OpenTTD: src/train_cmd.cpp Source File

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train_cmd.cpp
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1 /* $Id: train_cmd.cpp 27134 2015-02-01 20:54:24Z 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->build_year = _cur_year;
640 v->cur_image = SPR_IMG_QUERY;
641 v->random_bits = VehicleRandomBits();
642
643 v->group_id = DEFAULT_GROUP;
644
645 AddArticulatedParts(v);
646
647 _new_vehicle_id = v->index;
648
649 v->UpdatePosition();
650 v->First()->ConsistChanged(CCF_ARRANGE);
651 UpdateTrainGroupID(v->First());
652
653 CheckConsistencyOfArticulatedVehicle(v);
654
655 /* Try to connect the vehicle to one of free chains of wagons. */
656 Train *w;
657 FOR_ALL_TRAINS(w) {
658 if (w->tile == tile &&
659 w->IsFreeWagon() &&
660 w->engine_type == e->index &&
661 w->First() != v &&
662 !(w->vehstatus & VS_CRASHED)) {
663 DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
664 break;
665 }
666 }
667 }
668
669 return CommandCost();
670 }
671
673 static void NormalizeTrainVehInDepot(const Train *u)
674 {
675 const Train *v;
676 FOR_ALL_TRAINS(v) {
677 if (v->IsFreeWagon() && v->tile == u->tile &&
678 v->track == TRACK_BIT_DEPOT) {
679 if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
680 CMD_MOVE_RAIL_VEHICLE).Failed())
681 break;
682 }
683 }
684 }
685
686 static void AddRearEngineToMultiheadedTrain(Train *v)
687 {
688 Train *u = new Train();
689 v->value >>= 1;
690 u->value = v->value;
691 u->direction = v->direction;
692 u->owner = v->owner;
693 u->tile = v->tile;
694 u->x_pos = v->x_pos;
695 u->y_pos = v->y_pos;
696 u->z_pos = v->z_pos;
697 u->track = TRACK_BIT_DEPOT;
698 u->vehstatus = v->vehstatus & ~VS_STOPPED;
699 u->spritenum = v->spritenum + 1;
700 u->cargo_type = v->cargo_type;
701 u->cargo_subtype = v->cargo_subtype;
702 u->cargo_cap = v->cargo_cap;
703 u->refit_cap = v->refit_cap;
704 u->railtype = v->railtype;
705 u->engine_type = v->engine_type;
706 u->build_year = v->build_year;
707 u->cur_image = SPR_IMG_QUERY;
708 u->random_bits = VehicleRandomBits();
709 v->SetMultiheaded();
710 u->SetMultiheaded();
711 v->SetNext(u);
712 u->UpdatePosition();
713
714 /* Now we need to link the front and rear engines together */
715 v->other_multiheaded_part = u;
716 u->other_multiheaded_part = v;
717 }
718
728 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
729 {
730 const RailVehicleInfo *rvi = &e->u.rail;
731
732 if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
733
734 /* Check if depot and new engine uses the same kind of tracks *
735 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
736 if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
737
738 if (flags & DC_EXEC) {
739 DiagDirection dir = GetRailDepotDirection(tile);
740 int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
741 int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
742
743 Train *v = new Train();
744 *ret = v;
745 v->direction = DiagDirToDir(dir);
746 v->tile = tile;
747 v->owner = _current_company;
748 v->x_pos = x;
749 v->y_pos = y;
750 v->z_pos = GetSlopePixelZ(x, y);
751 v->track = TRACK_BIT_DEPOT;
752 v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
753 v->spritenum = rvi->image_index;
754 v->cargo_type = e->GetDefaultCargoType();
755 v->cargo_cap = rvi->capacity;
756 v->refit_cap = 0;
757 v->last_station_visited = INVALID_STATION;
758 v->last_loading_station = INVALID_STATION;
759
760 v->engine_type = e->index;
761 v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
762
763 v->reliability = e->reliability;
764 v->reliability_spd_dec = e->reliability_spd_dec;
765 v->max_age = e->GetLifeLengthInDays();
766
767 v->railtype = rvi->railtype;
768 _new_vehicle_id = v->index;
769
770 v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
771 v->date_of_last_service = _date;
772 v->build_year = _cur_year;
773 v->cur_image = SPR_IMG_QUERY;
774 v->random_bits = VehicleRandomBits();
775
776 if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
777 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
778
779 v->group_id = DEFAULT_GROUP;
780
781 v->SetFrontEngine();
782 v->SetEngine();
783
784 v->UpdatePosition();
785
786 if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
787 AddRearEngineToMultiheadedTrain(v);
788 } else {
789 AddArticulatedParts(v);
790 }
791
792 v->ConsistChanged(CCF_ARRANGE);
793 UpdateTrainGroupID(v);
794
795 if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
796 NormalizeTrainVehInDepot(v);
797 }
798
799 CheckConsistencyOfArticulatedVehicle(v);
800 }
801
802 return CommandCost();
803 }
804
805 static Train *FindGoodVehiclePos(const Train *src)
806 {
807 EngineID eng = src->engine_type;
808 TileIndex tile = src->tile;
809
810 Train *dst;
811 FOR_ALL_TRAINS(dst) {
812 if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
813 /* check so all vehicles in the line have the same engine. */
814 Train *t = dst;
815 while (t->engine_type == eng) {
816 t = t->Next();
817 if (t == NULL) return dst;
818 }
819 }
820 }
821
822 return NULL;
823 }
824
826 typedef SmallVector<Train *, 16> TrainList;
827
833 static void MakeTrainBackup(TrainList &list, Train *t)
834 {
835 for (; t != NULL; t = t->Next()) *list.Append() = t;
836 }
837
842 static void RestoreTrainBackup(TrainList &list)
843 {
844 /* No train, nothing to do. */
845 if (list.Length() == 0) return;
846
847 Train *prev = NULL;
848 /* Iterate over the list and rebuild it. */
849 for (Train **iter = list.Begin(); iter != list.End(); iter++) {
850 Train *t = *iter;
851 if (prev != NULL) {
852 prev->SetNext(t);
853 } else if (t->Previous() != NULL) {
854 /* Make sure the head of the train is always the first in the chain. */
855 t->Previous()->SetNext(NULL);
856 }
857 prev = t;
858 }
859 }
860
866 static void RemoveFromConsist(Train *part, bool chain = false)
867 {
868 Train *tail = chain ? part->Last() : part->GetLastEnginePart();
869
870 /* Unlink at the front, but make it point to the next
871 * vehicle after the to be remove part. */
872 if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
873
874 /* Unlink at the back */
875 tail->SetNext(NULL);
876 }
877
883 static void InsertInConsist(Train *dst, Train *chain)
884 {
885 /* We do not want to add something in the middle of an articulated part. */
886 assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
887
888 chain->Last()->SetNext(dst->Next());
889 dst->SetNext(chain);
890 }
891
897 static void NormaliseDualHeads(Train *t)
898 {
899 for (; t != NULL; t = t->GetNextVehicle()) {
900 if (!t->IsMultiheaded() || !t->IsEngine()) continue;
901
902 /* Make sure that there are no free cars before next engine */
903 Train *u;
904 for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
905
906 if (u == t->other_multiheaded_part) continue;
907
908 /* Remove the part from the 'wrong' train */
909 RemoveFromConsist(t->other_multiheaded_part);
910 /* And add it to the 'right' train */
911 InsertInConsist(u, t->other_multiheaded_part);
912 }
913 }
914
919 static void NormaliseSubtypes(Train *chain)
920 {
921 /* Nothing to do */
922 if (chain == NULL) return;
923
924 /* We must be the first in the chain. */
925 assert(chain->Previous() == NULL);
926
927 /* Set the appropriate bits for the first in the chain. */
928 if (chain->IsWagon()) {
929 chain->SetFreeWagon();
930 } else {
931 assert(chain->IsEngine());
932 chain->SetFrontEngine();
933 }
934
935 /* Now clear the bits for the rest of the chain */
936 for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
937 t->ClearFreeWagon();
938 t->ClearFrontEngine();
939 }
940 }
941
951 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
952 {
953 /* Just add 'new' engines and subtract the original ones.
954 * If that's less than or equal to 0 we can be sure we did
955 * not add any engines (read: trains) along the way. */
956 if ((src != NULL && src->IsEngine() ? 1 : 0) +
957 (dst != NULL && dst->IsEngine() ? 1 : 0) -
958 (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
959 (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
960 return CommandCost();
961 }
962
963 /* Get a free unit number and check whether it's within the bounds.
964 * There will always be a maximum of one new train. */
965 if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
966
967 return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
968 }
969
975 static CommandCost CheckTrainAttachment(Train *t)
976 {
977 /* No multi-part train, no need to check. */
978 if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
979
980 /* The maximum length for a train. For each part we decrease this by one
981 * and if the result is negative the train is simply too long. */
982 int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
983
984 Train *head = t;
985 Train *prev = t;
986
987 /* Break the prev -> t link so it always holds within the loop. */
988 t = t->Next();
989 prev->SetNext(NULL);
990
991 /* Make sure the cache is cleared. */
992 head->InvalidateNewGRFCache();
993
994 while (t != NULL) {
995 allowed_len -= t->gcache.cached_veh_length;
996
997 Train *next = t->Next();
998
999 /* Unlink the to-be-added piece; it is already unlinked from the previous
1000 * part due to the fact that the prev -> t link is broken. */
1001 t->SetNext(NULL);
1002
1003 /* Don't check callback for articulated or rear dual headed parts */
1004 if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
1005 /* Back up and clear the first_engine data to avoid using wagon override group */
1006 EngineID first_engine = t->gcache.first_engine;
1007 t->gcache.first_engine = INVALID_ENGINE;
1008
1009 /* We don't want the cache to interfere. head's cache is cleared before
1010 * the loop and after each callback does not need to be cleared here. */
1011 t->InvalidateNewGRFCache();
1012
1013 uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
1014
1015 /* Restore original first_engine data */
1016 t->gcache.first_engine = first_engine;
1017
1018 /* We do not want to remember any cached variables from the test run */
1019 t->InvalidateNewGRFCache();
1020 head->InvalidateNewGRFCache();
1021
1022 if (callback != CALLBACK_FAILED) {
1023 /* A failing callback means everything is okay */
1024 StringID error = STR_NULL;
1025
1026 if (head->GetGRF()->grf_version < 8) {
1027 if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1028 if (callback < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
1029 if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
1030 } else {
1031 if (callback < 0x400) {
1032 error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
1033 } else {
1034 switch (callback) {
1035 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1036 case 0x401: // allow
1037 break;
1038
1039 default: // unknown reason -> disallow
1040 case 0x402: // disallow attaching
1041 error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1042 break;
1043 }
1044 }
1045 }
1046
1047 if (error != STR_NULL) return_cmd_error(error);
1048 }
1049 }
1050
1051 /* And link it to the new part. */
1052 prev->SetNext(t);
1053 prev = t;
1054 t = next;
1055 }
1056
1057 if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
1058 return CommandCost();
1059 }
1060
1071 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
1072 {
1073 /* Check whether we may actually construct the trains. */
1074 CommandCost ret = CheckTrainAttachment(src);
1075 if (ret.Failed()) return ret;
1076 ret = CheckTrainAttachment(dst);
1077 if (ret.Failed()) return ret;
1078
1079 /* Check whether we need to build a new train. */
1080 return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
1081 }
1082
1091 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
1092 {
1093 /* First determine the front of the two resulting trains */
1094 if (*src_head == *dst_head) {
1095 /* If we aren't moving part(s) to a new train, we are just moving the
1096 * front back and there is not destination head. */
1097 *dst_head = NULL;
1098 } else if (*dst_head == NULL) {
1099 /* If we are moving to a new train the head of the move train would become
1100 * the head of the new vehicle. */
1101 *dst_head = src;
1102 }
1103
1104 if (src == *src_head) {
1105 /* If we are moving the front of a train then we are, in effect, creating
1106 * a new head for the train. Point to that. Unless we are moving the whole
1107 * train in which case there is not 'source' train anymore.
