()->original_image_index;
497 }
498
499 assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
500 sprite = GetDefaultTrainSprite(spritenum, direction);
501
502 if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
503
504 return sprite;
505 }
506
507 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type)
508 {
509 const Engine *e = Engine::Get(engine);
510 Direction dir = rear_head ? DIR_E : DIR_W;
511 uint8 spritenum = e->u.rail.image_index;
512
513 if (is_custom_sprite(spritenum)) {
514 SpriteID sprite = GetCustomVehicleIcon(engine, dir, image_type);
515 if (sprite != 0) {
516 if (e->GetGRF() != NULL) {
517 y += ScaleGUITrad(e->GetGRF()->traininfo_vehicle_pitch);
518 }
519 return sprite;
520 }
521
522 spritenum = Engine::Get(engine)->original_image_index;
523 }
524
525 if (rear_head) spritenum++;
526
527 return GetDefaultTrainSprite(spritenum, DIR_W);
528 }
529
530 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
531 {
532 if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
533 int yf = y;
534 int yr = y;
535
536 SpriteID spritef = GetRailIcon(engine, false, yf, image_type);
537 SpriteID spriter = GetRailIcon(engine, true, yr, image_type);
538 const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
539 const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
540
541 preferred_x = Clamp(preferred_x,
542 left - UnScaleGUI(real_spritef->x_offs) + ScaleGUITrad(14),
543 right - UnScaleGUI(real_spriter->width) - UnScaleGUI(real_spriter->x_offs) - ScaleGUITrad(15));
544
545 DrawSprite(spritef, pal, preferred_x - ScaleGUITrad(14), yf);
546 DrawSprite(spriter, pal, preferred_x + ScaleGUITrad(15), yr);
547 } else {
548 SpriteID sprite = GetRailIcon(engine, false, y, image_type);
549 const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
550 preferred_x = Clamp(preferred_x,
551 left - UnScaleGUI(real_sprite->x_offs),
552 right - UnScaleGUI(real_sprite->width) - UnScaleGUI(real_sprite->x_offs));
553 DrawSprite(sprite, pal, preferred_x, y);
554 }
555 }
556
566 void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
567 {
568 int y = 0;
569
570 SpriteID sprite = GetRailIcon(engine, false, y, image_type);
571 const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
572
573 width = UnScaleGUI(real_sprite->width);
574 height = UnScaleGUI(real_sprite->height);
575 xoffs = UnScaleGUI(real_sprite->x_offs);
576 yoffs = UnScaleGUI(real_sprite->y_offs);
577
578 if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
579 sprite = GetRailIcon(engine, true, y, image_type);
580 real_sprite = GetSprite(sprite, ST_NORMAL);
581
582 /* Calculate values relative to an imaginary center between the two sprites. */
583 width = ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) + UnScaleGUI(real_sprite->width) + UnScaleGUI(real_sprite->x_offs) - xoffs;
584 height = max<uint>(height, UnScaleGUI(real_sprite->height));
585 xoffs = xoffs - ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) / 2;
586 yoffs = min(yoffs, UnScaleGUI(real_sprite->y_offs));
587 }
588 }
589
598 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
599 {
600 const RailVehicleInfo *rvi = &e->u.rail;
601
602 /* Check that the wagon can drive on the track in question */
603 if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
604
605 if (flags & DC_EXEC) {
606 Train *v = new Train();
607 *ret = v;
608 v->spritenum = rvi->image_index;
609
610 v->engine_type = e->index;
611 v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
612
613 DiagDirection dir = GetRailDepotDirection(tile);
614
615 v->direction = DiagDirToDir(dir);
616 v->tile = tile;
617
618 int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
619 int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
620
621 v->x_pos = x;
622 v->y_pos = y;
623 v->z_pos = GetSlopePixelZ(x, y);
624 v->owner = _current_company;
625 v->track = TRACK_BIT_DEPOT;
626 v->vehstatus = VS_HIDDEN | VS_DEFPAL;
627
628 v->SetWagon();
629
630 v->SetFreeWagon();
631 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
632
633 v->cargo_type = e->GetDefaultCargoType();
634 v->cargo_cap = rvi->capacity;
635 v->refit_cap = 0;
636
637 v->railtype = rvi->railtype;
638
639 v->date_of_last_service = _date;
640 v->build_year = _cur_year;
641 v->cur_image = SPR_IMG_QUERY;
642 v->random_bits = VehicleRandomBits();
643
644 v->group_id = DEFAULT_GROUP;
645
646 AddArticulatedParts(v);
647
648 _new_vehicle_id = v->index;
649
650 v->UpdatePosition();
651 v->First()->ConsistChanged(CCF_ARRANGE);
652 UpdateTrainGroupID(v->First());
653
654 CheckConsistencyOfArticulatedVehicle(v);
655
656 /* Try to connect the vehicle to one of free chains of wagons. */
657 Train *w;
658 FOR_ALL_TRAINS(w) {
659 if (w->tile == tile &&
660 w->IsFreeWagon() &&
661 w->engine_type == e->index &&
662 w->First() != v &&
663 !(w->vehstatus & VS_CRASHED)) {
664 DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
665 break;
666 }
667 }
668 }
669
670 return CommandCost();
671 }
672
674 static void NormalizeTrainVehInDepot(const Train *u)
675 {
676 const Train *v;
677 FOR_ALL_TRAINS(v) {
678 if (v->IsFreeWagon() && v->tile == u->tile &&
679 v->track == TRACK_BIT_DEPOT) {
680 if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
681 CMD_MOVE_RAIL_VEHICLE).Failed())
682 break;
683 }
684 }
685 }
686
687 static void AddRearEngineToMultiheadedTrain(Train *v)
688 {
689 Train *u = new Train();
690 v->value >>= 1;
691 u->value = v->value;
692 u->direction = v->direction;
693 u->owner = v->owner;
694 u->tile = v->tile;
695 u->x_pos = v->x_pos;
696 u->y_pos = v->y_pos;
697 u->z_pos = v->z_pos;
698 u->track = TRACK_BIT_DEPOT;
699 u->vehstatus = v->vehstatus & ~VS_STOPPED;
700 u->spritenum = v->spritenum + 1;
701 u->cargo_type = v->cargo_type;
702 u->cargo_subtype = v->cargo_subtype;
703 u->cargo_cap = v->cargo_cap;
704 u->refit_cap = v->refit_cap;
705 u->railtype = v->railtype;
706 u->engine_type = v->engine_type;
707 u->date_of_last_service = v->date_of_last_service;
708 u->build_year = v->build_year;
709 u->cur_image = SPR_IMG_QUERY;
710 u->random_bits = VehicleRandomBits();
711 v->SetMultiheaded();
712 u->SetMultiheaded();
713 v->SetNext(u);
714 u->UpdatePosition();
715
716 /* Now we need to link the front and rear engines together */
717 v->other_multiheaded_part = u;
718 u->other_multiheaded_part = v;
719 }
720
730 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
731 {
732 const RailVehicleInfo *rvi = &e->u.rail;
733
734 if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
735
736 /* Check if depot and new engine uses the same kind of tracks *
737 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
738 if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
739
740 if (flags & DC_EXEC) {
741 DiagDirection dir = GetRailDepotDirection(tile);
742 int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
743 int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
744
745 Train *v = new Train();
746 *ret = v;
747 v->direction = DiagDirToDir(dir);
748 v->tile = tile;
749 v->owner = _current_company;
750 v->x_pos = x;
751 v->y_pos = y;
752 v->z_pos = GetSlopePixelZ(x, y);
753 v->track = TRACK_BIT_DEPOT;
754 v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
755 v->spritenum = rvi->image_index;
756 v->cargo_type = e->GetDefaultCargoType();
757 v->cargo_cap = rvi->capacity;
758 v->refit_cap = 0;
759 v->last_station_visited = INVALID_STATION;
760 v->last_loading_station = INVALID_STATION;
761
762 v->engine_type = e->index;
763 v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
764
765 v->reliability = e->reliability;
766 v->reliability_spd_dec = e->reliability_spd_dec;
767 v->max_age = e->GetLifeLengthInDays();
768
769 v->railtype = rvi->railtype;
770 _new_vehicle_id = v->index;
771
772 v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
773 v->date_of_last_service = _date;
774 v->build_year = _cur_year;
775 v->cur_image = SPR_IMG_QUERY;
776 v->random_bits = VehicleRandomBits();
777
778 if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
779 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
780
781 v->group_id = DEFAULT_GROUP;
782
783 v->SetFrontEngine();
784 v->SetEngine();
785
786 v->UpdatePosition();
787
788 if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
789 AddRearEngineToMultiheadedTrain(v);
790 } else {
791 AddArticulatedParts(v);
792 }
793
794 v->ConsistChanged(CCF_ARRANGE);
795 UpdateTrainGroupID(v);
796
797 if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
798 NormalizeTrainVehInDepot(v);
799 }
800
801 CheckConsistencyOfArticulatedVehicle(v);
802 }
803
804 return CommandCost();
805 }
806
807 static Train *FindGoodVehiclePos(const Train *src)
808 {
809 EngineID eng = src->engine_type;
810 TileIndex tile = src->tile;
811
812 Train *dst;
813 FOR_ALL_TRAINS(dst) {
814 if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
815 /* check so all vehicles in the line have the same engine. */
816 Train *t = dst;
817 while (t->engine_type == eng) {
818 t = t->Next();
819 if (t == NULL) return dst;
820 }
821 }
822 }
823
824 return NULL;
825 }
826
828 typedef SmallVector<Train *, 16> TrainList;
829
835 static void MakeTrainBackup(TrainList &list, Train *t)
836 {
837 for (; t != NULL; t = t->Next()) *list.Append() = t;
838 }
839
844 static void RestoreTrainBackup(TrainList &list)
845 {
846 /* No train, nothing to do. */
847 if (list.Length() == 0) return;
848
849 Train *prev = NULL;
850 /* Iterate over the list and rebuild it. */
851 for (Train **iter = list.Begin(); iter != list.End(); iter++) {
852 Train *t = *iter;
853 if (prev != NULL) {
854 prev->SetNext(t);
855 } else if (t->Previous() != NULL) {
856 /* Make sure the head of the train is always the first in the chain. */
857 t->Previous()->SetNext(NULL);
858 }
859 prev = t;
860 }
861 }
862
868 static void RemoveFromConsist(Train *part, bool chain = false)
869 {
870 Train *tail = chain ? part->Last() : part->GetLastEnginePart();
871
872 /* Unlink at the front, but make it point to the next
873 * vehicle after the to be remove part. */
874 if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
875
876 /* Unlink at the back */
877 tail->SetNext(NULL);
878 }
879
885 static void InsertInConsist(Train *dst, Train *chain)
886 {
887 /* We do not want to add something in the middle of an articulated part. */
888 assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
889
890 chain->Last()->SetNext(dst->Next());
891 dst->SetNext(chain);
892 }
893
899 static void NormaliseDualHeads(Train *t)
900 {
901 for (; t != NULL; t = t->GetNextVehicle()) {
902 if (!t->IsMultiheaded() || !t->IsEngine()) continue;
903
904 /* Make sure that there are no free cars before next engine */
905 Train *u;
906 for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
907
908 if (u == t->other_multiheaded_part) continue;
909
910 /* Remove the part from the 'wrong' train */
911 RemoveFromConsist(t->other_multiheaded_part);
912 /* And add it to the 'right' train */
913 InsertInConsist(u, t->other_multiheaded_part);
914 }
915 }
916
921 static void NormaliseSubtypes(Train *chain)
922 {
923 /* Nothing to do */
924 if (chain == NULL) return;
925
926 /* We must be the first in the chain. */
927 assert(chain->Previous() == NULL);
928
929 /* Set the appropriate bits for the first in the chain. */
930 if (chain->IsWagon()) {
931 chain->SetFreeWagon();
932 } else {
933 assert(chain->IsEngine());
934 chain->SetFrontEngine();
935 }
936
937 /* Now clear the bits for the rest of the chain */
938 for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
939 t->ClearFreeWagon();
940 t->ClearFrontEngine();
941 }
942 }
943
953 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
954 {
955 /* Just add 'new' engines and subtract the original ones.