1108 * In case we are a multiheaded part we want the complete thing to come
1109 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1110 * that is followed by a rear multihead we do not want to include that. */
1111 *src_head = move_chain ? NULL :
1112 (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
1113 }
1114
1115 /* Now it's just simply removing the part that we are going to move from the
1116 * source train and *if* the destination is a not a new train add the chain
1117 * at the destination location. */
1118 RemoveFromConsist(src, move_chain);
1119 if (*dst_head != src) InsertInConsist(dst, src);
1120
1121 /* Now normalise the dual heads, that is move the dual heads around in such
1122 * a way that the head and rear of a dual head are in the same train */
1123 NormaliseDualHeads(*src_head);
1124 NormaliseDualHeads(*dst_head);
1125 }
1126
1132 static void NormaliseTrainHead(Train *head)
1133 {
1134 /* Not much to do! */
1135 if (head == NULL) return;
1136
1137 /* Tell the 'world' the train changed. */
1138 head->ConsistChanged(CCF_ARRANGE);
1139 UpdateTrainGroupID(head);
1140
1141 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1142 if (!head->IsFrontEngine()) return;
1143
1144 /* Update the refit button and window */
1145 InvalidateWindowData(WC_VEHICLE_REFIT, head->index, VIWD_CONSIST_CHANGED);
1146 SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
1147
1148 /* If we don't have a unit number yet, set one. */
1149 if (head->unitnumber != 0) return;
1150 head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
1151 }
1152
1165 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1166 {
1167 VehicleID s = GB(p1, 0, 20);
1168 VehicleID d = GB(p2, 0, 20);
1169 bool move_chain = HasBit(p1, 20);
1170
1171 Train *src = Train::GetIfValid(s);
1172 if (src == NULL) return CMD_ERROR;
1173
1174 CommandCost ret = CheckOwnership(src->owner);
1175 if (ret.Failed()) return ret;
1176
1177 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1178 if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
1179
1180 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1181 Train *dst;
1182 if (d == INVALID_VEHICLE) {
1183 dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
1184 } else {
1185 dst = Train::GetIfValid(d);
1186 if (dst == NULL) return CMD_ERROR;
1187
1188 CommandCost ret = CheckOwnership(dst->owner);
1189 if (ret.Failed()) return ret;
1190
1191 /* Do not allow appending to crashed vehicles, too */
1192 if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
1193 }
1194
1195 /* if an articulated part is being handled, deal with its parent vehicle */
1196 src = src->GetFirstEnginePart();
1197 if (dst != NULL) {
1198 dst = dst->GetFirstEnginePart();
1199 }
1200
1201 /* don't move the same vehicle.. */
1202 if (src == dst) return CommandCost();
1203
1204 /* locate the head of the two chains */
1205 Train *src_head = src->First();
1206 Train *dst_head;
1207 if (dst != NULL) {
1208 dst_head = dst->First();
1209 if (dst_head->tile != src_head->tile) return CMD_ERROR;
1210 /* Now deal with articulated part of destination wagon */
1211 dst = dst->GetLastEnginePart();
1212 } else {
1213 dst_head = NULL;
1214 }
1215
1216 if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1217
1218 /* When moving all wagons, we can't have the same src_head and dst_head */
1219 if (move_chain && src_head == dst_head) return CommandCost();
1220
1221 /* When moving a multiheaded part to be place after itself, bail out. */
1222 if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
1223
1224 /* Check if all vehicles in the source train are stopped inside a depot. */
1225 if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1226
1227 /* Check if all vehicles in the destination train are stopped inside a depot. */
1228 if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1229
1230 /* First make a backup of the order of the trains. That way we can do
1231 * whatever we want with the order and later on easily revert. */
1232 TrainList original_src;
1233 TrainList original_dst;
1234
1235 MakeTrainBackup(original_src, src_head);
1236 MakeTrainBackup(original_dst, dst_head);
1237
1238 /* Also make backup of the original heads as ArrangeTrains can change them.
1239 * For the destination head we do not care if it is the same as the source
1240 * head because in that case it's just a copy. */
1241 Train *original_src_head = src_head;
1242 Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
1243
1244 /* We want this information from before the rearrangement, but execute this after the validation.
1245 * original_src_head can't be NULL; src is by definition != NULL, so src_head can't be NULL as
1246 * src->GetFirst() always yields non-NULL, so eventually original_src_head != NULL as well. */
1247 bool original_src_head_front_engine = original_src_head->IsFrontEngine();
1248 bool original_dst_head_front_engine = original_dst_head != NULL && original_dst_head->IsFrontEngine();
1249
1250 /* (Re)arrange the trains in the wanted arrangement. */
1251 ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
1252
1253 if ((flags & DC_AUTOREPLACE) == 0) {
1254 /* If the autoreplace flag is set we do not need to test for the validity
1255 * because we are going to revert the train to its original state. As we
1256 * assume the original state was correct autoreplace can skip this. */
1257 CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
1258 if (ret.Failed()) {
1259 /* Restore the train we had. */
1260 RestoreTrainBackup(original_src);
1261 RestoreTrainBackup(original_dst);
1262 return ret;
1263 }
1264 }
1265
1266 /* do it? */
1267 if (flags & DC_EXEC) {
1268 /* Remove old heads from the statistics */
1269 if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
1270 if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
1271
1272 /* First normalise the sub types of the chains. */
1273 NormaliseSubtypes(src_head);
1274 NormaliseSubtypes(dst_head);
1275
1276 /* There are 14 different cases:
1277 * 1) front engine gets moved to a new train, it stays a front engine.
1278 * a) the 'next' part is a wagon that becomes a free wagon chain.
1279 * b) the 'next' part is an engine that becomes a front engine.
1280 * c) there is no 'next' part, nothing else happens
1281 * 2) front engine gets moved to another train, it is not a front engine anymore
1282 * a) the 'next' part is a wagon that becomes a free wagon chain.
1283 * b) the 'next' part is an engine that becomes a front engine.
1284 * c) there is no 'next' part, nothing else happens
1285 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1286 * a) the 'next' part is a wagon that becomes a free wagon chain.
1287 * b) the 'next' part is an engine that becomes a front engine.
1288 * 4) free wagon gets moved
1289 * a) the 'next' part is a wagon that becomes a free wagon chain.
1290 * b) the 'next' part is an engine that becomes a front engine.
1291 * c) there is no 'next' part, nothing else happens
1292 * 5) non front engine gets moved and becomes a new train, nothing else happens
1293 * 6) non front engine gets moved within a train / to another train, nothing hapens
1294 * 7) wagon gets moved, nothing happens
1295 */
1296 if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
1297 /* Cases #2 and #3: the front engine gets trashed. */
1298 DeleteWindowById(WC_VEHICLE_VIEW, src->index);
1299 DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
1300 DeleteWindowById(WC_VEHICLE_REFIT, src->index);
1301 DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
1302 DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
1303 DeleteNewGRFInspectWindow(GSF_TRAINS, src->index);
1304 SetWindowDirty(WC_COMPANY, _current_company);
1305
1306 /* Delete orders, group stuff and the unit number as we're not the
1307 * front of any vehicle anymore. */
1308 DeleteVehicleOrders(src);
1309 RemoveVehicleFromGroup(src);
1310 src->unitnumber = 0;
1311 }
1312
1313 /* We weren't a front engine but are becoming one. So
1314 * we should be put in the default group. */
1315 if (original_src_head != src && dst_head == src) {
1316 SetTrainGroupID(src, DEFAULT_GROUP);
1317 SetWindowDirty(WC_COMPANY, _current_company);
1318 }
1319
1320 /* Add new heads to statistics */
1321 if (src_head != NULL && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
1322 if (dst_head != NULL && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
1323
1324 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1325 NormaliseTrainHead(src_head);
1326 NormaliseTrainHead(dst_head);
1327
1328 if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
1329 CheckCargoCapacity(src_head);
1330 CheckCargoCapacity(dst_head);
1331 }
1332
1333 if (src_head != NULL) src_head->First()->MarkDirty();
1334 if (dst_head != NULL) dst_head->First()->MarkDirty();
1335
1336 /* We are undoubtedly changing something in the depot and train list. */
1337 InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
1338 InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
1339 } else {
1340 /* We don't want to execute what we're just tried. */
1341 RestoreTrainBackup(original_src);
1342 RestoreTrainBackup(original_dst);
1343 }
1344
1345 return CommandCost();
1346 }
1347
1359 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
1360 {
1361 /* Sell a chain of vehicles or not? */
1362 bool sell_chain = HasBit(data, 0);
1363
1364 Train *v = Train::From(t)->GetFirstEnginePart();
1365 Train *first = v->First();
1366
1367 if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1368
1369 /* First make a backup of the order of the train. That way we can do
1370 * whatever we want with the order and later on easily revert. */
1371 TrainList original;
1372 MakeTrainBackup(original, first);
1373
1374 /* We need to keep track of the new head and the head of what we're going to sell. */
1375 Train *new_head = first;
1376 Train *sell_head = NULL;
1377
1378 /* Split the train in the wanted way. */
1379 ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
1380
1381 /* We don't need to validate the second train; it's going to be sold. */
1382 CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
1383 if (ret.Failed()) {
1384 /* Restore the train we had. */
1385 RestoreTrainBackup(original);
1386 return ret;
1387 }
1388
1389 CommandCost cost(EXPENSES_NEW_VEHICLES);
1390 for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
1391
1392 if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
1393 return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
1394 }
1395
1396 /* do it? */
1397 if (flags & DC_EXEC) {
1398 /* First normalise the sub types of the chain. */
1399 NormaliseSubtypes(new_head);
1400
1401 if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
1402 /* We are selling the front engine. In this case we want to
1403 * 'give' the order, unit number and such to the new head. */
1404 new_head->orders.list = first->orders.list;
1405 new_head->AddToShared(first);
1406 DeleteVehicleOrders(first);
1407
1408 /* Copy other important data from the front engine */
1409 new_head->CopyVehicleConfigAndStatistics(first);
1410 GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
1411 } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
1412 OrderBackup::Backup(v, user);
1413 }
1414
1415 /* We need to update the information about the train. */
1416 NormaliseTrainHead(new_head);
1417
1418 /* We are undoubtedly changing something in the depot and train list. */
1419 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1420 InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
1421
1422 /* Actually delete the sold 'goods' */
1423 delete sell_head;
1424 } else {
1425 /* We don't want to execute what we're just tried. */
1426 RestoreTrainBackup(original);
1427 }
1428
1429 return cost;
1430 }
1431
1432 void Train::UpdateDeltaXY(Direction direction)
1433 {
1434 /* Set common defaults. */
1435 this->x_offs = -1;
1436 this->y_offs = -1;
1437 this->x_extent = 3;
1438 this->y_extent = 3;
1439 this->z_extent = 6;
1440 this->x_bb_offs = 0;
1441 this->y_bb_offs = 0;
1442
1443 if (!IsDiagonalDirection(direction)) {
1444 static const int _sign_table[] =
1445 {
1446 /* x, y */
1447 -1, -1, // DIR_N
1448 -1, 1, // DIR_E
1449 1, 1, // DIR_S
1450 1, -1, // DIR_W
1451 };
1452
1453 int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
1454
1455 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1456 this->x_offs -= half_shorten * _sign_table[direction];
1457 this->y_offs -= half_shorten * _sign_table[direction + 1];
1458 this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
1459 this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
1460 } else {
1461 switch (direction) {
1462 /* Shorten southern corner of the bounding box according the vehicle length
1463 * and center the bounding box on the vehicle. */
1464 case DIR_NE:
1465 this->x_offs = 1 - (this->gcache.cached_veh_length + 1) / 2;
1466 this->x_extent = this->gcache.cached_veh_length - 1;
1467 this->x_bb_offs = -1;
1468 break;
1469
1470 case DIR_NW:
1471 this->y_offs = 1 - (this->gcache.cached_veh_length + 1) / 2;
1472 this->y_extent = this->gcache.cached_veh_length - 1;
1473 this->y_bb_offs = -1;
1474 break;
1475
1476 /* Move northern corner of the bounding box down according to vehicle length
1477 * and center the bounding box on the vehicle. */
1478 case DIR_SW:
1479 this->x_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
1480 this->x_extent = VEHICLE_LENGTH - 1;
1481 this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
1482 break;
1483
1484 case DIR_SE:
1485 this->y_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
1486 this->y_extent = VEHICLE_LENGTH - 1;
1487 this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
1488 break;
1489
1490 default:
1491 NOT_REACHED();
1492 }
1493 }
1494 }
1495
1500 static void MarkTrainAsStuck(Train *v)
1501 {
1502 if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
1503 /* It is the first time the problem occurred, set the "train stuck" flag. */
1504 SetBit(v->flags, VRF_TRAIN_STUCK);
1505
1506 v->wait_counter = 0;
1507
1508 /* Stop train */
1509 v->cur_speed = 0;
1510 v->subspeed = 0;
1511 v->SetLastSpeed();
1512
1513 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1514 }
1515 }
1516
1524 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
1525 {
1526 uint16 flag1 = *swap_flag1;
1527 uint16 flag2 = *swap_flag2;
1528
1529 /* Clear the flags */
1530 ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
1531 ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1532 ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
1533 ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1534
1535 /* Reverse the rail-flags (if needed) */
1536 if (HasBit(flag1, GVF_GOINGUP_BIT)) {
1537 SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1538 } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
1539 SetBit(*swap_flag2, GVF_GOINGUP_BIT);
1540 }
1541 if (HasBit(flag2, GVF_GOINGUP_BIT)) {
1542 SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1543 } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
1544 SetBit(*swap_flag1, GVF_GOINGUP_BIT);
1545 }
1546 }
1547
1552 static void UpdateStatusAfterSwap(Train *v)
1553 {
1554 /* Reverse the direction. */
1555 if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
1556
1557 /* Call the proper EnterTile function unless we are in a wormhole. */
1558 if (v->track != TRACK_BIT_WORMHOLE) {
1559 VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
1560 } else {
1561 /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1562 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1563 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1564 * when we shouldn't have. Check if this is the case. */
1565 TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
1566 if (IsTileType(vt, MP_TUNNELBRIDGE)) {
1567 VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
1568 if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
1569 /* We have just left the wormhole, possibly set the
1570 * "goingdown" bit. UpdateInclination() can be used
1571 * because we are at the border of the tile. */
1572 v->UpdatePosition();
1573 v->UpdateInclination(true, true);
1574 return;
1575 }
1576 }
1577 }
1578
1579 v->UpdatePosition();
1580 v->UpdateViewport(true, true);
1581 }
1582
1589 void ReverseTrainSwapVeh(Train *v, int l, int r)
1590 {
1591 Train *a, *b;
1592
1593 /* locate vehicles to swap */
1594 for (a = v; l != 0; l--) a = a->Next();
1595 for (b = v; r != 0; r--) b = b->Next();
1596
1597 if (a != b) {
1598 /* swap the hidden bits */
1599 {
1600 uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
1601 b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
1602 a->vehstatus = tmp;
1603 }
1604
1605 Swap(a->track, b->track);
1606 Swap(a->direction, b->direction);
1607 Swap(a->x_pos, b->x_pos);
1608 Swap(a->y_pos, b->y_pos);
1609 Swap(a->tile, b->tile);
1610 Swap(a->z_pos, b->z_pos);
1611
1612 SwapTrainFlags(&a->gv_flags, &b->gv_flags);
1613
1614 UpdateStatusAfterSwap(a);
1615 UpdateStatusAfterSwap(b);
1616 } else {
1617 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1618 * This is a little bit redundant way, a->gv_flags will
1619 * be (re)set twice, but it reduces code duplication */
1620 SwapTrainFlags(&a->gv_flags, &a->gv_flags);
1621 UpdateStatusAfterSwap(a);
1622 }
1623 }
1624
1625
1631 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
1632 {
1633 return (v->type == VEH_TRAIN) ? v : NULL;
1634 }
1635
1636
1643 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
1644 {
1645 if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
1646
1647 Train *t = Train::From(v);
1648 if (!t->IsFrontEngine()) return NULL;
1649
1650 TileIndex tile = *(TileIndex *)data;
1651
1652 if (TrainApproachingCrossingTile(t) != tile) return NULL;
1653
1654 return t;
1655 }
1656
1657
1664 static bool TrainApproachingCrossing(TileIndex tile)
1665 {
1666 assert(IsLevelCrossingTile(tile));
1667
1668 DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
1669 TileIndex tile_from = tile + TileOffsByDiagDir(dir);
1670
1671 if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
1672
1673 dir = ReverseDiagDir(dir);
1674 tile_from = tile + TileOffsByDiagDir(dir);
1675
1676 return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
1677 }
1678
1679
1686 void UpdateLevelCrossing(TileIndex tile, bool sound)
1687 {
1688 assert(IsLevelCrossingTile(tile));
1689
1690 /* train on crossing || train approaching crossing || reserved */
1691 bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
1692
1693 if (new_state != IsCrossingBarred(tile)) {
1694 if (new_state && sound) {
1695 if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1696 }
1697 SetCrossingBarred(tile, new_state);
1698 MarkTileDirtyByTile(tile);
1699 }
1700 }
1701
1702
1708 static inline void MaybeBarCrossingWithSound(TileIndex tile)
1709 {
1710 if (!IsCrossingBarred(tile)) {
1711 BarCrossing(tile);
1712 if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1713 MarkTileDirtyByTile(tile);
1714 }
1715 }
1716
1717
1723 static void AdvanceWagonsBeforeSwap(Train *v)
1724 {
1725 Train *base = v;
1726 Train *first = base; // first vehicle to move
1727 Train *last = v->Last(); // last vehicle to move
1728 uint length = CountVehiclesInChain(v);
1729
1730 while (length > 2) {
1731 last = last->Previous();
1732 first = first->Next();
1733
1734 int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
1735
1736 /* do not update images now
1737 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1738 for (int i = 0; i < differential; i++) TrainController(first, last->Next());
1739
1740 base = first; // == base->Next()
1741 length -= 2;
1742 }
1743 }
1744
1745
1751 static void AdvanceWagonsAfterSwap(Train *v)
1752 {
1753 /* first of all, fix the situation when the train was entering a depot */
1754 Train *dep = v; // last vehicle in front of just left depot
1755 while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
1756 dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1757 }
1758
1759 Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
1760
1761 if (leave != NULL) {
1762 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1763 int d = TicksToLeaveDepot(dep);
1764
1765 if (d <= 0) {
1766 leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
1767 leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
1768 for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
1769 }
1770 } else {
1771 dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
1772 }
1773
1774 Train *base = v;
1775 Train *first = base; // first vehicle to move
1776 Train *last = v->Last(); // last vehicle to move
1777 uint length = CountVehiclesInChain(v);
1778
1779 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1780 * they have already correct spacing, so we have to make sure they are moved how they should */
1781 bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1782
1783 while (length > 2) {
1784 /* we reached vehicle (originally) in front of a depot, stop now
1785 * (we would move wagons that are already moved with new wagon length). */
1786 if (base == dep) break;
1787
1788 /* the last wagon was that one leaving a depot, so do not move it anymore */
1789 if (last == dep) nomove = true;
1790
1791 last = last->Previous();
1792 first = first->Next();
1793
1794 int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
1795
1796 /* do not update images now */
1797 for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
1798
1799 base = first; // == base->Next()
1800 length -= 2;
1801 }
1802 }
1803
1808 void ReverseTrainDirection(Train *v)
1809 {
1810 if (IsRailDepotTile(v->tile)) {
1811 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1812 }
1813
1814 /* Clear path reservation in front if train is not stuck. */
1815 if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
1816
1817 /* Check if we were approaching a rail/road-crossing */
1818 TileIndex crossing = TrainApproachingCrossingTile(v);
1819
1820 /* count number of vehicles */
1821 int r = CountVehiclesInChain(v) - 1; // number of vehicles - 1
1822
1823 AdvanceWagonsBeforeSwap(v);
1824
1825 /* swap start<>end, start+1<>end-1, ... */
1826 int l = 0;
1827 do {
1828 ReverseTrainSwapVeh(v, l++, r--);
1829 } while (l <= r);
1830
1831 AdvanceWagonsAfterSwap(v);
1832
1833 if (IsRailDepotTile(v->tile)) {
1834 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1835 }
1836
1837 ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
1838
1839 ClrBit(v->flags, VRF_REVERSING);
1840
1841 /* recalculate cached data */
1842 v->ConsistChanged(CCF_TRACK);
1843
1844 /* update all images */
1845 for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
1846
1847 /* update crossing we were approaching */
1848 if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
1849
1850 /* maybe we are approaching crossing now, after reversal */
1851 crossing = TrainApproachingCrossingTile(v);
1852 if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
1853
1854 /* If we are inside a depot after reversing, don't bother with path reserving. */
1855 if (v->track == TRACK_BIT_DEPOT) {
1856 /* Can't be stuck here as inside a depot is always a safe tile. */
1857 if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1858 ClrBit(v->flags, VRF_TRAIN_STUCK);
1859 return;
1860 }
1861
1862 /* TrainExitDir does not always produce the desired dir for depots and
1863 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
1864 DiagDirection dir = TrainExitDir(v->direction, v->track);
1865 if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
1866
1867 if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
1868 /* If we are currently on a tile with conventional signals, we can't treat the
1869 * current tile as a safe tile or we would enter a PBS block without a reservation. */
1870 bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
1871 HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
1872 !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
1873
1874 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
1875 if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
1876
1877 if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
1878 if (TryPathReserve(v, false, first_tile_okay)) {
1879 /* Do a look-ahead now in case our current tile was already a safe tile. */
1880 CheckNextTrainTile(v);
1881 } else if (v->current_order.GetType() != OT_LOADING) {
1882 /* Do not wait for a way out when we're still loading */
1883 MarkTrainAsStuck(v);
1884 }
1885 } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
1886 /* A train not inside a PBS block can't be stuck. */
1887 ClrBit(v->flags, VRF_TRAIN_STUCK);
1888 v->wait_counter = 0;
1889 }
1890 }
1891
1901 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1902 {
1903 Train *v = Train::GetIfValid(p1);
1904 if (v == NULL) return CMD_ERROR;
1905
1906 CommandCost ret = CheckOwnership(v->owner);
1907 if (ret.Failed()) return ret;
1908
1909 if (p2 != 0) {
1910 /* turn a single unit around */
1911
1912 if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
1913 return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
1914 }
1915 if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
1916
1917 Train *front = v->First();
1918 /* make sure the vehicle is stopped in the depot */
1919 if (!front->IsStoppedInDepot()) {
1920 return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1921 }
1922
1923 if (flags & DC_EXEC) {
1924 ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
1925
1926 front->ConsistChanged(CCF_ARRANGE);
1927 SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
1928 SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
1929 SetWindowDirty(WC_VEHICLE_VIEW, front->index);
1930 SetWindowClassesDirty(WC_TRAINS_LIST);
1931 }
1932 } else {
1933 /* turn the whole train around */
1934 if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
1935
1936 if (flags & DC_EXEC) {
1937 /* Properly leave the station if we are loading and won't be loading anymore */
1938 if (v->current_order.IsType(OT_LOADING)) {
1939 const Vehicle *last = v;
1940 while (last->Next() != NULL) last = last->Next();
1941
1942 /* not a station || different station --> leave the station */
1943 if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
1944 v->LeaveStation();
1945 }
1946 }
1947
1948 /* We cancel any 'skip signal at dangers' here */
1949 v->force_proceed = TFP_NONE;
1950 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
1951
1952 if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
1953 ToggleBit(v->flags, VRF_REVERSING);
1954 } else {
1955 v->cur_speed = 0;
1956 v->SetLastSpeed();
1957 HideFillingPercent(&v->fill_percent_te_id);
1958 ReverseTrainDirection(v);
1959 }
1960 }
1961 }
1962 return CommandCost();
1963 }
1964
1974 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1975 {
1976 Train *t = Train::GetIfValid(p1);
1977 if (t == NULL) return CMD_ERROR;
1978
1979 if (!t->IsPrimaryVehicle()) return CMD_ERROR;
1980
1981 CommandCost ret = CheckOwnership(t->owner);
1982 if (ret.Failed()) return ret;
1983
1984
1985 if (flags & DC_EXEC) {
1986 /* If we are forced to proceed, cancel that order.