956 * If that's less than or equal to 0 we can be sure we did
957 * not add any engines (read: trains) along the way. */
958 if ((src != NULL && src->IsEngine() ? 1 : 0) +
959 (dst != NULL && dst->IsEngine() ? 1 : 0) -
960 (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
961 (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
962 return CommandCost();
963 }
964
965 /* Get a free unit number and check whether it's within the bounds.
966 * There will always be a maximum of one new train. */
967 if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
968
969 return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
970 }
971
977 static CommandCost CheckTrainAttachment(Train *t)
978 {
979 /* No multi-part train, no need to check. */
980 if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
981
982 /* The maximum length for a train. For each part we decrease this by one
983 * and if the result is negative the train is simply too long. */
984 int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
985
986 Train *head = t;
987 Train *prev = t;
988
989 /* Break the prev -> t link so it always holds within the loop. */
990 t = t->Next();
991 prev->SetNext(NULL);
992
993 /* Make sure the cache is cleared. */
994 head->InvalidateNewGRFCache();
995
996 while (t != NULL) {
997 allowed_len -= t->gcache.cached_veh_length;
998
999 Train *next = t->Next();
1000
1001 /* Unlink the to-be-added piece; it is already unlinked from the previous
1002 * part due to the fact that the prev -> t link is broken. */
1003 t->SetNext(NULL);
1004
1005 /* Don't check callback for articulated or rear dual headed parts */
1006 if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
1007 /* Back up and clear the first_engine data to avoid using wagon override group */
1008 EngineID first_engine = t->gcache.first_engine;
1009 t->gcache.first_engine = INVALID_ENGINE;
1010
1011 /* We don't want the cache to interfere. head's cache is cleared before
1012 * the loop and after each callback does not need to be cleared here. */
1013 t->InvalidateNewGRFCache();
1014
1015 uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
1016
1017 /* Restore original first_engine data */
1018 t->gcache.first_engine = first_engine;
1019
1020 /* We do not want to remember any cached variables from the test run */
1021 t->InvalidateNewGRFCache();
1022 head->InvalidateNewGRFCache();
1023
1024 if (callback != CALLBACK_FAILED) {
1025 /* A failing callback means everything is okay */
1026 StringID error = STR_NULL;
1027
1028 if (head->GetGRF()->grf_version < 8) {
1029 if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1030 if (callback < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
1031 if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
1032 } else {
1033 if (callback < 0x400) {
1034 error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
1035 } else {
1036 switch (callback) {
1037 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1038 case 0x401: // allow
1039 break;
1040
1041 default: // unknown reason -> disallow
1042 case 0x402: // disallow attaching
1043 error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1044 break;
1045 }
1046 }
1047 }
1048
1049 if (error != STR_NULL) return_cmd_error(error);
1050 }
1051 }
1052
1053 /* And link it to the new part. */
1054 prev->SetNext(t);
1055 prev = t;
1056 t = next;
1057 }
1058
1059 if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
1060 return CommandCost();
1061 }
1062
1073 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
1074 {
1075 /* Check whether we may actually construct the trains. */
1076 CommandCost ret = CheckTrainAttachment(src);
1077 if (ret.Failed()) return ret;
1078 ret = CheckTrainAttachment(dst);
1079 if (ret.Failed()) return ret;
1080
1081 /* Check whether we need to build a new train. */
1082 return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
1083 }
1084
1093 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
1094 {
1095 /* First determine the front of the two resulting trains */
1096 if (*src_head == *dst_head) {
1097 /* If we aren't moving part(s) to a new train, we are just moving the
1098 * front back and there is not destination head. */
1099 *dst_head = NULL;
1100 } else if (*dst_head == NULL) {
1101 /* If we are moving to a new train the head of the move train would become
1102 * the head of the new vehicle. */
1103 *dst_head = src;
1104 }
1105
1106 if (src == *src_head) {
1107 /* If we are moving the front of a train then we are, in effect, creating
1108 * a new head for the train. Point to that. Unless we are moving the whole
1109 * train in which case there is not 'source' train anymore.
1110 * In case we are a multiheaded part we want the complete thing to come
1111 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1112 * that is followed by a rear multihead we do not want to include that. */
1113 *src_head = move_chain ? NULL :
1114 (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
1115 }
1116
1117 /* Now it's just simply removing the part that we are going to move from the
1118 * source train and *if* the destination is a not a new train add the chain
1119 * at the destination location. */
1120 RemoveFromConsist(src, move_chain);
1121 if (*dst_head != src) InsertInConsist(dst, src);
1122
1123 /* Now normalise the dual heads, that is move the dual heads around in such
1124 * a way that the head and rear of a dual head are in the same train */
1125 NormaliseDualHeads(*src_head);
1126 NormaliseDualHeads(*dst_head);
1127 }
1128
1134 static void NormaliseTrainHead(Train *head)
1135 {
1136 /* Not much to do! */
1137 if (head == NULL) return;
1138
1139 /* Tell the 'world' the train changed. */
1140 head->ConsistChanged(CCF_ARRANGE);
1141 UpdateTrainGroupID(head);
1142
1143 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1144 if (!head->IsFrontEngine()) return;
1145
1146 /* Update the refit button and window */
1147 InvalidateWindowData(WC_VEHICLE_REFIT, head->index, VIWD_CONSIST_CHANGED);
1148 SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
1149
1150 /* If we don't have a unit number yet, set one. */
1151 if (head->unitnumber != 0) return;
1152 head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
1153 }
1154
1167 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1168 {
1169 VehicleID s = GB(p1, 0, 20);
1170 VehicleID d = GB(p2, 0, 20);
1171 bool move_chain = HasBit(p1, 20);
1172
1173 Train *src = Train::GetIfValid(s);
1174 if (src == NULL) return CMD_ERROR;
1175
1176 CommandCost ret = CheckOwnership(src->owner);
1177 if (ret.Failed()) return ret;
1178
1179 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1180 if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
1181
1182 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1183 Train *dst;
1184 if (d == INVALID_VEHICLE) {
1185 dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
1186 } else {
1187 dst = Train::GetIfValid(d);
1188 if (dst == NULL) return CMD_ERROR;
1189
1190 CommandCost ret = CheckOwnership(dst->owner);
1191 if (ret.Failed()) return ret;
1192
1193 /* Do not allow appending to crashed vehicles, too */
1194 if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
1195 }
1196
1197 /* if an articulated part is being handled, deal with its parent vehicle */
1198 src = src->GetFirstEnginePart();
1199 if (dst != NULL) {
1200 dst = dst->GetFirstEnginePart();
1201 }
1202
1203 /* don't move the same vehicle.. */
1204 if (src == dst) return CommandCost();
1205
1206 /* locate the head of the two chains */
1207 Train *src_head = src->First();
1208 Train *dst_head;
1209 if (dst != NULL) {
1210 dst_head = dst->First();
1211 if (dst_head->tile != src_head->tile) return CMD_ERROR;
1212 /* Now deal with articulated part of destination wagon */
1213 dst = dst->GetLastEnginePart();
1214 } else {
1215 dst_head = NULL;
1216 }
1217
1218 if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1219
1220 /* When moving all wagons, we can't have the same src_head and dst_head */
1221 if (move_chain && src_head == dst_head) return CommandCost();
1222
1223 /* When moving a multiheaded part to be place after itself, bail out. */
1224 if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
1225
1226 /* Check if all vehicles in the source train are stopped inside a depot. */
1227 if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1228
1229 /* Check if all vehicles in the destination train are stopped inside a depot. */
1230 if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1231
1232 /* First make a backup of the order of the trains. That way we can do
1233 * whatever we want with the order and later on easily revert. */
1234 TrainList original_src;
1235 TrainList original_dst;
1236
1237 MakeTrainBackup(original_src, src_head);
1238 MakeTrainBackup(original_dst, dst_head);
1239
1240 /* Also make backup of the original heads as ArrangeTrains can change them.
1241 * For the destination head we do not care if it is the same as the source
1242 * head because in that case it's just a copy. */
1243 Train *original_src_head = src_head;
1244 Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
1245
1246 /* We want this information from before the rearrangement, but execute this after the validation.
1247 * original_src_head can't be NULL; src is by definition != NULL, so src_head can't be NULL as
1248 * src->GetFirst() always yields non-NULL, so eventually original_src_head != NULL as well. */
1249 bool original_src_head_front_engine = original_src_head->IsFrontEngine();
1250 bool original_dst_head_front_engine = original_dst_head != NULL && original_dst_head->IsFrontEngine();
1251
1252 /* (Re)arrange the trains in the wanted arrangement. */
1253 ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
1254
1255 if ((flags & DC_AUTOREPLACE) == 0) {
1256 /* If the autoreplace flag is set we do not need to test for the validity
1257 * because we are going to revert the train to its original state. As we
1258 * assume the original state was correct autoreplace can skip this. */
1259 CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
1260 if (ret.Failed()) {
1261 /* Restore the train we had. */
1262 RestoreTrainBackup(original_src);
1263 RestoreTrainBackup(original_dst);
1264 return ret;
1265 }
1266 }
1267
1268 /* do it? */
1269 if (flags & DC_EXEC) {
1270 /* Remove old heads from the statistics */
1271 if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
1272 if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
1273
1274 /* First normalise the sub types of the chains. */
1275 NormaliseSubtypes(src_head);
1276 NormaliseSubtypes(dst_head);
1277
1278 /* There are 14 different cases:
1279 * 1) front engine gets moved to a new train, it stays a front engine.
1280 * a) the 'next' part is a wagon that becomes a free wagon chain.
1281 * b) the 'next' part is an engine that becomes a front engine.
1282 * c) there is no 'next' part, nothing else happens
1283 * 2) front engine gets moved to another train, it is not a front engine anymore
1284 * a) the 'next' part is a wagon that becomes a free wagon chain.
1285 * b) the 'next' part is an engine that becomes a front engine.
1286 * c) there is no 'next' part, nothing else happens
1287 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1288 * a) the 'next' part is a wagon that becomes a free wagon chain.
1289 * b) the 'next' part is an engine that becomes a front engine.
1290 * 4) free wagon gets moved
1291 * a) the 'next' part is a wagon that becomes a free wagon chain.
1292 * b) the 'next' part is an engine that becomes a front engine.