1987 * If we are marked stuck we would want to force the train
1988 * to proceed to the next signal. In the other cases we
1989 * would like to pass the signal at danger and run till the
1990 * next signal we encounter. */
1991 t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
1992 SetWindowDirty(WC_VEHICLE_VIEW, t->index);
1993 }
1994
1995 return CommandCost();
1996 }
1997
2005 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
2006 {
2007 assert(!(v->vehstatus & VS_CRASHED));
2008
2009 if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
2010
2011 PBSTileInfo origin = FollowTrainReservation(v);
2012 if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
2013
2014 switch (_settings_game.pf.pathfinder_for_trains) {
2015 case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
2016 case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
2017
2018 default: NOT_REACHED();
2019 }
2020 }
2021
2029 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
2030 {
2031 FindDepotData tfdd = FindClosestTrainDepot(this, 0);
2032 if (tfdd.best_length == UINT_MAX) return false;
2033
2034 if (location != NULL) *location = tfdd.tile;
2035 if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
2036 if (reverse != NULL) *reverse = tfdd.reverse;
2037
2038 return true;
2039 }
2040
2042 void Train::PlayLeaveStationSound() const
2043 {
2044 static const SoundFx sfx[] = {
2045 SND_04_TRAIN,
2046 SND_0A_TRAIN_HORN,
2047 SND_0A_TRAIN_HORN,
2048 SND_47_MAGLEV_2,
2049 SND_41_MAGLEV
2050 };
2051
2052 if (PlayVehicleSound(this, VSE_START)) return;
2053
2054 EngineID engtype = this->engine_type;
2055 SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
2056 }
2057
2062 static void CheckNextTrainTile(Train *v)
2063 {
2064 /* Don't do any look-ahead if path_backoff_interval is 255. */
2065 if (_settings_game.pf.path_backoff_interval == 255) return;
2066
2067 /* Exit if we are inside a depot. */
2068 if (v->track == TRACK_BIT_DEPOT) return;
2069
2070 switch (v->current_order.GetType()) {
2071 /* Exit if we reached our destination depot. */
2072 case OT_GOTO_DEPOT:
2073 if (v->tile == v->dest_tile) return;
2074 break;
2075
2076 case OT_GOTO_WAYPOINT:
2077 /* If we reached our waypoint, make sure we see that. */
2078 if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
2079 break;
2080
2081 case OT_NOTHING:
2082 case OT_LEAVESTATION:
2083 case OT_LOADING:
2084 /* Exit if the current order doesn't have a destination, but the train has orders. */
2085 if (v->GetNumOrders() > 0) return;
2086 break;
2087
2088 default:
2089 break;
2090 }
2091 /* Exit if we are on a station tile and are going to stop. */
2092 if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
2093
2094 Trackdir td = v->GetVehicleTrackdir();
2095
2096 /* On a tile with a red non-pbs signal, don't look ahead. */
2097 if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
2098 !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
2099 GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
2100
2101 CFollowTrackRail ft(v);
2102 if (!ft.Follow(v->tile, td)) return;
2103
2104 if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
2105 /* Next tile is not reserved. */
2106 if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
2107 if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
2108 /* If the next tile is a PBS signal, try to make a reservation. */
2109 TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
2110 if (_settings_game.pf.forbid_90_deg) {
2111 tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
2112 }
2113 ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
2114 }
2115 }
2116 }
2117 }
2118
2124 static bool CheckTrainStayInDepot(Train *v)
2125 {
2126 /* bail out if not all wagons are in the same depot or not in a depot at all */
2127 for (const Train *u = v; u != NULL; u = u->Next()) {
2128 if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
2129 }
2130
2131 /* if the train got no power, then keep it in the depot */
2132 if (v->gcache.cached_power == 0) {
2133 v->vehstatus |= VS_STOPPED;
2134 SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
2135 return true;
2136 }
2137
2138 SigSegState seg_state;
2139
2140 if (v->force_proceed == TFP_NONE) {
2141 /* force proceed was not pressed */
2142 if (++v->wait_counter < 37) {
2143 SetWindowClassesDirty(WC_TRAINS_LIST);
2144 return true;
2145 }
2146
2147 v->wait_counter = 0;
2148
2149 seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2150 if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
2151 /* Full and no PBS signal in block or depot reserved, can't exit. */
2152 SetWindowClassesDirty(WC_TRAINS_LIST);
2153 return true;
2154 }
2155 } else {
2156 seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2157 }
2158
2159 /* We are leaving a depot, but have to go to the exact same one; re-enter */
2160 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
2161 /* We need to have a reservation for this to work. */
2162 if (HasDepotReservation(v->tile)) return true;
2163 SetDepotReservation(v->tile, true);
2164 VehicleEnterDepot(v);
2165 return true;
2166 }
2167
2168 /* Only leave when we can reserve a path to our destination. */
2169 if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
2170 /* No path and no force proceed. */
2171 SetWindowClassesDirty(WC_TRAINS_LIST);
2172 MarkTrainAsStuck(v);
2173 return true;
2174 }
2175
2176 SetDepotReservation(v->tile, true);
2177 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
2178
2179 VehicleServiceInDepot(v);
2180 SetWindowClassesDirty(WC_TRAINS_LIST);
2181 v->PlayLeaveStationSound();
2182
2183 v->track = TRACK_BIT_X;
2184 if (v->direction & 2) v->track = TRACK_BIT_Y;
2185
2186 v->vehstatus &= ~VS_HIDDEN;
2187 v->cur_speed = 0;
2188
2189 v->UpdateViewport(true, true);
2190 v->UpdatePosition();
2191 UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2192 v->UpdateAcceleration();
2193 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
2194
2195 return false;
2196 }
2197
2204 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
2205 {
2206 DiagDirection dir = TrackdirToExitdir(track_dir);
2207
2208 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
2209 /* Are we just leaving a tunnel/bridge? */
2210 if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
2211 TileIndex end = GetOtherTunnelBridgeEnd(tile);
2212
2213 if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
2214 /* Free the reservation only if no other train is on the tiles. */
2215 SetTunnelBridgeReservation(tile, false);
2216 SetTunnelBridgeReservation(end, false);
2217
2218 if (_settings_client.gui.show_track_reservation) {
2219 MarkTileDirtyByTile(tile);
2220 MarkTileDirtyByTile(end);
2221 }
2222 }
2223 }
2224 } else if (IsRailStationTile(tile)) {
2225 TileIndex new_tile = TileAddByDiagDir(tile, dir);
2226 /* If the new tile is not a further tile of the same station, we
2227 * clear the reservation for the whole platform. */
2228 if (!IsCompatibleTrainStationTile(new_tile, tile)) {
2229 SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
2230 }
2231 } else {
2232 /* Any other tile */
2233 UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
2234 }
2235 }
2236
2243 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
2244 {
2245 assert(v->IsFrontEngine());
2246
2247 TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
2248 Trackdir td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
2249 bool free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
2250 StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
2251
2252 /* Can't be holding a reservation if we enter a depot. */
2253 if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
2254 if (v->track == TRACK_BIT_DEPOT) {
2255 /* Front engine is in a depot. We enter if some part is not in the depot. */
2256 for (const Train *u = v; u != NULL; u = u->Next()) {
2257 if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
2258 }
2259 }
2260 /* Don't free reservation if it's not ours. */
2261 if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
2262
2263 CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
2264 while (ft.Follow(tile, td)) {
2265 tile = ft.m_new_tile;
2266 TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
2267 td = RemoveFirstTrackdir(&bits);
2268 assert(bits == TRACKDIR_BIT_NONE);
2269
2270 if (!IsValidTrackdir(td)) break;
2271
2272 if (IsTileType(tile, MP_RAILWAY)) {
2273 if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
2274 /* Conventional signal along trackdir: remove reservation and stop. */
2275 UnreserveRailTrack(tile, TrackdirToTrack(td));
2276 break;
2277 }
2278 if (HasPbsSignalOnTrackdir(tile, td)) {
2279 if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
2280 /* Red PBS signal? Can't be our reservation, would be green then. */
2281 break;
2282 } else {
2283 /* Turn the signal back to red. */
2284 SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
2285 MarkTileDirtyByTile(tile);
2286 }
2287 } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
2288 break;
2289 }
2290 }
2291
2292 /* Don't free first station/bridge/tunnel if we are on it. */
2293 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);
2294
2295 free_tile = true;
2296 }
2297 }
2298
2299 static const byte _initial_tile_subcoord[6][4][3] = {
2300 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2301 {{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2302 {{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2303 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2304 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2305 {{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2306 };
2307
2320 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
2321 {
2322 switch (_settings_game.pf.pathfinder_for_trains) {
2323 case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
2324 case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
2325
2326 default: NOT_REACHED();
2327 }
2328 }
2329
2335 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
2336 {
2337 PBSTileInfo origin = FollowTrainReservation(v);
2338
2339 CFollowTrackRail ft(v);
2340
2341 TileIndex tile = origin.tile;
2342 Trackdir cur_td = origin.trackdir;
2343 while (ft.Follow(tile, cur_td)) {
2344 if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
2345 /* Possible signal tile. */
2346 if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
2347 }
2348
2349 if (_settings_game.pf.forbid_90_deg) {
2350 ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
2351 if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
2352 }
2353
2354 /* Station, depot or waypoint are a possible target. */
2355 bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
2356 if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
2357 /* Choice found or possible target encountered.