1293 * c) there is no 'next' part, nothing else happens
1294 * 5) non front engine gets moved and becomes a new train, nothing else happens
1295 * 6) non front engine gets moved within a train / to another train, nothing hapens
1296 * 7) wagon gets moved, nothing happens
1297 */
1298 if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
1299 /* Cases #2 and #3: the front engine gets trashed. */
1300 DeleteWindowById(WC_VEHICLE_VIEW, src->index);
1301 DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
1302 DeleteWindowById(WC_VEHICLE_REFIT, src->index);
1303 DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
1304 DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
1305 DeleteNewGRFInspectWindow(GSF_TRAINS, src->index);
1306 SetWindowDirty(WC_COMPANY, _current_company);
1307
1308 /* Delete orders, group stuff and the unit number as we're not the
1309 * front of any vehicle anymore. */
1310 DeleteVehicleOrders(src);
1311 RemoveVehicleFromGroup(src);
1312 src->unitnumber = 0;
1313 }
1314
1315 /* We weren't a front engine but are becoming one. So
1316 * we should be put in the default group. */
1317 if (original_src_head != src && dst_head == src) {
1318 SetTrainGroupID(src, DEFAULT_GROUP);
1319 SetWindowDirty(WC_COMPANY, _current_company);
1320 }
1321
1322 /* Add new heads to statistics */
1323 if (src_head != NULL && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
1324 if (dst_head != NULL && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
1325
1326 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1327 NormaliseTrainHead(src_head);
1328 NormaliseTrainHead(dst_head);
1329
1330 if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
1331 CheckCargoCapacity(src_head);
1332 CheckCargoCapacity(dst_head);
1333 }
1334
1335 if (src_head != NULL) src_head->First()->MarkDirty();
1336 if (dst_head != NULL) dst_head->First()->MarkDirty();
1337
1338 /* We are undoubtedly changing something in the depot and train list. */
1339 InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
1340 InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
1341 } else {
1342 /* We don't want to execute what we're just tried. */
1343 RestoreTrainBackup(original_src);
1344 RestoreTrainBackup(original_dst);
1345 }
1346
1347 return CommandCost();
1348 }
1349
1361 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
1362 {
1363 /* Sell a chain of vehicles or not? */
1364 bool sell_chain = HasBit(data, 0);
1365
1366 Train *v = Train::From(t)->GetFirstEnginePart();
1367 Train *first = v->First();
1368
1369 if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1370
1371 /* First make a backup of the order of the train. That way we can do
1372 * whatever we want with the order and later on easily revert. */
1373 TrainList original;
1374 MakeTrainBackup(original, first);
1375
1376 /* We need to keep track of the new head and the head of what we're going to sell. */
1377 Train *new_head = first;
1378 Train *sell_head = NULL;
1379
1380 /* Split the train in the wanted way. */
1381 ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
1382
1383 /* We don't need to validate the second train; it's going to be sold. */
1384 CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
1385 if (ret.Failed()) {
1386 /* Restore the train we had. */
1387 RestoreTrainBackup(original);
1388 return ret;
1389 }
1390
1391 if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
1392 /* Restore the train we had. */
1393 RestoreTrainBackup(original);
1394 return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
1395 }
1396
1397 CommandCost cost(EXPENSES_NEW_VEHICLES);
1398 for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
1399
1400 /* do it? */
1401 if (flags & DC_EXEC) {
1402 /* First normalise the sub types of the chain. */
1403 NormaliseSubtypes(new_head);
1404
1405 if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
1406 /* We are selling the front engine. In this case we want to
1407 * 'give' the order, unit number and such to the new head. */
1408 new_head->orders.list = first->orders.list;
1409 new_head->AddToShared(first);
1410 DeleteVehicleOrders(first);
1411
1412 /* Copy other important data from the front engine */
1413 new_head->CopyVehicleConfigAndStatistics(first);
1414 GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
1415 } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
1416 OrderBackup::Backup(v, user);
1417 }
1418
1419 /* We need to update the information about the train. */
1420 NormaliseTrainHead(new_head);
1421
1422 /* We are undoubtedly changing something in the depot and train list. */
1423 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1424 InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
1425
1426 /* Actually delete the sold 'goods' */
1427 delete sell_head;
1428 } else {
1429 /* We don't want to execute what we're just tried. */
1430 RestoreTrainBackup(original);
1431 }
1432
1433 return cost;
1434 }
1435
1436 void Train::UpdateDeltaXY(Direction direction)
1437 {
1438 /* Set common defaults. */
1439 this->x_offs = -1;
1440 this->y_offs = -1;
1441 this->x_extent = 3;
1442 this->y_extent = 3;
1443 this->z_extent = 6;
1444 this->x_bb_offs = 0;
1445 this->y_bb_offs = 0;
1446
1447 if (!IsDiagonalDirection(direction)) {
1448 static const int _sign_table[] =
1449 {
1450 /* x, y */
1451 -1, -1, // DIR_N
1452 -1, 1, // DIR_E
1453 1, 1, // DIR_S
1454 1, -1, // DIR_W
1455 };
1456
1457 int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
1458
1459 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1460 this->x_offs -= half_shorten * _sign_table[direction];
1461 this->y_offs -= half_shorten * _sign_table[direction + 1];
1462 this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
1463 this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
1464 } else {
1465 switch (direction) {
1466 /* Shorten southern corner of the bounding box according the vehicle length
1467 * and center the bounding box on the vehicle. */
1468 case DIR_NE:
1469 this->x_offs = 1 - (this->gcache.cached_veh_length + 1) / 2;
1470 this->x_extent = this->gcache.cached_veh_length - 1;
1471 this->x_bb_offs = -1;
1472 break;
1473
1474 case DIR_NW:
1475 this->y_offs = 1 - (this->gcache.cached_veh_length + 1) / 2;
1476 this->y_extent = this->gcache.cached_veh_length - 1;
1477 this->y_bb_offs = -1;
1478 break;
1479
1480 /* Move northern corner of the bounding box down according to vehicle length
1481 * and center the bounding box on the vehicle. */
1482 case DIR_SW:
1483 this->x_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
1484 this->x_extent = VEHICLE_LENGTH - 1;
1485 this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
1486 break;
1487
1488 case DIR_SE:
1489 this->y_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
1490 this->y_extent = VEHICLE_LENGTH - 1;
1491 this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
1492 break;
1493
1494 default:
1495 NOT_REACHED();
1496 }
1497 }
1498 }
1499
1504 static void MarkTrainAsStuck(Train *v)
1505 {
1506 if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
1507 /* It is the first time the problem occurred, set the "train stuck" flag. */
1508 SetBit(v->flags, VRF_TRAIN_STUCK);
1509
1510 v->wait_counter = 0;
1511
1512 /* Stop train */
1513 v->cur_speed = 0;
1514 v->subspeed = 0;
1515 v->SetLastSpeed();
1516
1517 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1518 }
1519 }
1520
1528 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
1529 {
1530 uint16 flag1 = *swap_flag1;
1531 uint16 flag2 = *swap_flag2;
1532
1533 /* Clear the flags */
1534 ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
1535 ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1536 ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
1537 ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1538
1539 /* Reverse the rail-flags (if needed) */
1540 if (HasBit(flag1, GVF_GOINGUP_BIT)) {
1541 SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1542 } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
1543 SetBit(*swap_flag2, GVF_GOINGUP_BIT);
1544 }
1545 if (HasBit(flag2, GVF_GOINGUP_BIT)) {
1546 SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1547 } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
1548 SetBit(*swap_flag1, GVF_GOINGUP_BIT);
1549 }
1550 }
1551
1556 static void UpdateStatusAfterSwap(Train *v)
1557 {
1558 /* Reverse the direction. */
1559 if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
1560
1561 /* Call the proper EnterTile function unless we are in a wormhole. */
1562 if (v->track != TRACK_BIT_WORMHOLE) {
1563 VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
1564 } else {
1565 /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1566 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1567 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1568 * when we shouldn't have. Check if this is the case. */
1569 TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
1570 if (IsTileType(vt, MP_TUNNELBRIDGE)) {
1571 VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
1572 if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
1573 /* We have just left the wormhole, possibly set the
1574 * "goingdown" bit. UpdateInclination() can be used
1575 * because we are at the border of the tile. */
1576 v->UpdatePosition();
1577 v->UpdateInclination(true, true);
1578 return;
1579 }
1580 }
1581 }
1582
1583 v->UpdatePosition();
1584 v->UpdateViewport(true, true);
1585 }
1586
1593 void ReverseTrainSwapVeh(Train *v, int l, int r)
1594 {
1595 Train *a, *b;
1596
1597 /* locate vehicles to swap */
1598 for (a = v; l != 0; l--) a = a->Next();
1599 for (b = v; r != 0; r--) b = b->Next();
1600
1601 if (a != b) {
1602 /* swap the hidden bits */
1603 {
1604 uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
1605 b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
1606 a->vehstatus = tmp;
1607 }
1608
1609 Swap(a->track, b->track);
1610 Swap(a->direction, b->direction);
1611 Swap(a->x_pos, b->x_pos);
1612 Swap(a->y_pos, b->y_pos);
1613 Swap(a->tile, b->tile);
1614 Swap(a->z_pos, b->z_pos);
1615
1616 SwapTrainFlags(&a->gv_flags, &b->gv_flags);
1617
1618 UpdateStatusAfterSwap(a);
1619 UpdateStatusAfterSwap(b);
1620 } else {
1621 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1622 * This is a little bit redundant way, a->gv_flags will
1623 * be (re)set twice, but it reduces code duplication */
1624 SwapTrainFlags(&a->gv_flags, &a->gv_flags);
1625 UpdateStatusAfterSwap(a);
1626 }
1627 }
1628
1629
1635 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
1636 {
1637 return (v->type == VEH_TRAIN) ? v : NULL;
1638 }
1639
1640
1647 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
1648 {
1649 if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
1650
1651 Train *t = Train::From(v);
1652 if (!t->IsFrontEngine()) return NULL;
1653
1654 TileIndex tile = *(TileIndex *)data;
1655
1656 if (TrainApproachingCrossingTile(t) != tile) return NULL;
1657
1658 return t;
1659 }
1660
1661
1668 static bool TrainApproachingCrossing(TileIndex tile)
1669 {
1670 assert(IsLevelCrossingTile(tile));
1671
1672 DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
1673 TileIndex tile_from = tile + TileOffsByDiagDir(dir);
1674
1675 if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
1676
1677 dir = ReverseDiagDir(dir);
1678 tile_from = tile + TileOffsByDiagDir(dir);
1679
1680 return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
1681 }
1682
1683
1690 void UpdateLevelCrossing(TileIndex tile, bool sound)
1691 {
1692 assert(IsLevelCrossingTile(tile));
1693
1694 /* train on crossing || train approaching crossing || reserved */
1695 bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
1696
1697 if (new_state != IsCrossingBarred(tile)) {
1698 if (new_state && sound) {
1699 if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1700 }
1701 SetCrossingBarred(tile, new_state);
1702 MarkTileDirtyByTile(tile);
1703 }
1704 }
1705
1706
1712 static inline void MaybeBarCrossingWithSound(TileIndex tile)
1713 {
1714 if (!IsCrossingBarred(tile)) {
1715 BarCrossing(tile);
1716 if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1717 MarkTileDirtyByTile(tile);
1718 }
1719 }
1720
1721
1727 static void AdvanceWagonsBeforeSwap(Train *v)
1728 {
1729 Train *base = v;
1730 Train *first = base; // first vehicle to move
1731 Train *last = v->Last(); // last vehicle to move
1732 uint length = CountVehiclesInChain(v);
1733
1734 while (length > 2) {
1735 last = last->Previous();
1736 first = first->Next();
1737
1738 int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
1739
1740 /* do not update images now
1741 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1742 for (int i = 0; i < differential; i++) TrainController(first, last->Next());
1743
1744 base = first; // == base->Next()
1745 length -= 2;
1746 }
1747 }
1748
1749
1755 static void AdvanceWagonsAfterSwap(Train *v)
1756 {
1757 /* first of all, fix the situation when the train was entering a depot */
1758 Train *dep = v; // last vehicle in front of just left depot
1759 while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
1760 dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1761 }
1762
1763 Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
1764
1765 if (leave != NULL) {
1766 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1767 int d = TicksToLeaveDepot(dep);
1768
1769 if (d <= 0) {
1770 leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
1771 leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
1772 for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
1773 }
1774 } else {
1775 dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
1776 }
1777
1778 Train *base = v;
1779 Train *first = base; // first vehicle to move
1780 Train *last = v->Last(); // last vehicle to move
1781 uint length = CountVehiclesInChain(v);
1782
1783 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1784 * they have already correct spacing, so we have to make sure they are moved how they should */
1785 bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1786
1787 while (length > 2) {
1788 /* we reached vehicle (originally) in front of a depot, stop now
1789 * (we would move wagons that are already moved with new wagon length). */
1790 if (base == dep) break;
1791
1792 /* the last wagon was that one leaving a depot, so do not move it anymore */
1793 if (last == dep) nomove = true;
1794
1795 last = last->Previous();
1796 first = first->Next();
1797
1798 int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
1799
1800 /* do not update images now */
1801 for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
1802
1803 base = first; // == base->Next()
1804 length -= 2;
1805 }
1806 }
1807
1812 void ReverseTrainDirection(Train *v)
1813 {
1814 if (IsRailDepotTile(v->tile)) {
1815 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1816 }
1817
1818 /* Clear path reservation in front if train is not stuck. */
1819 if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
1820
1821 /* Check if we were approaching a rail/road-crossing */
1822 TileIndex crossing = TrainApproachingCrossingTile(v);
1823
1824 /* count number of vehicles */
1825 int r = CountVehiclesInChain(v) - 1; // number of vehicles - 1
1826
1827 AdvanceWagonsBeforeSwap(v);
1828
1829 /* swap start<>end, start+1<>end-1, ... */
1830 int l = 0;
1831 do {
1832 ReverseTrainSwapVeh(v, l++, r--);
1833 } while (l <= r);
1834
1835 AdvanceWagonsAfterSwap(v);
1836
1837 if (IsRailDepotTile(v->tile)) {
1838 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1839 }
1840
1841 ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
1842
1843 ClrBit(v->flags, VRF_REVERSING);