2358 * On finding a possible target, we need to stop and let the pathfinder handle the
2359 * remaining path. This is because we don't know if this target is in one of our
2360 * orders, so we might cause pathfinding to fail later on if we find a choice.
2361 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2362 * a wrong path not leading to our next destination. */
2363 if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
2364
2365 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2366 * actually starts its search at the first unreserved tile. */
2367 if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
2368
2369 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2370 if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
2371 if (enterdir != NULL) *enterdir = ft.m_exitdir;
2372 return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
2373 }
2374
2375 tile = ft.m_new_tile;
2376 cur_td = FindFirstTrackdir(ft.m_new_td_bits);
2377
2378 if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
2379 bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
2380 if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
2381 /* Safe position is all good, path valid and okay. */
2382 return PBSTileInfo(tile, cur_td, true);
2383 }
2384
2385 if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
2386 }
2387
2388 if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
2389 /* End of line, path valid and okay. */
2390 return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
2391 }
2392
2393 /* Sorry, can't reserve path, back out. */
2394 tile = origin.tile;
2395 cur_td = origin.trackdir;
2396 TileIndex stopped = ft.m_old_tile;
2397 Trackdir stopped_td = ft.m_old_td;
2398 while (tile != stopped || cur_td != stopped_td) {
2399 if (!ft.Follow(tile, cur_td)) break;
2400
2401 if (_settings_game.pf.forbid_90_deg) {
2402 ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
2403 assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
2404 }
2405 assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
2406
2407 tile = ft.m_new_tile;
2408 cur_td = FindFirstTrackdir(ft.m_new_td_bits);
2409
2410 UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
2411 }
2412
2413 /* Path invalid. */
2414 return PBSTileInfo();
2415 }
2416
2427 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
2428 {
2429 switch (_settings_game.pf.pathfinder_for_trains) {
2430 case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
2431 case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
2432
2433 default: NOT_REACHED();
2434 }
2435 }
2436
2438 class VehicleOrderSaver {
2439 private:
2440 Train *v;
2441 Order old_order;
2442 TileIndex old_dest_tile;
2443 StationID old_last_station_visited;
2444 VehicleOrderID index;
2445 bool suppress_implicit_orders;
2446
2447 public:
2448 VehicleOrderSaver(Train *_v) :
2449 v(_v),
2450 old_order(_v->current_order),
2451 old_dest_tile(_v->dest_tile),
2452 old_last_station_visited(_v->last_station_visited),
2453 index(_v->cur_real_order_index),
2454 suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
2455 {
2456 }
2457
2458 ~VehicleOrderSaver()
2459 {
2460 this->v->current_order = this->old_order;
2461 this->v->dest_tile = this->old_dest_tile;
2462 this->v->last_station_visited = this->old_last_station_visited;
2463 SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
2464 }
2465
2471 bool SwitchToNextOrder(bool skip_first)
2472 {
2473 if (this->v->GetNumOrders() == 0) return false;
2474
2475 if (skip_first) ++this->index;
2476
2477 int depth = 0;
2478
2479 do {
2480 /* Wrap around. */
2481 if (this->index >= this->v->GetNumOrders()) this->index = 0;
2482
2483 Order *order = this->v->GetOrder(this->index);
2484 assert(order != NULL);
2485
2486 switch (order->GetType()) {
2487 case OT_GOTO_DEPOT:
2488 /* Skip service in depot orders when the train doesn't need service. */
2489 if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
2490 case OT_GOTO_STATION:
2491 case OT_GOTO_WAYPOINT:
2492 this->v->current_order = *order;
2493 return UpdateOrderDest(this->v, order, 0, true);
2494 case OT_CONDITIONAL: {
2495 VehicleOrderID next = ProcessConditionalOrder(order, this->v);
2496 if (next != INVALID_VEH_ORDER_ID) {
2497 depth++;
2498 this->index = next;
2499 /* Don't increment next, so no break here. */
2500 continue;
2501 }
2502 break;
2503 }
2504 default:
2505 break;
2506 }
2507 /* Don't increment inside the while because otherwise conditional
2508 * orders can lead to an infinite loop. */
2509 ++this->index;
2510 depth++;
2511 } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
2512
2513 return false;
2514 }
2515 };
2516
2517 /* choose a track */
2518 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
2519 {
2520 Track best_track = INVALID_TRACK;
2521 bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
2522 bool changed_signal = false;
2523
2524 assert((tracks & ~TRACK_BIT_MASK) == 0);
2525
2526 if (got_reservation != NULL) *got_reservation = false;
2527
2528 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2529 TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
2530 /* Do we have a suitable reserved track? */
2531 if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
2532
2533 /* Quick return in case only one possible track is available */
2534 if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
2535 Track track = FindFirstTrack(tracks);
2536 /* We need to check for signals only here, as a junction tile can't have signals. */
2537 if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
2538 do_track_reservation = true;
2539 changed_signal = true;
2540 SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
2541 } else if (!do_track_reservation) {
2542 return track;
2543 }
2544 best_track = track;
2545 }
2546
2547 PBSTileInfo res_dest(tile, INVALID_TRACKDIR, false);
2548 DiagDirection dest_enterdir = enterdir;
2549 if (do_track_reservation) {
2550 res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
2551 if (res_dest.tile == INVALID_TILE) {
2552 /* Reservation failed? */
2553 if (mark_stuck) MarkTrainAsStuck(v);
2554 if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
2555 return FindFirstTrack(tracks);
2556 }
2557 if (res_dest.okay) {
2558 /* Got a valid reservation that ends at a safe target, quick exit. */
2559 if (got_reservation != NULL) *got_reservation = true;
2560 if (changed_signal) MarkTileDirtyByTile(tile);
2561 TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2562 return best_track;
2563 }
2564
2565 /* Check if the train needs service here, so it has a chance to always find a depot.
2566 * Also check if the current order is a service order so we don't reserve a path to
2567 * the destination but instead to the next one if service isn't needed. */
2568 CheckIfTrainNeedsService(v);
2569 if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
2570 }
2571
2572 /* Save the current train order. The destructor will restore the old order on function exit. */
2573 VehicleOrderSaver orders(v);
2574
2575 /* If the current tile is the destination of the current order and
2576 * a reservation was requested, advance to the next order.
2577 * Don't advance on a depot order as depots are always safe end points
2578 * for a path and no look-ahead is necessary. This also avoids a
2579 * problem with depot orders not part of the order list when the
2580 * order list itself is empty. */
2581 if (v->current_order.IsType(OT_LEAVESTATION)) {
2582 orders.SwitchToNextOrder(false);
2583 } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
2584 v->current_order.IsType(OT_GOTO_STATION) ?
2585 IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
2586 v->tile == v->dest_tile))) {
2587 orders.SwitchToNextOrder(true);
2588 }
2589
2590 if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2591 /* Pathfinders are able to tell that route was only 'guessed'. */
2592 bool path_found = true;
2593 TileIndex new_tile = res_dest.tile;
2594
2595 Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
2596 if (new_tile == tile) best_track = next_track;
2597 v->HandlePathfindingResult(path_found);
2598 }
2599
2600 /* No track reservation requested -> finished. */
2601 if (!do_track_reservation) return best_track;
2602
2603 /* A path was found, but could not be reserved. */
2604 if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2605 if (mark_stuck) MarkTrainAsStuck(v);
2606 FreeTrainTrackReservation(v);
2607 return best_track;
2608 }
2609
2610 /* No possible reservation target found, we are probably lost. */
2611 if (res_dest.tile == INVALID_TILE) {
2612 /* Try to find any safe destination. */
2613 PBSTileInfo origin = FollowTrainReservation(v);
2614 if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
2615 TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
2616 best_track = FindFirstTrack(res);
2617 TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2618 if (got_reservation != NULL) *got_reservation = true;
2619 if (changed_signal) MarkTileDirtyByTile(tile);
2620 } else {
2621 FreeTrainTrackReservation(v);
2622 if (mark_stuck) MarkTrainAsStuck(v);
2623 }
2624 return best_track;
2625 }
2626
2627 if (got_reservation != NULL) *got_reservation = true;
2628
2629 /* Reservation target found and free, check if it is safe. */
2630 while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
2631 /* Extend reservation until we have found a safe position. */
2632 DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
2633 TileIndex next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
2634 TrackBits reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
2635 if (_settings_game.pf.forbid_90_deg) {
2636 reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
2637 }
2638
2639 /* Get next order with destination. */
2640 if (orders.SwitchToNextOrder(true)) {
2641 PBSTileInfo cur_dest;
2642 bool path_found;
2643 DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
2644 if (cur_dest.tile != INVALID_TILE) {
2645 res_dest = cur_dest;
2646 if (res_dest.okay) continue;
2647 /* Path found, but could not be reserved. */
2648 FreeTrainTrackReservation(v);
2649 if (mark_stuck) MarkTrainAsStuck(v);
2650 if (got_reservation != NULL) *got_reservation = false;
2651 changed_signal = false;
2652 break;
2653 }
2654 }
2655 /* No order or no safe position found, try any position. */
2656 if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
2657 FreeTrainTrackReservation(v);
2658 if (mark_stuck) MarkTrainAsStuck(v);
2659 if (got_reservation != NULL) *got_reservation = false;
2660 changed_signal = false;
2661 }
2662 break;
2663 }
2664
2665 TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2666
2667 if (changed_signal) MarkTileDirtyByTile(tile);
2668
2669 return best_track;
2670 }
2671
2680 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
2681 {
2682 assert(v->IsFrontEngine());
2683
2684 /* We have to handle depots specially as the track follower won't look
2685 * at the depot tile itself but starts from the next tile. If we are still
2686 * inside the depot, a depot reservation can never be ours. */
2687 if (v->track == TRACK_BIT_DEPOT) {
2688 if (HasDepotReservation(v->tile)) {
2689 if (mark_as_stuck) MarkTrainAsStuck(v);
2690 return false;
2691 } else {
2692 /* Depot not reserved, but the next tile might be. */
2693 TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
2694 if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
2695 }
2696 }
2697
2698 Vehicle *other_train = NULL;
2699 PBSTileInfo origin = FollowTrainReservation(v, &other_train);
2700 /* The path we are driving on is already blocked by some other train.
2701 * This can only happen in certain situations when mixing path and
2702 * block signals or when changing tracks and/or signals.