1844
1845 /* recalculate cached data */
1846 v->ConsistChanged(CCF_TRACK);
1847
1848 /* update all images */
1849 for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
1850
1851 /* update crossing we were approaching */
1852 if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
1853
1854 /* maybe we are approaching crossing now, after reversal */
1855 crossing = TrainApproachingCrossingTile(v);
1856 if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
1857
1858 /* If we are inside a depot after reversing, don't bother with path reserving. */
1859 if (v->track == TRACK_BIT_DEPOT) {
1860 /* Can't be stuck here as inside a depot is always a safe tile. */
1861 if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1862 ClrBit(v->flags, VRF_TRAIN_STUCK);
1863 return;
1864 }
1865
1866 /* TrainExitDir does not always produce the desired dir for depots and
1867 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
1868 DiagDirection dir = TrainExitDir(v->direction, v->track);
1869 if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
1870
1871 if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
1872 /* If we are currently on a tile with conventional signals, we can't treat the
1873 * current tile as a safe tile or we would enter a PBS block without a reservation. */
1874 bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
1875 HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
1876 !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
1877
1878 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
1879 if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
1880
1881 if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
1882 if (TryPathReserve(v, false, first_tile_okay)) {
1883 /* Do a look-ahead now in case our current tile was already a safe tile. */
1884 CheckNextTrainTile(v);
1885 } else if (v->current_order.GetType() != OT_LOADING) {
1886 /* Do not wait for a way out when we're still loading */
1887 MarkTrainAsStuck(v);
1888 }
1889 } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
1890 /* A train not inside a PBS block can't be stuck. */
1891 ClrBit(v->flags, VRF_TRAIN_STUCK);
1892 v->wait_counter = 0;
1893 }
1894 }
1895
1905 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1906 {
1907 Train *v = Train::GetIfValid(p1);
1908 if (v == NULL) return CMD_ERROR;
1909
1910 CommandCost ret = CheckOwnership(v->owner);
1911 if (ret.Failed()) return ret;
1912
1913 if (p2 != 0) {
1914 /* turn a single unit around */
1915
1916 if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
1917 return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
1918 }
1919 if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
1920
1921 Train *front = v->First();
1922 /* make sure the vehicle is stopped in the depot */
1923 if (!front->IsStoppedInDepot()) {
1924 return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1925 }
1926
1927 if (flags & DC_EXEC) {
1928 ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
1929
1930 front->ConsistChanged(CCF_ARRANGE);
1931 SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
1932 SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
1933 SetWindowDirty(WC_VEHICLE_VIEW, front->index);
1934 SetWindowClassesDirty(WC_TRAINS_LIST);
1935 }
1936 } else {
1937 /* turn the whole train around */
1938 if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
1939
1940 if (flags & DC_EXEC) {
1941 /* Properly leave the station if we are loading and won't be loading anymore */
1942 if (v->current_order.IsType(OT_LOADING)) {
1943 const Vehicle *last = v;
1944 while (last->Next() != NULL) last = last->Next();
1945
1946 /* not a station || different station --> leave the station */
1947 if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
1948 v->LeaveStation();
1949 }
1950 }
1951
1952 /* We cancel any 'skip signal at dangers' here */
1953 v->force_proceed = TFP_NONE;
1954 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
1955
1956 if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
1957 ToggleBit(v->flags, VRF_REVERSING);
1958 } else {
1959 v->cur_speed = 0;
1960 v->SetLastSpeed();
1961 HideFillingPercent(&v->fill_percent_te_id);
1962 ReverseTrainDirection(v);
1963 }
1964 }
1965 }
1966 return CommandCost();
1967 }
1968
1978 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1979 {
1980 Train *t = Train::GetIfValid(p1);
1981 if (t == NULL) return CMD_ERROR;
1982
1983 if (!t->IsPrimaryVehicle()) return CMD_ERROR;
1984
1985 CommandCost ret = CheckOwnership(t->owner);
1986 if (ret.Failed()) return ret;
1987
1988
1989 if (flags & DC_EXEC) {
1990 /* If we are forced to proceed, cancel that order.
1991 * If we are marked stuck we would want to force the train
1992 * to proceed to the next signal. In the other cases we
1993 * would like to pass the signal at danger and run till the
1994 * next signal we encounter. */
1995 t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
1996 SetWindowDirty(WC_VEHICLE_VIEW, t->index);
1997 }
1998
1999 return CommandCost();
2000 }
2001
2009 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
2010 {
2011 assert(!(v->vehstatus & VS_CRASHED));
2012
2013 if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
2014
2015 PBSTileInfo origin = FollowTrainReservation(v);
2016 if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
2017
2018 switch (_settings_game.pf.pathfinder_for_trains) {
2019 case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
2020 case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
2021
2022 default: NOT_REACHED();
2023 }
2024 }
2025
2033 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
2034 {
2035 FindDepotData tfdd = FindClosestTrainDepot(this, 0);
2036 if (tfdd.best_length == UINT_MAX) return false;
2037
2038 if (location != NULL) *location = tfdd.tile;
2039 if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
2040 if (reverse != NULL) *reverse = tfdd.reverse;
2041
2042 return true;
2043 }
2044
2046 void Train::PlayLeaveStationSound() const
2047 {
2048 static const SoundFx sfx[] = {
2049 SND_04_TRAIN,
2050 SND_0A_TRAIN_HORN,
2051 SND_0A_TRAIN_HORN,
2052 SND_47_MAGLEV_2,
2053 SND_41_MAGLEV
2054 };
2055
2056 if (PlayVehicleSound(this, VSE_START)) return;
2057
2058 EngineID engtype = this->engine_type;
2059 SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
2060 }
2061
2066 static void CheckNextTrainTile(Train *v)
2067 {
2068 /* Don't do any look-ahead if path_backoff_interval is 255. */
2069 if (_settings_game.pf.path_backoff_interval == 255) return;
2070
2071 /* Exit if we are inside a depot. */
2072 if (v->track == TRACK_BIT_DEPOT) return;
2073
2074 switch (v->current_order.GetType()) {
2075 /* Exit if we reached our destination depot. */
2076 case OT_GOTO_DEPOT:
2077 if (v->tile == v->dest_tile) return;
2078 break;
2079
2080 case OT_GOTO_WAYPOINT:
2081 /* If we reached our waypoint, make sure we see that. */
2082 if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
2083 break;
2084
2085 case OT_NOTHING:
2086 case OT_LEAVESTATION:
2087 case OT_LOADING:
2088 /* Exit if the current order doesn't have a destination, but the train has orders. */
2089 if (v->GetNumOrders() > 0) return;
2090 break;
2091
2092 default:
2093 break;
2094 }
2095 /* Exit if we are on a station tile and are going to stop. */
2096 if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
2097
2098 Trackdir td = v->GetVehicleTrackdir();
2099
2100 /* On a tile with a red non-pbs signal, don't look ahead. */
2101 if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
2102 !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
2103 GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
2104
2105 CFollowTrackRail ft(v);
2106 if (!ft.Follow(v->tile, td)) return;
2107
2108 if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
2109 /* Next tile is not reserved. */
2110 if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
2111 if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
2112 /* If the next tile is a PBS signal, try to make a reservation. */
2113 TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
2114 if (_settings_game.pf.forbid_90_deg) {
2115 tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
2116 }
2117 ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
2118 }
2119 }
2120 }
2121 }
2122
2128 static bool CheckTrainStayInDepot(Train *v)
2129 {
2130 /* bail out if not all wagons are in the same depot or not in a depot at all */
2131 for (const Train *u = v; u != NULL; u = u->Next()) {
2132 if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
2133 }
2134
2135 /* if the train got no power, then keep it in the depot */
2136 if (v->gcache.cached_power == 0) {
2137 v->vehstatus |= VS_STOPPED;
2138 SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
2139 return true;
2140 }
2141
2142 SigSegState seg_state;
2143
2144 if (v->force_proceed == TFP_NONE) {
2145 /* force proceed was not pressed */
2146 if (++v->wait_counter < 37) {
2147 SetWindowClassesDirty(WC_TRAINS_LIST);
2148 return true;
2149 }
2150
2151 v->wait_counter = 0;
2152
2153 seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2154 if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
2155 /* Full and no PBS signal in block or depot reserved, can't exit. */
2156 SetWindowClassesDirty(WC_TRAINS_LIST);
2157 return true;
2158 }
2159 } else {
2160 seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2161 }
2162
2163 /* We are leaving a depot, but have to go to the exact same one; re-enter */
2164 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
2165 /* We need to have a reservation for this to work. */
2166 if (HasDepotReservation(v->tile)) return true;
2167 SetDepotReservation(v->tile, true);
2168 VehicleEnterDepot(v);
2169 return true;
2170 }
2171
2172 /* Only leave when we can reserve a path to our destination. */
2173 if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
2174 /* No path and no force proceed. */
2175 SetWindowClassesDirty(WC_TRAINS_LIST);
2176 MarkTrainAsStuck(v);
2177 return true;
2178 }
2179
2180 SetDepotReservation(v->tile, true);
2181 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
2182
2183 VehicleServiceInDepot(v);
2184 SetWindowClassesDirty(WC_TRAINS_LIST);
2185 v->PlayLeaveStationSound();
2186
2187 v->track = TRACK_BIT_X;
2188 if (v->direction & 2) v->track = TRACK_BIT_Y;
2189
2190 v->vehstatus &= ~VS_HIDDEN;
2191 v->cur_speed = 0;
2192
2193 v->UpdateViewport(true, true);
2194 v->UpdatePosition();
2195 UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2196 v->UpdateAcceleration();
2197 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
2198
2199 return false;
2200 }
2201
2208 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
2209 {
2210 DiagDirection dir = TrackdirToExitdir(track_dir);
2211
2212 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
2213 /* Are we just leaving a tunnel/bridge? */
2214 if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
2215 TileIndex end = GetOtherTunnelBridgeEnd(tile);
2216
2217 if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
2218 /* Free the reservation only if no other train is on the tiles. */
2219 SetTunnelBridgeReservation(tile, false);
2220 SetTunnelBridgeReservation(end, false);
2221
2222 if (_settings_client.gui.show_track_reservation) {
2223 if (IsBridge(tile)) {
2224 MarkBridgeDirty(tile);
2225 } else {
2226 MarkTileDirtyByTile(tile);
2227 MarkTileDirtyByTile(end);
2228 }
2229 }
2230 }
2231 }
2232 } else if (IsRailStationTile(tile)) {
2233 TileIndex new_tile = TileAddByDiagDir(tile, dir);
2234 /* If the new tile is not a further tile of the same station, we
2235 * clear the reservation for the whole platform. */
2236 if (!IsCompatibleTrainStationTile(new_tile, tile)) {
2237 SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
2238 }
2239 } else {
2240 /* Any other tile */
2241 UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
2242 }
2243 }
2244
2251 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
2252 {
2253 assert(v->IsFrontEngine());
2254
2255 TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
2256 Trackdir td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
2257 bool free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
2258 StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
2259
2260 /* Can't be holding a reservation if we enter a depot. */
2261 if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
2262 if (v->track == TRACK_BIT_DEPOT) {
2263 /* Front engine is in a depot. We enter if some part is not in the depot. */
2264 for (const Train *u = v; u != NULL; u = u->Next()) {
2265 if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
2266 }
2267 }
2268 /* Don't free reservation if it's not ours. */
2269 if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
2270
2271 CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
2272 while (ft.Follow(tile, td)) {
2273 tile = ft.m_new_tile;
2274 TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
2275 td = RemoveFirstTrackdir(&bits);
2276 assert(bits == TRACKDIR_BIT_NONE);
2277
2278 if (!IsValidTrackdir(td)) break;
2279
2280 if (IsTileType(tile, MP_RAILWAY)) {
2281 if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
2282 /* Conventional signal along trackdir: remove reservation and stop. */
2283 UnreserveRailTrack(tile, TrackdirToTrack(td));
2284 break;
2285 }
2286 if (HasPbsSignalOnTrackdir(tile, td)) {
2287 if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
2288 /* Red PBS signal? Can't be our reservation, would be green then. */
2289 break;
2290 } else {
2291 /* Turn the signal back to red. */
2292 SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
2293 MarkTileDirtyByTile(tile);
2294 }
2295 } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
2296 break;
2297 }
2298 }
2299
2300 /* Don't free first station/bridge/tunnel if we are on it. */
2301 if (free_tile || (!(ft.m_is_station && GetStationIndex(ft.m_new_tile) == station_id) && !ft.m_is_tunnel && !ft.m_is_bridge)) ClearPathReservation(v, tile, td);
2302
2303 free_tile = true;
2304 }
2305 }
2306
2307 static const byte _initial_tile_subcoord[6][4][3] = {
2308 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2309 {{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2310 {{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2311 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2312 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2313 {{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2314 };
2315
2328 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
2329 {
2330 switch (_settings_game.pf.pathfinder_for_trains) {
2331 case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
2332 case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
2333
2334 default: NOT_REACHED();
2335 }
2336 }
2337
2343 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
2344 {
2345 PBSTileInfo origin = FollowTrainReservation(v);
2346
2347 CFollowTrackRail ft(v);
2348
2349 TileIndex tile = origin.tile;
2350 Trackdir cur_td = origin.trackdir;
2351 while (ft.Follow(tile, cur_td)) {
2352 if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
2353 /* Possible signal tile. */
2354 if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
2355 }
2356
2357 if (_settings_game.pf.forbid_90_deg) {
2358 ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
2359 if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
2360 }
2361
2362 /* Station, depot or waypoint are a possible target. */
2363 bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
2364 if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
2365 /* Choice found or possible target encountered.
2366 * On finding a possible target, we need to stop and let the pathfinder handle the
2367 * remaining path. This is because we don't know if this target is in one of our
2368 * orders, so we might cause pathfinding to fail later on if we find a choice.
2369 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2370 * a wrong path not leading to our next destination. */
2371 if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
2372
2373 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2374 * actually starts its search at the first unreserved tile. */
2375 if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
2376
2377 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2378 if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
2379 if (enterdir != NULL) *enterdir = ft.m_exitdir;
2380 return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
2381 }
2382
2383 tile = ft.m_new_tile;
2384 cur_td = FindFirstTrackdir(ft.m_new_td_bits);
2385
2386 if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
2387 bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
2388 if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
2389 /* Safe position is all good, path valid and okay. */
2390 return PBSTileInfo(tile, cur_td, true);
2391 }
2392
2393 if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
2394 }
2395
2396 if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
2397 /* End of line, path valid and okay. */
2398 return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
2399 }
2400
2401 /* Sorry, can't reserve path, back out. */
2402 tile = origin.tile;
2403 cur_td = origin.trackdir;
2404 TileIndex stopped = ft.m_old_tile;
2405 Trackdir stopped_td = ft.m_old_td;
2406 while (tile != stopped || cur_td != stopped_td) {
2407 if (!ft.Follow(tile, cur_td)) break;
2408
2409 if (_settings_game.pf.forbid_90_deg) {
2410 ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
2411 assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
2412 }
2413 assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
2414
2415 tile = ft.m_new_tile;
2416 cur_td = FindFirstTrackdir(ft.m_new_td_bits);
2417
2418 UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
2419 }
2420
2421 /* Path invalid. */
2422 return PBSTileInfo();
2423 }
2424
2435 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
2436 {
2437 switch (_settings_game.pf.pathfinder_for_trains) {
2438 case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
2439 case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
2440
2441 default: NOT_REACHED();
2442 }
2443 }
2444
2446 class VehicleOrderSaver {
2447 private:
2448 Train *v;
2449 Order old_order;
2450 TileIndex old_dest_tile;
2451 StationID old_last_station_visited;
2452 VehicleOrderID index;
2453 bool suppress_implicit_orders;
2454
2455 public:
2456 VehicleOrderSaver(Train *_v) :
2457 v(_v),
2458 old_order(_v->current_order),
2459 old_dest_tile(_v->dest_tile),
2460 old_last_station_visited(_v->last_station_visited),
2461 index(_v->cur_real_order_index),
2462 suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
2463 {
2464 }
2465
2466 ~VehicleOrderSaver()
2467 {
2468 this->v->current_order = this->old_order;
2469 this->v->dest_tile = this->old_dest_tile;
2470 this->v->last_station_visited = this->old_last_station_visited;
2471 SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
2472 }
2473
2479 bool SwitchToNextOrder(bool skip_first)
2480 {
2481 if (this->v->GetNumOrders() == 0) return false;
2482
2483 if (skip_first) ++this->index;
2484
2485 int depth = 0;
2486
2487 do {
2488 /* Wrap around. */
2489 if (this->index >= this->v->GetNumOrders()) this->index = 0;
2490
2491 Order *order = this->v->GetOrder(this->index);
2492 assert(order != NULL);
2493
2494 switch (order->GetType()) {
2495 case OT_GOTO_DEPOT:
2496 /* Skip service in depot orders when the train doesn't need service. */
2497 if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
2498 case OT_GOTO_STATION:
2499 case OT_GOTO_WAYPOINT:
2500 this->v->current_order = *order;
2501 return UpdateOrderDest(this->v, order, 0, true);
2502 case OT_CONDITIONAL: {
2503 VehicleOrderID next = ProcessConditionalOrder(order, this->v);
2504 if (next != INVALID_VEH_ORDER_ID) {
2505 depth++;
2506 this->index = next;
2507 /* Don't increment next, so no break here. */
2508 continue;
2509 }
2510 break;
2511 }
2512 default:
2513 break;
2514 }
2515 /* Don't increment inside the while because otherwise conditional
2516 * orders can lead to an infinite loop. */
2517 ++this->index;
2518 depth++;
2519 } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
2520
2521 return false;
2522 }
2523 };
2524
2525 /* choose a track */
2526 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
2527 {
2528 Track best_track = INVALID_TRACK;
2529 bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
2530 bool changed_signal = false;
2531
2532 assert((tracks & ~TRACK_BIT_MASK) == 0);
2533
2534 if (got_reservation != NULL) *got_reservation = false;
2535
2536 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2537 TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
2538 /* Do we have a suitable reserved track? */
2539 if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
2540
2541 /* Quick return in case only one possible track is available */
2542 if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
2543 Track track = FindFirstTrack(tracks);
2544 /* We need to check for signals only here, as a junction tile can't have signals. */
2545 if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
2546 do_track_reservation = true;
2547 changed_signal = true;
2548 SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
2549 } else if (!do_track_reservation) {
2550 return track;
2551 }
2552 best_track = track;
2553 }
2554
2555 PBSTileInfo res_dest(tile, INVALID_TRACKDIR, false);
2556 DiagDirection dest_enterdir = enterdir;
2557 if (do_track_reservation) {
2558 res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
2559 if (res_dest.tile == INVALID_TILE) {
2560 /* Reservation failed? */
2561 if (mark_stuck) MarkTrainAsStuck(v);
2562 if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
2563 return FindFirstTrack(tracks);
2564 }
2565 if (res_dest.okay) {
2566 /* Got a valid reservation that ends at a safe target, quick exit. */
2567 if (got_reservation != NULL) *got_reservation = true;
2568 if (changed_signal) MarkTileDirtyByTile(tile);
2569 TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2570 return best_track;
2571 }
2572
2573 /* Check if the train needs service here, so it has a chance to always find a depot.
2574 * Also check if the current order is a service order so we don't reserve a path to
2575 * the destination but instead to the next one if service isn't needed. */
2576 CheckIfTrainNeedsService(v);
2577 if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
2578 }
2579
2580 /* Save the current train order. The destructor will restore the old order on function exit. */
2581 VehicleOrderSaver orders(v);
2582
2583 /* If the current tile is the destination of the current order and
2584 * a reservation was requested, advance to the next order.
2585 * Don't advance on a depot order as depots are always safe end points
2586 * for a path and no look-ahead is necessary. This also avoids a
2587 * problem with depot orders not part of the order list when the
2588 * order list itself is empty. */
2589 if (v->current_order.IsType(OT_LEAVESTATION)) {
2590 orders.SwitchToNextOrder(false);
2591 } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
2592 v->current_order.IsType(OT_GOTO_STATION) ?
2593 IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
2594 v->tile == v->dest_tile))) {
2595 orders.SwitchToNextOrder(true);
2596 }
2597
2598 if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2599 /* Pathfinders are able to tell that route was only 'guessed'. */
2600 bool path_found = true;
2601 TileIndex new_tile = res_dest.tile;
2602
2603 Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
2604 if (new_tile == tile) best_track = next_track;
2605 v->HandlePathfindingResult(path_found);
2606 }
2607
2608 /* No track reservation requested -> finished. */
2609 if (!do_track_reservation) return best_track;
2610
2611 /* A path was found, but could not be reserved. */
2612 if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2613 if (mark_stuck) MarkTrainAsStuck(v);
2614 FreeTrainTrackReservation(v);
2615 return best_track;
2616 }
2617
2618 /* No possible reservation target found, we are probably lost. */
2619 if (res_dest.tile == INVALID_TILE) {
2620 /* Try to find any safe destination. */
2621 PBSTileInfo origin = FollowTrainReservation(v);
2622 if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
2623 TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
2624 best_track = FindFirstTrack(res);
2625 TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2626 if (got_reservation != NULL) *got_reservation = true;
2627 if (changed_signal) MarkTileDirtyByTile(tile);
2628 } else {
2629 FreeTrainTrackReservation(v);
2630 if (mark_stuck) MarkTrainAsStuck(v);
2631 }
2632 return best_track;
2633 }
2634
2635 if (got_reservation != NULL) *got_reservation = true;
2636
2637 /* Reservation target found and free, check if it is safe. */
2638 while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
2639 /* Extend reservation until we have found a safe position. */
2640 DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
2641 TileIndex next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
2642 TrackBits reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
2643 if (_settings_game.pf.forbid_90_deg) {
2644 reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
2645 }
2646
2647 /* Get next order with destination. */
2648 if (orders.SwitchToNextOrder(true)) {
2649 PBSTileInfo cur_dest;
2650 bool path_found;
2651 DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
2652 if (cur_dest.tile != INVALID_TILE) {
2653 res_dest = cur_dest;
2654 if (res_dest.okay) continue;
2655 /* Path found, but could not be reserved. */
2656 FreeTrainTrackReservation(v);
2657 if (mark_stuck) MarkTrainAsStuck(v);
2658 if (got_reservation != NULL) *got_reservation = false;
2659 changed_signal = false;
2660 break;
2661 }
2662 }
2663 /* No order or no safe position found, try any position. */
2664 if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
2665 FreeTrainTrackReservation(v);
2666 if (mark_stuck) MarkTrainAsStuck(v);
2667 if (got_reservation != NULL) *got_reservation = false;
2668 changed_signal = false;
2669 }
2670 break;
2671 }
2672
2673 TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2674
2675 if (changed_signal) MarkTileDirtyByTile(tile);
2676
2677 return best_track;
2678 }
2679
2688 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
2689 {
2690 assert(v->IsFrontEngine());
2691
2692 /* We have to handle depots specially as the track follower won't look
2693 * at the depot tile itself but starts from the next tile. If we are still
2694 * inside the depot, a depot reservation can never be ours. */
2695 if (v->track == TRACK_BIT_DEPOT) {
2696 if (HasDepotReservation(v->tile)) {
2697 if (mark_as_stuck) MarkTrainAsStuck(v);
2698 return false;
2699 } else {
2700 /* Depot not reserved, but the next tile might be. */
2701 TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
2702 if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
2703 }
2704 }
2705
2706 Vehicle *other_train = NULL;
2707 PBSTileInfo origin = FollowTrainReservation(v, &other_train);
2708 /* The path we are driving on is already blocked by some other train.