2703 * Exit here as doing any further reservations will probably just
2704 * make matters worse. */
2705 if (other_train != NULL && other_train->index != v->index) {
2706 if (mark_as_stuck) MarkTrainAsStuck(v);
2707 return false;
2708 }
2709 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2710 if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
2711 /* Can't be stuck then. */
2712 if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2713 ClrBit(v->flags, VRF_TRAIN_STUCK);
2714 return true;
2715 }
2716
2717 /* If we are in a depot, tentatively reserve the depot. */
2718 if (v->track == TRACK_BIT_DEPOT) {
2719 SetDepotReservation(v->tile, true);
2720 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
2721 }
2722
2723 DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
2724 TileIndex new_tile = TileAddByDiagDir(origin.tile, exitdir);
2725 TrackBits reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
2726
2727 if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
2728
2729 bool res_made = false;
2730 ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
2731
2732 if (!res_made) {
2733 /* Free the depot reservation as well. */
2734 if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
2735 return false;
2736 }
2737
2738 if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
2739 v->wait_counter = 0;
2740 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2741 }
2742 ClrBit(v->flags, VRF_TRAIN_STUCK);
2743 return true;
2744 }
2745
2746
2747 static bool CheckReverseTrain(const Train *v)
2748 {
2749 if (_settings_game.difficulty.line_reverse_mode != 0 ||
2750 v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
2751 !(v->direction & 1)) {
2752 return false;
2753 }
2754
2755 assert(v->track != TRACK_BIT_NONE);
2756
2757 switch (_settings_game.pf.pathfinder_for_trains) {
2758 case VPF_NPF: return NPFTrainCheckReverse(v);
2759 case VPF_YAPF: return YapfTrainCheckReverse(v);
2760
2761 default: NOT_REACHED();
2762 }
2763 }
2764
2770 TileIndex Train::GetOrderStationLocation(StationID station)
2771 {
2772 if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
2773
2774 const Station *st = Station::Get(station);
2775 if (!(st->facilities & FACIL_TRAIN)) {
2776 /* The destination station has no trainstation tiles. */
2777 this->IncrementRealOrderIndex();
2778 return 0;
2779 }
2780
2781 return st->xy;
2782 }
2783
2785 void Train::MarkDirty()
2786 {
2787 Train *v = this;
2788 do {
2789 v->colourmap = PAL_NONE;
2790 v->UpdateViewport(true, false);
2791 } while ((v = v->Next()) != NULL);
2792
2793 /* need to update acceleration and cached values since the goods on the train changed. */
2794 this->CargoChanged();
2795 this->UpdateAcceleration();
2796 }
2797
2805 int Train::UpdateSpeed()
2806 {
2807 switch (_settings_game.vehicle.train_acceleration_model) {
2808 default: NOT_REACHED();
2809 case AM_ORIGINAL:
2810 return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed());
2811
2812 case AM_REALISTIC:
2813 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
2814 }
2815 }
2816
2822 static void TrainEnterStation(Train *v, StationID station)
2823 {
2824 v->last_station_visited = station;
2825
2826 /* check if a train ever visited this station before */
2827 Station *st = Station::Get(station);
2828 if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
2829 st->had_vehicle_of_type |= HVOT_TRAIN;
2830 SetDParam(0, st->index);
2831 AddVehicleNewsItem(
2832 STR_NEWS_FIRST_TRAIN_ARRIVAL,
2833 v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
2834 v->index,
2835 st->index
2836 );
2837 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
2838 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
2839 }
2840
2841 v->force_proceed = TFP_NONE;
2842 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
2843
2844 v->BeginLoading();
2845
2846 TriggerStationRandomisation(st, v->tile, SRT_TRAIN_ARRIVES);
2847 TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
2848 }
2849
2850 /* Check if the vehicle is compatible with the specified tile */
2851 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
2852 {
2853 return IsTileOwner(tile, v->owner) &&
2854 (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
2855 }
2856
2858 struct AccelerationSlowdownParams {
2859 byte small_turn;
2860 byte large_turn;
2861 byte z_up;
2862 byte z_down;
2863 };
2864
2866 static const AccelerationSlowdownParams _accel_slowdown[] = {
2867 /* normal accel */
2868 {256 / 4, 256 / 2, 256 / 4, 2},
2869 {256 / 4, 256 / 2, 256 / 4, 2},
2870 {0, 256 / 2, 256 / 4, 2},
2871 };
2872
2878 static inline void AffectSpeedByZChange(Train *v, int old_z)
2879 {
2880 if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
2881
2882 const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
2883
2884 if (old_z < v->z_pos) {
2885 v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
2886 } else {
2887 uint16 spd = v->cur_speed + asp->z_down;
2888 if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
2889 }
2890 }
2891
2892 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
2893 {
2894 if (IsTileType(tile, MP_RAILWAY) &&
2895 GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
2896 TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
2897 Trackdir trackdir = FindFirstTrackdir(tracks);
2898 if (UpdateSignalsOnSegment(tile, TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
2899 /* A PBS block with a non-PBS signal facing us? */
2900 if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
2901 }
2902 }
2903 return false;
2904 }
2905
2907 void Train::ReserveTrackUnderConsist() const
2908 {
2909 for (const Train *u = this; u != NULL; u = u->Next()) {
2910 switch (u->track) {
2911 case TRACK_BIT_WORMHOLE:
2912 TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
2913 break;
2914 case TRACK_BIT_DEPOT:
2915 break;
2916 default:
2917 TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
2918 break;
2919 }
2920 }
2921 }
2922
2929 uint Train::Crash(bool flooded)
2930 {
2931 uint pass = 0;
2932 if (this->IsFrontEngine()) {
2933 pass += 2; // driver
2934
2935 /* Remove the reserved path in front of the train if it is not stuck.
2936 * Also clear all reserved tracks the train is currently on. */
2937 if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
2938 for (const Train *v = this; v != NULL; v = v->Next()) {
2939 ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
2940 if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
2941 /* ClearPathReservation will not free the wormhole exit
2942 * if the train has just entered the wormhole. */
2943 SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
2944 }
2945 }
2946
2947 /* we may need to update crossing we were approaching,
2948 * but must be updated after the train has been marked crashed */
2949 TileIndex crossing = TrainApproachingCrossingTile(this);
2950 if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
2951
2952 /* Remove the loading indicators (if any) */
2953 HideFillingPercent(&this->fill_percent_te_id);
2954 }
2955
2956 pass += this->GroundVehicleBase::Crash(flooded);
2957
2958 this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
2959 return pass;
2960 }
2961
2968 static uint TrainCrashed(Train *v)
2969 {
2970 uint num = 0;
2971
2972 /* do not crash train twice */
2973 if (!(v->vehstatus & VS_CRASHED)) {
2974 num = v->Crash();
2975 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
2976 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
2977 }
2978
2979 /* Try to re-reserve track under already crashed train too.
2980 * Crash() clears the reservation! */
2981 v->ReserveTrackUnderConsist();
2982
2983 return num;
2984 }
2985
2987 struct TrainCollideChecker {
2988 Train *v;
2989 uint num;
2990 };
2991
2998 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
2999 {
3000 TrainCollideChecker *tcc = (TrainCollideChecker*)data;
3001
3002 /* not a train or in depot */
3003 if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
3004
3005 /* do not crash into trains of another company. */
3006 if (v->owner != tcc->v->owner) return NULL;
3007
3008 /* get first vehicle now to make most usual checks faster */
3009 Train *coll = Train::From(v)->First();
3010
3011 /* can't collide with own wagons */
3012 if (coll == tcc->v) return NULL;
3013
3014 int x_diff = v->x_pos - tcc->v->x_pos;
3015 int y_diff = v->y_pos - tcc->v->y_pos;
3016
3017 /* Do fast calculation to check whether trains are not in close vicinity
3018 * and quickly reject trains distant enough for any collision.
3019 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3020 * Differences are then ORed and then we check for any higher bits */
3021 uint hash = (y_diff + 7) | (x_diff + 7);
3022 if (hash & ~15) return NULL;
3023
3024 /* Slower check using multiplication */
3025 int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
3026 if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return NULL;
3027
3028 /* Happens when there is a train under bridge next to bridge head */
3029 if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
3030
3031 /* crash both trains */
3032 tcc->num += TrainCrashed(tcc->v);
3033 tcc->num += TrainCrashed(coll);
3034
3035 return NULL; // continue searching
3036 }
3037
3045 static bool CheckTrainCollision(Train *v)
3046 {
3047 /* can't collide in depot */
3048 if (v->track == TRACK_BIT_DEPOT) return false;
3049
3050 assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
3051
3052 TrainCollideChecker tcc;
3053 tcc.v = v;
3054 tcc.num = 0;
3055
3056 /* find colliding vehicles */
3057 if (v->track == TRACK_BIT_WORMHOLE) {
3058 FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
3059 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
3060 } else {
3061 FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
3062 }
3063
3064 /* any dead -> no crash */
3065 if (tcc.num == 0) return false;
3066
3067 SetDParam(0, tcc.num);
3068 AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->index);
3069
3070 ModifyStationRatingAround(v->tile, v->owner, -160, 30);
3071 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_BIG_CRASH, v);
3072 return true;
3073 }
3074
3075 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
3076 {
3077 if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
3078
3079 Train *t = Train::From(v);
3080 DiagDirection exitdir = *(DiagDirection *)data;
3081
3082 /* not front engine of a train, inside wormhole or depot, crashed */
3083 if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
3084
3085 if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
3086
3087 return t;
3088 }
3089
3097 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
3098 {
3099 Train *first = v->First();
3100 Train *prev;
3101 bool direction_changed = false; // has direction of any part changed?
3102
3103 /* For every vehicle after and including the given vehicle */
3104 for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
3105 DiagDirection enterdir = DIAGDIR_BEGIN;
3106 bool update_signals_crossing = false; // will we update signals or crossing state?
3107
3108 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
3109 if (v->track != TRACK_BIT_WORMHOLE) {
3110 /* Not inside tunnel */
3111 if (gp.old_tile == gp.new_tile) {
3112 /* Staying in the old tile */
3113 if (v->track == TRACK_BIT_DEPOT) {
3114 /* Inside depot */
3115 gp.x = v->x_pos;
3116 gp.y = v->y_pos;
3117 } else {
3118 /* Not inside depot */
3119
3120 /* Reverse when we are at the end of the track already, do not move to the new position */
3121 if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
3122
3123 uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3124 if (HasBit(r, VETS_CANNOT_ENTER)) {
3125 goto invalid_rail;
3126 }
3127 if (HasBit(r, VETS_ENTERED_STATION)) {
3128 /* The new position is the end of the platform */
3129 TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
3130 }
3131 }
3132 } else {
3133 /* A new tile is about to be entered. */
3134
3135 /* Determine what direction we're entering the new tile from */
3136 enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
3137 assert(IsValidDiagDirection(enterdir));
3138
3139 /* Get the status of the tracks in the new tile and mask
3140 * away the bits that aren't reachable. */
3141 TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
3142 TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
3143
3144 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3145 TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
3146
3147 TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3148 if (_settings_game.pf.forbid_90_deg && prev == NULL) {
3149 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3150 * can be switched on halfway a turn */
3151 bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
3152 }
3153
3154 if (bits == TRACK_BIT_NONE) goto invalid_rail;
3155
3156 /* Check if the new tile constrains tracks that are compatible
3157 * with the current train, if not, bail out. */
3158 if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
3159
3160 TrackBits chosen_track;
3161 if (prev == NULL) {
3162 /* Currently the locomotive is active. Determine which one of the
3163 * available tracks to choose */
3164 chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
3165 assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
3166
3167 if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
3168 /* For each signal we find decrease the counter by one.
3169 * We start at two, so the first signal we pass decreases
3170 * this to one, then if we reach the next signal it is
3171 * decreased to zero and we won't pass that new signal. */
3172 Trackdir dir = FindFirstTrackdir(trackdirbits);
3173 if (HasSignalOnTrackdir(gp.new_tile, dir) ||
3174 (HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir)) &&
3175 GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS)) {
3176 /* However, we do not want to be stopped by PBS signals
3177 * entered via the back. */
3178 v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
3179 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
3180 }
3181 }
3182
3183 /* Check if it's a red signal and that force proceed is not clicked. */
3184 if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
3185 /* In front of a red signal */
3186 Trackdir i = FindFirstTrackdir(trackdirbits);
3187
3188 /* Don't handle stuck trains here. */
3189 if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
3190
3191 if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
3192 v->cur_speed = 0;
3193 v->subspeed = 0;
3194 v->progress = 255 - 100;
3195 if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return false;
3196 } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
3197 v->cur_speed = 0;
3198 v->subspeed = 0;
3199 v->progress = 255 - 10;
3200 if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
3201 DiagDirection exitdir = TrackdirToExitdir(i);
3202 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
3203
3204 exitdir = ReverseDiagDir(exitdir);
3205
3206 /* check if a train is waiting on the other side */
3207 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
3208 }
3209 }
3210
3211 /* If we would reverse but are currently in a PBS block and
3212 * reversing of stuck trains is disabled, don't reverse.