2709 * This can only happen in certain situations when mixing path and
2710 * block signals or when changing tracks and/or signals.
2711 * Exit here as doing any further reservations will probably just
2712 * make matters worse. */
2713 if (other_train != NULL && other_train->index != v->index) {
2714 if (mark_as_stuck) MarkTrainAsStuck(v);
2715 return false;
2716 }
2717 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2718 if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
2719 /* Can't be stuck then. */
2720 if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2721 ClrBit(v->flags, VRF_TRAIN_STUCK);
2722 return true;
2723 }
2724
2725 /* If we are in a depot, tentatively reserve the depot. */
2726 if (v->track == TRACK_BIT_DEPOT) {
2727 SetDepotReservation(v->tile, true);
2728 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
2729 }
2730
2731 DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
2732 TileIndex new_tile = TileAddByDiagDir(origin.tile, exitdir);
2733 TrackBits reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
2734
2735 if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
2736
2737 bool res_made = false;
2738 ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
2739
2740 if (!res_made) {
2741 /* Free the depot reservation as well. */
2742 if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
2743 return false;
2744 }
2745
2746 if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
2747 v->wait_counter = 0;
2748 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2749 }
2750 ClrBit(v->flags, VRF_TRAIN_STUCK);
2751 return true;
2752 }
2753
2754
2755 static bool CheckReverseTrain(const Train *v)
2756 {
2757 if (_settings_game.difficulty.line_reverse_mode != 0 ||
2758 v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
2759 !(v->direction & 1)) {
2760 return false;
2761 }
2762
2763 assert(v->track != TRACK_BIT_NONE);
2764
2765 switch (_settings_game.pf.pathfinder_for_trains) {
2766 case VPF_NPF: return NPFTrainCheckReverse(v);
2767 case VPF_YAPF: return YapfTrainCheckReverse(v);
2768
2769 default: NOT_REACHED();
2770 }
2771 }
2772
2778 TileIndex Train::GetOrderStationLocation(StationID station)
2779 {
2780 if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
2781
2782 const Station *st = Station::Get(station);
2783 if (!(st->facilities & FACIL_TRAIN)) {
2784 /* The destination station has no trainstation tiles. */
2785 this->IncrementRealOrderIndex();
2786 return 0;
2787 }
2788
2789 return st->xy;
2790 }
2791
2793 void Train::MarkDirty()
2794 {
2795 Train *v = this;
2796 do {
2797 v->colourmap = PAL_NONE;
2798 v->UpdateViewport(true, false);
2799 } while ((v = v->Next()) != NULL);
2800
2801 /* need to update acceleration and cached values since the goods on the train changed. */
2802 this->CargoChanged();
2803 this->UpdateAcceleration();
2804 }
2805
2813 int Train::UpdateSpeed()
2814 {
2815 switch (_settings_game.vehicle.train_acceleration_model) {
2816 default: NOT_REACHED();
2817 case AM_ORIGINAL:
2818 return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed());
2819
2820 case AM_REALISTIC:
2821 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
2822 }
2823 }
2824
2830 static void TrainEnterStation(Train *v, StationID station)
2831 {
2832 v->last_station_visited = station;
2833
2834 /* check if a train ever visited this station before */
2835 Station *st = Station::Get(station);
2836 if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
2837 st->had_vehicle_of_type |= HVOT_TRAIN;
2838 SetDParam(0, st->index);
2839 AddVehicleNewsItem(
2840 STR_NEWS_FIRST_TRAIN_ARRIVAL,
2841 v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
2842 v->index,
2843 st->index
2844 );
2845 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
2846 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
2847 }
2848
2849 v->force_proceed = TFP_NONE;
2850 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
2851
2852 v->BeginLoading();
2853
2854 TriggerStationRandomisation(st, v->tile, SRT_TRAIN_ARRIVES);
2855 TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
2856 }
2857
2858 /* Check if the vehicle is compatible with the specified tile */
2859 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
2860 {
2861 return IsTileOwner(tile, v->owner) &&
2862 (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
2863 }
2864
2866 struct AccelerationSlowdownParams {
2867 byte small_turn;
2868 byte large_turn;
2869 byte z_up;
2870 byte z_down;
2871 };
2872
2874 static const AccelerationSlowdownParams _accel_slowdown[] = {
2875 /* normal accel */
2876 {256 / 4, 256 / 2, 256 / 4, 2},
2877 {256 / 4, 256 / 2, 256 / 4, 2},
2878 {0, 256 / 2, 256 / 4, 2},
2879 };
2880
2886 static inline void AffectSpeedByZChange(Train *v, int old_z)
2887 {
2888 if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
2889
2890 const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
2891
2892 if (old_z < v->z_pos) {
2893 v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
2894 } else {
2895 uint16 spd = v->cur_speed + asp->z_down;
2896 if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
2897 }
2898 }
2899
2900 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
2901 {
2902 if (IsTileType(tile, MP_RAILWAY) &&
2903 GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
2904 TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
2905 Trackdir trackdir = FindFirstTrackdir(tracks);
2906 if (UpdateSignalsOnSegment(tile, TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
2907 /* A PBS block with a non-PBS signal facing us? */
2908 if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
2909 }
2910 }
2911 return false;
2912 }
2913
2915 void Train::ReserveTrackUnderConsist() const
2916 {
2917 for (const Train *u = this; u != NULL; u = u->Next()) {
2918 switch (u->track) {
2919 case TRACK_BIT_WORMHOLE:
2920 TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
2921 break;
2922 case TRACK_BIT_DEPOT:
2923 break;
2924 default:
2925 TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
2926 break;
2927 }
2928 }
2929 }
2930
2937 uint Train::Crash(bool flooded)
2938 {
2939 uint pass = 0;
2940 if (this->IsFrontEngine()) {
2941 pass += 2; // driver
2942
2943 /* Remove the reserved path in front of the train if it is not stuck.
2944 * Also clear all reserved tracks the train is currently on. */
2945 if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
2946 for (const Train *v = this; v != NULL; v = v->Next()) {
2947 ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
2948 if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
2949 /* ClearPathReservation will not free the wormhole exit
2950 * if the train has just entered the wormhole. */
2951 SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
2952 }
2953 }
2954
2955 /* we may need to update crossing we were approaching,
2956 * but must be updated after the train has been marked crashed */
2957 TileIndex crossing = TrainApproachingCrossingTile(this);
2958 if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
2959
2960 /* Remove the loading indicators (if any) */
2961 HideFillingPercent(&this->fill_percent_te_id);
2962 }
2963
2964 pass += this->GroundVehicleBase::Crash(flooded);
2965
2966 this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
2967 return pass;
2968 }
2969
2976 static uint TrainCrashed(Train *v)
2977 {
2978 uint num = 0;
2979
2980 /* do not crash train twice */
2981 if (!(v->vehstatus & VS_CRASHED)) {
2982 num = v->Crash();
2983 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
2984 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
2985 }
2986
2987 /* Try to re-reserve track under already crashed train too.
2988 * Crash() clears the reservation! */
2989 v->ReserveTrackUnderConsist();
2990
2991 return num;
2992 }
2993
2995 struct TrainCollideChecker {
2996 Train *v;
2997 uint num;
2998 };
2999
3006 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
3007 {
3008 TrainCollideChecker *tcc = (TrainCollideChecker*)data;
3009
3010 /* not a train or in depot */
3011 if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
3012
3013 /* do not crash into trains of another company. */
3014 if (v->owner != tcc->v->owner) return NULL;
3015
3016 /* get first vehicle now to make most usual checks faster */
3017 Train *coll = Train::From(v)->First();
3018
3019 /* can't collide with own wagons */
3020 if (coll == tcc->v) return NULL;
3021
3022 int x_diff = v->x_pos - tcc->v->x_pos;
3023 int y_diff = v->y_pos - tcc->v->y_pos;
3024
3025 /* Do fast calculation to check whether trains are not in close vicinity
3026 * and quickly reject trains distant enough for any collision.
3027 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3028 * Differences are then ORed and then we check for any higher bits */
3029 uint hash = (y_diff + 7) | (x_diff + 7);
3030 if (hash & ~15) return NULL;
3031
3032 /* Slower check using multiplication */
3033 int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
3034 if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return NULL;
3035
3036 /* Happens when there is a train under bridge next to bridge head */
3037 if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
3038
3039 /* crash both trains */
3040 tcc->num += TrainCrashed(tcc->v);
3041 tcc->num += TrainCrashed(coll);
3042
3043 return NULL; // continue searching
3044 }
3045
3053 static bool CheckTrainCollision(Train *v)
3054 {
3055 /* can't collide in depot */
3056 if (v->track == TRACK_BIT_DEPOT) return false;
3057
3058 assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
3059
3060 TrainCollideChecker tcc;
3061 tcc.v = v;
3062 tcc.num = 0;
3063
3064 /* find colliding vehicles */
3065 if (v->track == TRACK_BIT_WORMHOLE) {
3066 FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
3067 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
3068 } else {
3069 FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
3070 }
3071
3072 /* any dead -> no crash */
3073 if (tcc.num == 0) return false;
3074
3075 SetDParam(0, tcc.num);
3076 AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->index);
3077
3078 ModifyStationRatingAround(v->tile, v->owner, -160, 30);
3079 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_BIG_CRASH, v);
3080 return true;
3081 }
3082
3083 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
3084 {
3085 if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
3086
3087 Train *t = Train::From(v);
3088 DiagDirection exitdir = *(DiagDirection *)data;
3089
3090 /* not front engine of a train, inside wormhole or depot, crashed */
3091 if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
3092
3093 if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
3094
3095 return t;
3096 }
3097
3105 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
3106 {
3107 Train *first = v->First();
3108 Train *prev;
3109 bool direction_changed = false; // has direction of any part changed?
3110
3111 /* For every vehicle after and including the given vehicle */
3112 for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
3113 DiagDirection enterdir = DIAGDIR_BEGIN;
3114 bool update_signals_crossing = false; // will we update signals or crossing state?
3115
3116 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
3117 if (v->track != TRACK_BIT_WORMHOLE) {
3118 /* Not inside tunnel */
3119 if (gp.old_tile == gp.new_tile) {
3120 /* Staying in the old tile */
3121 if (v->track == TRACK_BIT_DEPOT) {
3122 /* Inside depot */
3123 gp.x = v->x_pos;
3124 gp.y = v->y_pos;
3125 } else {
3126 /* Not inside depot */
3127
3128 /* Reverse when we are at the end of the track already, do not move to the new position */
3129 if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
3130
3131 uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3132 if (HasBit(r, VETS_CANNOT_ENTER)) {
3133 goto invalid_rail;
3134 }
3135 if (HasBit(r, VETS_ENTERED_STATION)) {
3136 /* The new position is the end of the platform */
3137 TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
3138 }
3139 }
3140 } else {
3141 /* A new tile is about to be entered. */
3142
3143 /* Determine what direction we're entering the new tile from */
3144 enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
3145 assert(IsValidDiagDirection(enterdir));
3146
3147 /* Get the status of the tracks in the new tile and mask
3148 * away the bits that aren't reachable. */
3149 TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
3150 TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
3151
3152 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3153 TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
3154
3155 TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3156 if (_settings_game.pf.forbid_90_deg && prev == NULL) {
3157 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3158 * can be switched on halfway a turn */
3159 bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
3160 }
3161
3162 if (bits == TRACK_BIT_NONE) goto invalid_rail;
3163
3164 /* Check if the new tile constrains tracks that are compatible
3165 * with the current train, if not, bail out. */
3166 if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
3167
3168 TrackBits chosen_track;
3169 if (prev == NULL) {
3170 /* Currently the locomotive is active. Determine which one of the
3171 * available tracks to choose */
3172 chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
3173 assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
3174
3175 if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
3176 /* For each signal we find decrease the counter by one.
3177 * We start at two, so the first signal we pass decreases
3178 * this to one, then if we reach the next signal it is
3179 * decreased to zero and we won't pass that new signal. */
3180 Trackdir dir = FindFirstTrackdir(trackdirbits);
3181 if (HasSignalOnTrackdir(gp.new_tile, dir) ||
3182 (HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir)) &&
3183 GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS)) {
3184 /* However, we do not want to be stopped by PBS signals
3185 * entered via the back. */
3186 v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
3187 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
3188 }
3189 }
3190
3191 /* Check if it's a red signal and that force proceed is not clicked. */
3192 if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
3193 /* In front of a red signal */
3194 Trackdir i = FindFirstTrackdir(trackdirbits);
3195
3196 /* Don't handle stuck trains here. */
3197 if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
3198
3199 if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
3200 v->cur_speed = 0;
3201 v->subspeed = 0;
3202 v->progress = 255 - 100;
3203 if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return false;
3204 } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
3205 v->cur_speed = 0;
3206 v->subspeed = 0;
3207 v->progress = 255 - 10;
3208 if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
3209 DiagDirection exitdir = TrackdirToExitdir(i);
3210 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
3211
3212 exitdir = ReverseDiagDir(exitdir);
3213
3214 /* check if a train is waiting on the other side */
3215 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
3216 }
3217 }
3218
3219 /* If we would reverse but are currently in a PBS block and
3220 * reversing of stuck trains is disabled, don't reverse.
3221 * This does not apply if the reason for reversing is a one-way
3222 * signal blocking us, because a train would then be stuck forever. */
3223 if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
3224 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
3225 v->wait_counter = 0;
3226 return false;
3227 }
3228 goto reverse_train_direction;
3229 } else {
3230 TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
3231 }
3232 } else {
3233 /* The wagon is active, simply follow the prev vehicle. */
3234 if (prev->tile == gp.new_tile) {
3235 /* Choose the same track as prev */
3236 if (prev->track == TRACK_BIT_WORMHOLE) {
3237 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3238 * However, just choose the track into the wormhole. */
3239 assert(IsTunnel(prev->tile));
3240 chosen_track = bits;
3241 } else {
3242 chosen_track = prev->track;
3243 }
3244 } else {
3245 /* Choose the track that leads to the tile where prev is.
3246 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3247 * I.e. when the tile between them has only space for a single vehicle like
3248 * 1) horizontal/vertical track tiles and
3249 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3250 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3251 */
3252 static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
3253 {TRACK_BIT_X, TRACK_BIT_LOWER, TRACK_BIT_NONE, TRACK_BIT_LEFT },
3254 {TRACK_BIT_UPPER, TRACK_BIT_Y, TRACK_BIT_LEFT, TRACK_BIT_NONE },
3255 {TRACK_BIT_NONE, TRACK_BIT_RIGHT, TRACK_BIT_X, TRACK_BIT_UPPER},
3256 {TRACK_BIT_RIGHT, TRACK_BIT_NONE, TRACK_BIT_LOWER, TRACK_BIT_Y }
3257 };
3258 DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
3259 assert(IsValidDiagDirection(exitdir));
3260 chosen_track = _connecting_track[enterdir][exitdir];
3261 }
3262 chosen_track &= bits;
3263 }
3264
3265 /* Make sure chosen track is a valid track */
3266 assert(
3267 chosen_track == TRACK_BIT_X || chosen_track == TRACK_BIT_Y ||
3268 chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
3269 chosen_track == TRACK_BIT_LEFT || chosen_track == TRACK_BIT_RIGHT);
3270
3271 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3272 const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
3273 gp.x = (gp.x & ~0xF) | b[0];
3274 gp.y = (gp.y & ~0xF) | b[1];
3275 Direction chosen_dir = (Direction)b[2];
3276
3277 /* Call the landscape function and tell it that the vehicle entered the tile */
3278 uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3279 if (HasBit(r, VETS_CANNOT_ENTER)) {
3280 goto invalid_rail;
3281 }
3282
3283 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
3284 Track track = FindFirstTrack(chosen_track);
3285 Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
3286 if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
3287 SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
3288 MarkTileDirtyByTile(gp.new_tile);
3289 }
3290
3291 /* Clear any track reservation when the last vehicle leaves the tile */
3292 if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
3293
3294 v->tile = gp.new_tile;
3295
3296 if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
3297 v->First()->ConsistChanged(CCF_TRACK);
3298 }
3299
3300 v->track = chosen_track;
3301 assert(v->track);
3302 }
3303
3304 /* We need to update signal status, but after the vehicle position hash
3305 * has been updated by UpdateInclination() */
3306 update_signals_crossing = true;
3307
3308 if (chosen_dir != v->direction) {
3309 if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
3310 const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
3311 DirDiff diff = DirDifference(v->direction, chosen_dir);
3312 v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
3313 }
3314 direction_changed = true;
3315 v->direction = chosen_dir;
3316 }
3317
3318 if (v->IsFrontEngine()) {
3319 v->wait_counter = 0;
3320
3321 /* If we are approaching a crossing that is reserved, play the sound now. */
3322 TileIndex crossing = TrainApproachingCrossingTile(v);
3323 if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
3324
3325 /* Always try to extend the reservation when entering a tile. */
3326 CheckNextTrainTile(v);
3327 }
3328
3329 if (HasBit(r, VETS_ENTERED_STATION)) {
3330 /* The new position is the location where we want to stop */
3331 TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
3332 }
3333 }
3334 } else {
3335 if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
3336 /* Perform look-ahead on tunnel exit. */
3337 if (v->IsFrontEngine()) {
3338 TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
3339 CheckNextTrainTile(v);
3340 }
3341 /* Prevent v->UpdateInclination() being called with wrong parameters.
3342 * This could happen if the train was reversed inside the tunnel/bridge. */
3343 if (gp.old_tile == gp.new_tile) {
3344 gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
3345 }
3346 } else {
3347 v->x_pos = gp.x;
3348 v->y_pos = gp.y;
3349 v->UpdatePosition();
3350 if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
3351 continue;
3352 }
3353 }
3354
3355 /* update image of train, as well as delta XY */
3356 v->UpdateDeltaXY(v->direction);
3357
3358 v->x_pos = gp.x;
3359 v->y_pos = gp.y;
3360 v->UpdatePosition();
3361
3362 /* update the Z position of the vehicle */
3363 int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
3364
3365 if (prev == NULL) {
3366 /* This is the first vehicle in the train */
3367 AffectSpeedByZChange(v, old_z);
3368 }
3369
3370 if (update_signals_crossing) {
3371 if (v->IsFrontEngine()) {
3372 if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
3373 /* We are entering a block with PBS signals right now, but
3374 * not through a PBS signal. This means we don't have a
3375 * reservation right now. As a conventional signal will only
3376 * ever be green if no other train is in the block, getting
3377 * a path should always be possible. If the player built
3378 * such a strange network that it is not possible, the train
3379 * will be marked as stuck and the player has to deal with
3380 * the problem. */
3381 if ((!HasReservedTracks(gp.new_tile, v->track) &&
3382 !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
3383 !TryPathReserve(v)) {
3384 MarkTrainAsStuck(v);
3385 }
3386 }
3387 }
3388
3389 /* Signals can only change when the first
3390 * (above) or the last vehicle moves. */
3391 if (v->Next() == NULL) {
3392 TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
3393 if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
3394 }
3395 }
3396
3397 /* Do not check on every tick to save some computing time. */
3398 if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
3399 }
3400
3401 if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
3402
3403 return true;
3404
3405 invalid_rail:
3406 /* We've reached end of line?? */
3407 if (prev != NULL) error("Disconnecting train");
3408
3409 reverse_train_direction:
3410 if (reverse) {
3411 v->wait_counter = 0;
3412 v->cur_speed = 0;
3413 v->subspeed = 0;
3414 ReverseTrainDirection(v);
3415 }
3416
3417 return false;
3418 }
3419
3426 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
3427 {
3428 TrackBits *trackbits = (TrackBits *)data;
3429
3430 if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
3431 TrackBits train_tbits = Train::From(v)->track;
3432 if (train_tbits == TRACK_BIT_WORMHOLE) {
3433 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3434 *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
3435 } else if (train_tbits != TRACK_BIT_DEPOT) {
3436 *trackbits |= train_tbits;
3437 }
3438 }
3439
3440 return NULL;
3441 }
3442
3450 static void DeleteLastWagon(Train *v)
3451 {
3452 Train *first = v->First();
3453
3454 /* Go to the last wagon and delete the link pointing there
3455 * *u is then the one-before-last wagon, and *v the last
3456 * one which will physically be removed */
3457 Train *u = v;
3458 for (; v->Next() != NULL; v = v->Next()) u = v;
3459 u->SetNext(NULL);
3460
3461 if (first != v) {
3462 /* Recalculate cached train properties */
3463 first->ConsistChanged(CCF_ARRANGE);
3464 /* Update the depot window if the first vehicle is in depot -
3465 * if v == first, then it is updated in PreDestructor() */
3466 if (first->track == TRACK_BIT_DEPOT) {
3467 SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
3468 }
3469 v->last_station_visited = first->last_station_visited; // for PreDestructor
3470 }
3471
3472 /* 'v' shouldn't be accessed after it has been deleted */
3473 TrackBits trackbits = v->track;
3474 TileIndex tile = v->tile;
3475 Owner owner = v->owner;
3476
3477 delete v;
3478 v = NULL; // make sure nobody will try to read 'v' anymore
3479
3480 if (trackbits == TRACK_BIT_WORMHOLE) {
3481 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3482 trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
3483 }
3484
3485 Track track = TrackBitsToTrack(trackbits);
3486 if (HasReservedTracks(tile, trackbits)) {
3487 UnreserveRailTrack(tile, track);
3488
3489 /* If there are still crashed vehicles on the tile, give the track reservation to them */
3490 TrackBits remaining_trackbits = TRACK_BIT_NONE;
3491 FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
3492
3493 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3494 assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
3495 Track t;
3496 FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
3497 }
3498
3499 /* check if the wagon was on a road/rail-crossing */
3500 if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
3501
3502 /* Update signals */
3503 if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
3504 UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
3505 } else {
3506 SetSignalsOnBothDir(tile, track, owner);
3507 }
3508 }
3509
3514 static void ChangeTrainDirRandomly(Train *v)
3515 {
3516 static const DirDiff delta[] = {
3517 DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
3518 };
3519
3520 do {
3521 /* We don't need to twist around vehicles if they're not visible */
3522 if (!(v->vehstatus & VS_HIDDEN)) {
3523 v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
3524 v->UpdateDeltaXY(v->direction);
3525 v->cur_image = v->GetImage(v->direction, EIT_ON_MAP);
3526 /* Refrain from updating the z position of the vehicle when on
3527 * a bridge, because UpdateInclination() will put the vehicle under
3528 * the bridge in that case */
3529 if (v->track != TRACK_BIT_WORMHOLE) {
3530 v->UpdatePosition();
3531 v->UpdateInclination(false, false);
3532 }
3533 }
3534 } while ((v = v->Next()) != NULL);
3535 }
3536
3542 static bool HandleCrashedTrain(Train *v)
3543 {
3544 int state = ++v->crash_anim_pos;
3545
3546 if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
3547 CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
3548 }
3549
3550 uint32 r;
3551 if (state <= 200 && Chance16R(1, 7, r)) {
3552 int index = (r * 10 >> 16);
3553
3554 Vehicle *u = v;
3555 do {
3556 if (--index < 0) {
3557 r = Random();
3558
3559 CreateEffectVehicleRel(u,
3560 GB(r, 8, 3) + 2,
3561 GB(r, 16, 3) + 2,
3562 GB(r, 0, 3) + 5,
3563 EV_EXPLOSION_SMALL);
3564 break;
3565 }
3566 } while ((u = u->Next()) != NULL);
3567 }
3568
3569 if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
3570
3571 if (state >= 4440 && !(v->tick_counter & 0x1F)) {
3572 bool ret = v->Next() != NULL;
3573 DeleteLastWagon(v);
3574 return ret;
3575 }
3576
3577 return true;
3578 }
3579
3581 static const uint16 _breakdown_speeds[16] = {
3582 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3583 };
3584
3585
3594 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
3595 {
3596 /* Calc position within the current tile */
3597 uint x = v->x_pos & 0xF;
3598 uint y = v->y_pos & 0xF;
3599
3600 /* for diagonal directions, 'x' will be 0..15 -
3601 * for other directions, it will be 1, 3, 5, ..., 15 */
3602 switch (v->direction) {
3603 case DIR_N : x = ~x + ~y + 25; break;
3604 case DIR_NW: x = y; // FALL THROUGH
3605 case DIR_NE: x = ~x + 16; break;
3606 case DIR_E : x = ~x + y + 9; break;
3607 case DIR_SE: x = y; break;
3608 case DIR_S : x = x + y - 7; break;
3609 case DIR_W : x = ~y + x + 9; break;
3610 default: break;
3611 }
3612
3613 /* Do not reverse when approaching red signal. Make sure the vehicle's front
3614 * does not cross the tile boundary when we do reverse, but as the vehicle's
3615 * location is based on their center, use half a vehicle's length as offset.