3213 * This does not apply if the reason for reversing is a one-way
3214 * signal blocking us, because a train would then be stuck forever. */
3215 if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
3216 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
3217 v->wait_counter = 0;
3218 return false;
3219 }
3220 goto reverse_train_direction;
3221 } else {
3222 TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
3223 }
3224 } else {
3225 /* The wagon is active, simply follow the prev vehicle. */
3226 if (prev->tile == gp.new_tile) {
3227 /* Choose the same track as prev */
3228 if (prev->track == TRACK_BIT_WORMHOLE) {
3229 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3230 * However, just choose the track into the wormhole. */
3231 assert(IsTunnel(prev->tile));
3232 chosen_track = bits;
3233 } else {
3234 chosen_track = prev->track;
3235 }
3236 } else {
3237 /* Choose the track that leads to the tile where prev is.
3238 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3239 * I.e. when the tile between them has only space for a single vehicle like
3240 * 1) horizontal/vertical track tiles and
3241 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3242 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3243 */
3244 static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
3245 {TRACK_BIT_X, TRACK_BIT_LOWER, TRACK_BIT_NONE, TRACK_BIT_LEFT },
3246 {TRACK_BIT_UPPER, TRACK_BIT_Y, TRACK_BIT_LEFT, TRACK_BIT_NONE },
3247 {TRACK_BIT_NONE, TRACK_BIT_RIGHT, TRACK_BIT_X, TRACK_BIT_UPPER},
3248 {TRACK_BIT_RIGHT, TRACK_BIT_NONE, TRACK_BIT_LOWER, TRACK_BIT_Y }
3249 };
3250 DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
3251 assert(IsValidDiagDirection(exitdir));
3252 chosen_track = _connecting_track[enterdir][exitdir];
3253 }
3254 chosen_track &= bits;
3255 }
3256
3257 /* Make sure chosen track is a valid track */
3258 assert(
3259 chosen_track == TRACK_BIT_X || chosen_track == TRACK_BIT_Y ||
3260 chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
3261 chosen_track == TRACK_BIT_LEFT || chosen_track == TRACK_BIT_RIGHT);
3262
3263 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3264 const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
3265 gp.x = (gp.x & ~0xF) | b[0];
3266 gp.y = (gp.y & ~0xF) | b[1];
3267 Direction chosen_dir = (Direction)b[2];
3268
3269 /* Call the landscape function and tell it that the vehicle entered the tile */
3270 uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3271 if (HasBit(r, VETS_CANNOT_ENTER)) {
3272 goto invalid_rail;
3273 }
3274
3275 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
3276 Track track = FindFirstTrack(chosen_track);
3277 Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
3278 if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
3279 SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
3280 MarkTileDirtyByTile(gp.new_tile);
3281 }
3282
3283 /* Clear any track reservation when the last vehicle leaves the tile */
3284 if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
3285
3286 v->tile = gp.new_tile;
3287
3288 if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
3289 v->First()->ConsistChanged(CCF_TRACK);
3290 }
3291
3292 v->track = chosen_track;
3293 assert(v->track);
3294 }
3295
3296 /* We need to update signal status, but after the vehicle position hash
3297 * has been updated by UpdateInclination() */
3298 update_signals_crossing = true;
3299
3300 if (chosen_dir != v->direction) {
3301 if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
3302 const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
3303 DirDiff diff = DirDifference(v->direction, chosen_dir);
3304 v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
3305 }
3306 direction_changed = true;
3307 v->direction = chosen_dir;
3308 }
3309
3310 if (v->IsFrontEngine()) {
3311 v->wait_counter = 0;
3312
3313 /* If we are approaching a crossing that is reserved, play the sound now. */
3314 TileIndex crossing = TrainApproachingCrossingTile(v);
3315 if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
3316
3317 /* Always try to extend the reservation when entering a tile. */
3318 CheckNextTrainTile(v);
3319 }
3320
3321 if (HasBit(r, VETS_ENTERED_STATION)) {
3322 /* The new position is the location where we want to stop */
3323 TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
3324 }
3325 }
3326 } else {
3327 if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
3328 /* Perform look-ahead on tunnel exit. */
3329 if (v->IsFrontEngine()) {
3330 TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
3331 CheckNextTrainTile(v);
3332 }
3333 /* Prevent v->UpdateInclination() being called with wrong parameters.
3334 * This could happen if the train was reversed inside the tunnel/bridge. */
3335 if (gp.old_tile == gp.new_tile) {
3336 gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
3337 }
3338 } else {
3339 v->x_pos = gp.x;
3340 v->y_pos = gp.y;
3341 v->UpdatePosition();
3342 if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
3343 continue;
3344 }
3345 }
3346
3347 /* update image of train, as well as delta XY */
3348 v->UpdateDeltaXY(v->direction);
3349
3350 v->x_pos = gp.x;
3351 v->y_pos = gp.y;
3352 v->UpdatePosition();
3353
3354 /* update the Z position of the vehicle */
3355 int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
3356
3357 if (prev == NULL) {
3358 /* This is the first vehicle in the train */
3359 AffectSpeedByZChange(v, old_z);
3360 }
3361
3362 if (update_signals_crossing) {
3363 if (v->IsFrontEngine()) {
3364 if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
3365 /* We are entering a block with PBS signals right now, but
3366 * not through a PBS signal. This means we don't have a
3367 * reservation right now. As a conventional signal will only
3368 * ever be green if no other train is in the block, getting
3369 * a path should always be possible. If the player built
3370 * such a strange network that it is not possible, the train
3371 * will be marked as stuck and the player has to deal with
3372 * the problem. */
3373 if ((!HasReservedTracks(gp.new_tile, v->track) &&
3374 !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
3375 !TryPathReserve(v)) {
3376 MarkTrainAsStuck(v);
3377 }
3378 }
3379 }
3380
3381 /* Signals can only change when the first
3382 * (above) or the last vehicle moves. */
3383 if (v->Next() == NULL) {
3384 TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
3385 if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
3386 }
3387 }
3388
3389 /* Do not check on every tick to save some computing time. */
3390 if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
3391 }
3392
3393 if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
3394
3395 return true;
3396
3397 invalid_rail:
3398 /* We've reached end of line?? */
3399 if (prev != NULL) error("Disconnecting train");
3400
3401 reverse_train_direction:
3402 if (reverse) {
3403 v->wait_counter = 0;
3404 v->cur_speed = 0;
3405 v->subspeed = 0;
3406 ReverseTrainDirection(v);
3407 }
3408
3409 return false;
3410 }
3411
3418 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
3419 {
3420 TrackBits *trackbits = (TrackBits *)data;
3421
3422 if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
3423 TrackBits train_tbits = Train::From(v)->track;
3424 if (train_tbits == TRACK_BIT_WORMHOLE) {
3425 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3426 *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
3427 } else if (train_tbits != TRACK_BIT_DEPOT) {
3428 *trackbits |= train_tbits;
3429 }
3430 }
3431
3432 return NULL;
3433 }
3434
3442 static void DeleteLastWagon(Train *v)
3443 {
3444 Train *first = v->First();
3445
3446 /* Go to the last wagon and delete the link pointing there
3447 * *u is then the one-before-last wagon, and *v the last
3448 * one which will physically be removed */
3449 Train *u = v;
3450 for (; v->Next() != NULL; v = v->Next()) u = v;
3451 u->SetNext(NULL);
3452
3453 if (first != v) {
3454 /* Recalculate cached train properties */
3455 first->ConsistChanged(CCF_ARRANGE);
3456 /* Update the depot window if the first vehicle is in depot -
3457 * if v == first, then it is updated in PreDestructor() */
3458 if (first->track == TRACK_BIT_DEPOT) {
3459 SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
3460 }
3461 v->last_station_visited = first->last_station_visited; // for PreDestructor
3462 }
3463
3464 /* 'v' shouldn't be accessed after it has been deleted */
3465 TrackBits trackbits = v->track;
3466 TileIndex tile = v->tile;
3467 Owner owner = v->owner;
3468
3469 delete v;
3470 v = NULL; // make sure nobody will try to read 'v' anymore
3471
3472 if (trackbits == TRACK_BIT_WORMHOLE) {
3473 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3474 trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
3475 }
3476
3477 Track track = TrackBitsToTrack(trackbits);
3478 if (HasReservedTracks(tile, trackbits)) {
3479 UnreserveRailTrack(tile, track);
3480
3481 /* If there are still crashed vehicles on the tile, give the track reservation to them */
3482 TrackBits remaining_trackbits = TRACK_BIT_NONE;
3483 FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
3484
3485 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3486 assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
3487 Track t;
3488 FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
3489 }
3490
3491 /* check if the wagon was on a road/rail-crossing */
3492 if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
3493
3494 /* Update signals */
3495 if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
3496 UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
3497 } else {
3498 SetSignalsOnBothDir(tile, track, owner);
3499 }
3500 }
3501
3506 static void ChangeTrainDirRandomly(Train *v)
3507 {
3508 static const DirDiff delta[] = {
3509 DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
3510 };
3511
3512 do {
3513 /* We don't need to twist around vehicles if they're not visible */
3514 if (!(v->vehstatus & VS_HIDDEN)) {
3515 v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
3516 v->UpdateDeltaXY(v->direction);
3517 v->cur_image = v->GetImage(v->direction, EIT_ON_MAP);
3518 /* Refrain from updating the z position of the vehicle when on
3519 * a bridge, because UpdateInclination() will put the vehicle under
3520 * the bridge in that case */
3521 if (v->track != TRACK_BIT_WORMHOLE) {
3522 v->UpdatePosition();
3523 v->UpdateInclination(false, false);
3524 }
3525 }
3526 } while ((v = v->Next()) != NULL);
3527 }
3528
3534 static bool HandleCrashedTrain(Train *v)
3535 {
3536 int state = ++v->crash_anim_pos;
3537
3538 if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
3539 CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
3540 }
3541
3542 uint32 r;
3543 if (state <= 200 && Chance16R(1, 7, r)) {
3544 int index = (r * 10 >> 16);
3545
3546 Vehicle *u = v;
3547 do {
3548 if (--index < 0) {
3549 r = Random();
3550
3551 CreateEffectVehicleRel(u,
3552 GB(r, 8, 3) + 2,
3553 GB(r, 16, 3) + 2,
3554 GB(r, 0, 3) + 5,
3555 EV_EXPLOSION_SMALL);
3556 break;
3557 }
3558 } while ((u = u->Next()) != NULL);
3559 }
3560
3561 if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
3562
3563 if (state >= 4440 && !(v->tick_counter & 0x1F)) {
3564 bool ret = v->Next() != NULL;
3565 DeleteLastWagon(v);
3566 return ret;
3567 }
3568
3569 return true;
3570 }
3571
3573 static const uint16 _breakdown_speeds[16] = {
3574 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3575 };
3576
3577
3586 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
3587 {
3588 /* Calc position within the current tile */
3589 uint x = v->x_pos & 0xF;
3590 uint y = v->y_pos & 0xF;
3591
3592 /* for diagonal directions, 'x' will be 0..15 -
3593 * for other directions, it will be 1, 3, 5, ..., 15 */
3594 switch (v->direction) {
3595 case DIR_N : x = ~x + ~y + 25; break;
3596 case DIR_NW: x = y; // FALL THROUGH
3597 case DIR_NE: x = ~x + 16; break;
3598 case DIR_E : x = ~x + y + 9; break;
3599 case DIR_SE: x = y; break;
3600 case DIR_S : x = x + y - 7; break;
3601 case DIR_W : x = ~y + x + 9; break;
3602 default: break;
3603 }
3604
3605 /* Do not reverse when approaching red signal. Make sure the vehicle's front
3606 * does not cross the tile boundary when we do reverse, but as the vehicle's
3607 * location is based on their center, use half a vehicle's length as offset.
3608 * Multiply the half-length by two for straight directions to compensate that
3609 * we only get odd x offsets there. */
3610 if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
3611 /* we are too near the tile end, reverse now */
3612 v->cur_speed = 0;
3613 if (reverse) ReverseTrainDirection(v);
3614 return false;
3615 }
3616
3617 /* slow down */
3618 v->vehstatus |= VS_TRAIN_SLOWING;
3619 uint16 break_speed = _breakdown_speeds[x & 0xF];
3620 if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3621
3622 return true;
3623 }
3624
3625
3631 static bool TrainCanLeaveTile(const Train *v)
3632 {
3633 /* Exit if inside a tunnel/bridge or a depot */
3634 if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
3635
3636 TileIndex tile = v->tile;
3637
3638 /* entering a tunnel/bridge? */
3639 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
3640 DiagDirection dir = GetTunnelBridgeDirection(tile);
3641 if (DiagDirToDir(dir) == v->direction) return false;
3642 }
3643
3644 /* entering a depot? */
3645 if (IsRailDepotTile(tile)) {
3646 DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
3647 if (DiagDirToDir(dir) == v->direction) return false;
3648 }
3649
3650 return true;
3651 }
3652
3653
3661 static TileIndex TrainApproachingCrossingTile(const Train *v)
3662 {
3663 assert(v->IsFrontEngine());
3664 assert(!(v->vehstatus & VS_CRASHED));
3665
3666 if (!TrainCanLeaveTile(v)) return INVALID_TILE;
3667
3668 DiagDirection dir = TrainExitDir(v->direction, v->track);
3669 TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3670
3671 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3672 if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
3673 !CheckCompatibleRail(v, tile)) {
3674 return INVALID_TILE;
3675 }
3676
3677 return tile;
3678 }
3679
3680
3688 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
3689 {
3690 /* First, handle broken down train */
3691
3692 int t = v->breakdown_ctr;
3693 if (t > 1) {
3694 v->vehstatus |= VS_TRAIN_SLOWING;
3695
3696 uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
3697 if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3698 } else {
3699 v->vehstatus &= ~VS_TRAIN_SLOWING;
3700 }
3701
3702 if (!TrainCanLeaveTile(v)) return true;
3703
3704 /* Determine the non-diagonal direction in which we will exit this tile */
3705 DiagDirection dir = TrainExitDir(v->direction, v->track);
3706 /* Calculate next tile */
3707 TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3708
3709 /* Determine the track status on the next tile */
3710 TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
3711 TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
3712
3713 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3714 TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
3715
3716 /* We are sure the train is not entering a depot, it is detected above */
3717
3718 /* mask unreachable track bits if we are forbidden to do 90deg turns */
3719 TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3720 if (_settings_game.pf.forbid_90_deg) {
3721 bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
3722 }
3723
3724 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
3725 if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
3726 return TrainApproachingLineEnd(v, false, reverse);
3727 }
3728
3729 /* approaching red signal */
3730 if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
3731
3732 /* approaching a rail/road crossing? then make it red */
3733 if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
3734
3735 return true;
3736 }
3737
3738
3739 static bool TrainLocoHandler(Train *v, bool mode)
3740 {
3741 /* train has crashed? */
3742 if (v->vehstatus & VS_CRASHED) {
3743 return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
3744 }
3745
3746 if (v->force_proceed != TFP_NONE) {
3747 ClrBit(v->flags, VRF_TRAIN_STUCK);
3748 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3749 }
3750
3751 /* train is broken down? */
3752 if (v->HandleBreakdown()) return true;
3753
3754 if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
3755 ReverseTrainDirection(v);
3756 }
3757
3758 /* exit if train is stopped */
3759 if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
3760
3761 bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
3762 if (ProcessOrders(v) && CheckReverseTrain(v)) {
3763 v->wait_counter = 0;
3764 v->cur_speed = 0;
3765 v->subspeed = 0;
3766 ClrBit(v->flags, VRF_LEAVING_STATION);
3767 ReverseTrainDirection(v);
3768 return true;
3769 } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
3770 /* Try to reserve a path when leaving the station as we
3771 * might not be marked as wanting a reservation, e.g.
3772 * when an overlength train gets turned around in a station. */
3773 DiagDirection dir = TrainExitDir(v->direction, v->track);
3774 if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
3775
3776 if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
3777 TryPathReserve(v, true, true);
3778 }
3779 ClrBit(v->flags, VRF_LEAVING_STATION);
3780 }
3781
3782 v->HandleLoading(mode);
3783
3784 if (v->current_order.IsType(OT_LOADING)) return true;
3785
3786 if (CheckTrainStayInDepot(v)) return true;
3787
3788 if (!mode) v->ShowVisualEffect();
3789
3790 /* We had no order but have an order now, do look ahead. */
3791 if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
3792 CheckNextTrainTile(v);
3793 }
3794
3795 /* Handle stuck trains. */
3796 if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
3797 ++v->wait_counter;
3798
3799 /* Should we try reversing this tick if still stuck? */
3800 bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
3801
3802 if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
3803 if (!TryPathReserve(v)) {
3804 /* Still stuck. */
3805 if (turn_around) ReverseTrainDirection(v);
3806
3807 if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
3808 /* Show message to player. */
3809 if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
3810 SetDParam(0, v->index);
3811 AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
3812 }
3813 v->wait_counter = 0;
3814 }
3815 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
3816 if (v->force_proceed == TFP_NONE) return true;
3817 ClrBit(v->flags, VRF_TRAIN_STUCK);
3818 v->wait_counter = 0;
3819 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3820 }
3821 }
3822
3823 if (v->current_order.IsType(OT_LEAVESTATION)) {
3824 v->current_order.Free();
3825 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3826 return true;
3827 }
3828
3829 int j = v->UpdateSpeed();
3830
3831 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
3832 if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
3833 /* If we manually stopped, we're not force-proceeding anymore. */
3834 v->force_proceed = TFP_NONE;
3835 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
3836 }
3837
3838 int adv_spd = v->GetAdvanceDistance();
3839 if (j < adv_spd) {
3840 /* if the vehicle has speed 0, update the last_speed field. */
3841 if (v->cur_speed == 0) v->SetLastSpeed();
3842 } else {
3843 TrainCheckIfLineEnds(v);
3844 /* Loop until the train has finished moving. */
3845 for (;;) {
3846 j -= adv_spd;
3847 TrainController(v, NULL);
3848 /* Don't continue to move if the train crashed. */
3849 if (CheckTrainCollision(v)) break;
3850 /* Determine distance to next map position */
3851 adv_spd = v->GetAdvanceDistance();
3852
3853 /* No more moving this tick */
3854 if (j < adv_spd || v->cur_speed == 0) break;
3855
3856 OrderType order_type = v->current_order.GetType();
3857 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
3858 if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
3859 (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
3860 IsTileType(v->tile, MP_STATION) &&
3861 v->current_order.GetDestination() == GetStationIndex(v->tile)) {
3862 ProcessOrders(v);
3863 }
3864 }
3865 v->SetLastSpeed();
3866 }
3867
3868 for (Train *u = v; u != NULL; u = u->Next()) {
3869 if ((u->vehstatus & VS_HIDDEN) != 0) continue;
3870
3871 u->UpdateViewport(false, false);
3872 }
3873
3874 if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
3875
3876 return true;
3877 }
3878
3883 Money Train::GetRunningCost() const
3884 {
3885 Money cost = 0;
3886 const Train *v = this;
3887
3888 do {
3889 const Engine *e = v->GetEngine();
3890 if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
3891
3892 uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
3893 if (cost_factor == 0) continue;
3894
3895 /* Halve running cost for multiheaded parts */
3896 if (v->IsMultiheaded()) cost_factor /= 2;
3897
3898 cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
3899 } while ((v = v->GetNextVehicle()) != NULL);
3900
3901 return cost;
3902 }
3903
3908 bool Train::Tick()
3909 {
3910 this->tick_counter++;
3911
3912 if (this->IsFrontEngine()) {
3913 if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
3914
3915 this->current_order_time++;
3916
3917 if (!TrainLocoHandler(this, false)) return false;
3918
3919 return TrainLocoHandler(this, true);
3920 } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
3921 /* Delete flooded standalone wagon chain */
3922 if (++this->crash_anim_pos >= 4400) {
3923 delete this;
3924 return false;
3925 }
3926 }
3927
3928 return true;
3929 }
3930
3935 static void CheckIfTrainNeedsService(Train *v)
3936 {
3937 if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
3938 if (v->IsChainInDepot()) {
3939 VehicleServiceInDepot(v);
3940 return;
3941 }
3942
3943 uint max_penalty;
3944 switch (_settings_game.pf.pathfinder_for_trains) {
3945 case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break;
3946 case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
3947 default: NOT_REACHED();
3948 }
3949
3950 FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
3951 /* Only go to the depot if it is not too far out of our way. */
3952 if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
3953 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
3954 /* If we were already heading for a depot but it has
3955 * suddenly moved farther away, we continue our normal
3956 * schedule? */
3957 v->current_order.MakeDummy();
3958 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3959 }
3960 return;
3961 }
3962
3963 DepotID depot = GetDepotIndex(tfdd.tile);
3964
3965 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
3966 v->current_order.GetDestination() != depot &&
3967 !Chance16(3, 16)) {
3968 return;
3969 }
3970
3971 SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
3972 v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
3973 v->dest_tile = tfdd.tile;
3974 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3975 }
3976
3978 void Train::OnNewDay()
3979 {
3980 AgeVehicle(this);
3981
3982 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
3983
3984 if (this->IsFrontEngine()) {
3985 CheckVehicleBreakdown(this);
3986
3987 CheckIfTrainNeedsService(this);
3988
3989 CheckOrders(this);
3990
3991 /* update destination */
3992 if (this->current_order.IsType(OT_GOTO_STATION)) {
3993 TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
3994 if (tile != INVALID_TILE) this->dest_tile = tile;
3995 }
3996
3997 if (this->running_ticks != 0) {
3998 /* running costs */
3999 CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
4000
4001 this->profit_this_year -= cost.GetCost();
4002 this->running_ticks = 0;
4003
4004 SubtractMoneyFromCompanyFract(this->owner, cost);
4005
4006 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
4007 SetWindowClassesDirty(WC_TRAINS_LIST);
4008 }
4009 }
4010 }
4011
4016 Trackdir Train::GetVehicleTrackdir() const
4017 {
4018 if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
4019
4020 if (this->track == TRACK_BIT_DEPOT) {
4021 /* We'll assume the train is facing outwards */
4022 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
4023 }
4024
4025 if (this->track == TRACK_BIT_WORMHOLE) {
4026 /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
4027 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
4028 }
4029
4030 return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
4031 }