3616 * Multiply the half-length by two for straight directions to compensate that
3617 * we only get odd x offsets there. */
3618 if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
3619 /* we are too near the tile end, reverse now */
3620 v->cur_speed = 0;
3621 if (reverse) ReverseTrainDirection(v);
3622 return false;
3623 }
3624
3625 /* slow down */
3626 v->vehstatus |= VS_TRAIN_SLOWING;
3627 uint16 break_speed = _breakdown_speeds[x & 0xF];
3628 if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3629
3630 return true;
3631 }
3632
3633
3639 static bool TrainCanLeaveTile(const Train *v)
3640 {
3641 /* Exit if inside a tunnel/bridge or a depot */
3642 if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
3643
3644 TileIndex tile = v->tile;
3645
3646 /* entering a tunnel/bridge? */
3647 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
3648 DiagDirection dir = GetTunnelBridgeDirection(tile);
3649 if (DiagDirToDir(dir) == v->direction) return false;
3650 }
3651
3652 /* entering a depot? */
3653 if (IsRailDepotTile(tile)) {
3654 DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
3655 if (DiagDirToDir(dir) == v->direction) return false;
3656 }
3657
3658 return true;
3659 }
3660
3661
3669 static TileIndex TrainApproachingCrossingTile(const Train *v)
3670 {
3671 assert(v->IsFrontEngine());
3672 assert(!(v->vehstatus & VS_CRASHED));
3673
3674 if (!TrainCanLeaveTile(v)) return INVALID_TILE;
3675
3676 DiagDirection dir = TrainExitDir(v->direction, v->track);
3677 TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3678
3679 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3680 if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
3681 !CheckCompatibleRail(v, tile)) {
3682 return INVALID_TILE;
3683 }
3684
3685 return tile;
3686 }
3687
3688
3696 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
3697 {
3698 /* First, handle broken down train */
3699
3700 int t = v->breakdown_ctr;
3701 if (t > 1) {
3702 v->vehstatus |= VS_TRAIN_SLOWING;
3703
3704 uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
3705 if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3706 } else {
3707 v->vehstatus &= ~VS_TRAIN_SLOWING;
3708 }
3709
3710 if (!TrainCanLeaveTile(v)) return true;
3711
3712 /* Determine the non-diagonal direction in which we will exit this tile */
3713 DiagDirection dir = TrainExitDir(v->direction, v->track);
3714 /* Calculate next tile */
3715 TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3716
3717 /* Determine the track status on the next tile */
3718 TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
3719 TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
3720
3721 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3722 TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
3723
3724 /* We are sure the train is not entering a depot, it is detected above */
3725
3726 /* mask unreachable track bits if we are forbidden to do 90deg turns */
3727 TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3728 if (_settings_game.pf.forbid_90_deg) {
3729 bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
3730 }
3731
3732 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
3733 if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
3734 return TrainApproachingLineEnd(v, false, reverse);
3735 }
3736
3737 /* approaching red signal */
3738 if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
3739
3740 /* approaching a rail/road crossing? then make it red */
3741 if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
3742
3743 return true;
3744 }
3745
3746
3747 static bool TrainLocoHandler(Train *v, bool mode)
3748 {
3749 /* train has crashed? */
3750 if (v->vehstatus & VS_CRASHED) {
3751 return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
3752 }
3753
3754 if (v->force_proceed != TFP_NONE) {
3755 ClrBit(v->flags, VRF_TRAIN_STUCK);
3756 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3757 }
3758
3759 /* train is broken down? */
3760 if (v->HandleBreakdown()) return true;
3761
3762 if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
3763 ReverseTrainDirection(v);
3764 }
3765
3766 /* exit if train is stopped */
3767 if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
3768
3769 bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
3770 if (ProcessOrders(v) && CheckReverseTrain(v)) {
3771 v->wait_counter = 0;
3772 v->cur_speed = 0;
3773 v->subspeed = 0;
3774 ClrBit(v->flags, VRF_LEAVING_STATION);
3775 ReverseTrainDirection(v);
3776 return true;
3777 } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
3778 /* Try to reserve a path when leaving the station as we
3779 * might not be marked as wanting a reservation, e.g.
3780 * when an overlength train gets turned around in a station. */
3781 DiagDirection dir = TrainExitDir(v->direction, v->track);
3782 if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
3783
3784 if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
3785 TryPathReserve(v, true, true);
3786 }
3787 ClrBit(v->flags, VRF_LEAVING_STATION);
3788 }
3789
3790 v->HandleLoading(mode);
3791
3792 if (v->current_order.IsType(OT_LOADING)) return true;
3793
3794 if (CheckTrainStayInDepot(v)) return true;
3795
3796 if (!mode) v->ShowVisualEffect();
3797
3798 /* We had no order but have an order now, do look ahead. */
3799 if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
3800 CheckNextTrainTile(v);
3801 }
3802
3803 /* Handle stuck trains. */
3804 if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
3805 ++v->wait_counter;
3806
3807 /* Should we try reversing this tick if still stuck? */
3808 bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
3809
3810 if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
3811 if (!TryPathReserve(v)) {
3812 /* Still stuck. */
3813 if (turn_around) ReverseTrainDirection(v);
3814
3815 if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
3816 /* Show message to player. */
3817 if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
3818 SetDParam(0, v->index);
3819 AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
3820 }
3821 v->wait_counter = 0;
3822 }
3823 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
3824 if (v->force_proceed == TFP_NONE) return true;
3825 ClrBit(v->flags, VRF_TRAIN_STUCK);
3826 v->wait_counter = 0;
3827 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3828 }
3829 }
3830
3831 if (v->current_order.IsType(OT_LEAVESTATION)) {
3832 v->current_order.Free();
3833 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3834 return true;
3835 }
3836
3837 int j = v->UpdateSpeed();
3838
3839 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
3840 if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
3841 /* If we manually stopped, we're not force-proceeding anymore. */
3842 v->force_proceed = TFP_NONE;
3843 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
3844 }
3845
3846 int adv_spd = v->GetAdvanceDistance();
3847 if (j < adv_spd) {
3848 /* if the vehicle has speed 0, update the last_speed field. */
3849 if (v->cur_speed == 0) v->SetLastSpeed();
3850 } else {
3851 TrainCheckIfLineEnds(v);
3852 /* Loop until the train has finished moving. */
3853 for (;;) {
3854 j -= adv_spd;
3855 TrainController(v, NULL);
3856 /* Don't continue to move if the train crashed. */
3857 if (CheckTrainCollision(v)) break;
3858 /* Determine distance to next map position */
3859 adv_spd = v->GetAdvanceDistance();
3860
3861 /* No more moving this tick */
3862 if (j < adv_spd || v->cur_speed == 0) break;
3863
3864 OrderType order_type = v->current_order.GetType();
3865 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
3866 if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
3867 (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
3868 IsTileType(v->tile, MP_STATION) &&
3869 v->current_order.GetDestination() == GetStationIndex(v->tile)) {
3870 ProcessOrders(v);
3871 }
3872 }
3873 v->SetLastSpeed();
3874 }
3875
3876 for (Train *u = v; u != NULL; u = u->Next()) {
3877 if ((u->vehstatus & VS_HIDDEN) != 0) continue;
3878
3879 u->UpdateViewport(false, false);
3880 }
3881
3882 if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
3883
3884 return true;
3885 }
3886
3891 Money Train::GetRunningCost() const
3892 {
3893 Money cost = 0;
3894 const Train *v = this;
3895
3896 do {
3897 const Engine *e = v->GetEngine();
3898 if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
3899
3900 uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
3901 if (cost_factor == 0) continue;
3902
3903 /* Halve running cost for multiheaded parts */
3904 if (v->IsMultiheaded()) cost_factor /= 2;
3905
3906 cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
3907 } while ((v = v->GetNextVehicle()) != NULL);
3908
3909 return cost;
3910 }
3911
3916 bool Train::Tick()
3917 {
3918 this->tick_counter++;
3919
3920 if (this->IsFrontEngine()) {
3921 if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
3922
3923 this->current_order_time++;
3924
3925 if (!TrainLocoHandler(this, false)) return false;
3926
3927 return TrainLocoHandler(this, true);
3928 } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
3929 /* Delete flooded standalone wagon chain */
3930 if (++this->crash_anim_pos >= 4400) {
3931 delete this;
3932 return false;
3933 }
3934 }
3935
3936 return true;
3937 }
3938
3943 static void CheckIfTrainNeedsService(Train *v)
3944 {
3945 if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
3946 if (v->IsChainInDepot()) {
3947 VehicleServiceInDepot(v);
3948 return;
3949 }
3950
3951 uint max_penalty;
3952 switch (_settings_game.pf.pathfinder_for_trains) {
3953 case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break;
3954 case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
3955 default: NOT_REACHED();
3956 }
3957
3958 FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
3959 /* Only go to the depot if it is not too far out of our way. */
3960 if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
3961 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
3962 /* If we were already heading for a depot but it has
3963 * suddenly moved farther away, we continue our normal
3964 * schedule? */
3965 v->current_order.MakeDummy();
3966 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3967 }
3968 return;
3969 }
3970
3971 DepotID depot = GetDepotIndex(tfdd.tile);
3972
3973 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
3974 v->current_order.GetDestination() != depot &&
3975 !Chance16(3, 16)) {
3976 return;
3977 }
3978
3979 SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
3980 v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
3981 v->dest_tile = tfdd.tile;
3982 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3983 }
3984
3986 void Train::OnNewDay()
3987 {
3988 AgeVehicle(this);
3989
3990 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
3991
3992 if (this->IsFrontEngine()) {
3993 CheckVehicleBreakdown(this);
3994
3995 CheckIfTrainNeedsService(this);
3996
3997 CheckOrders(this);
3998
3999 /* update destination */
4000 if (this->current_order.IsType(OT_GOTO_STATION)) {
4001 TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
4002 if (tile != INVALID_TILE) this->dest_tile = tile;
4003 }
4004
4005 if (this->running_ticks != 0) {
4006 /* running costs */
4007 CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
4008
4009 this->profit_this_year -= cost.GetCost();
4010 this->running_ticks = 0;
4011
4012 SubtractMoneyFromCompanyFract(this->owner, cost);
4013
4014 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
4015 SetWindowClassesDirty(WC_TRAINS_LIST);
4016 }
4017 }
4018 }
4019
4024 Trackdir Train::GetVehicleTrackdir() const
4025 {
4026 if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
4027
4028 if (this->track == TRACK_BIT_DEPOT) {
4029 /* We'll assume the train is facing outwards */
4030 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
4031 }
4032
4033 if (this->track == TRACK_BIT_WORMHOLE) {
4034 /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
4035 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
4036 }
4037
4038 return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
4039 }