OpenTTD: src/train_cmd.cpp Source File

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train_cmd.cpp
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1 /* $Id: train_cmd.cpp 27419 2015-10-30 16:18:39Z 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 if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
1390 /* Restore the train we had. */
1391 RestoreTrainBackup(original);
1392 return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
1393 }
1394
1395 CommandCost cost(EXPENSES_NEW_VEHICLES);
1396 for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
1397
1398 /* do it? */
1399 if (flags & DC_EXEC) {
1400 /* First normalise the sub types of the chain. */
1401 NormaliseSubtypes(new_head);
1402
1403 if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
1404 /* We are selling the front engine. In this case we want to
1405 * 'give' the order, unit number and such to the new head. */
1406 new_head->orders.list = first->orders.list;
1407 new_head->AddToShared(first);
1408 DeleteVehicleOrders(first);
1409
1410 /* Copy other important data from the front engine */
1411 new_head->CopyVehicleConfigAndStatistics(first);
1412 GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
1413 } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
1414 OrderBackup::Backup(v, user);
1415 }
1416
1417 /* We need to update the information about the train. */
1418 NormaliseTrainHead(new_head);
1419
1420 /* We are undoubtedly changing something in the depot and train list. */
1421 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1422 InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
1423
1424 /* Actually delete the sold 'goods' */
1425 delete sell_head;
1426 } else {
1427 /* We don't want to execute what we're just tried. */
1428 RestoreTrainBackup(original);
1429 }
1430
1431 return cost;
1432 }
1433
1434 void Train::UpdateDeltaXY(Direction direction)
1435 {
1436 /* Set common defaults. */
1437 this->x_offs = -1;
1438 this->y_offs = -1;
1439 this->x_extent = 3;
1440 this->y_extent = 3;
1441 this->z_extent = 6;
1442 this->x_bb_offs = 0;
1443 this->y_bb_offs = 0;
1444
1445 if (!IsDiagonalDirection(direction)) {
1446 static const int _sign_table[] =
1447 {
1448 /* x, y */
1449 -1, -1, // DIR_N
1450 -1, 1, // DIR_E
1451 1, 1, // DIR_S
1452 1, -1, // DIR_W
1453 };
1454
1455 int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
1456
1457 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1458 this->x_offs -= half_shorten * _sign_table[direction];
1459 this->y_offs -= half_shorten * _sign_table[direction + 1];
1460 this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
1461 this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
1462 } else {
1463 switch (direction) {
1464 /* Shorten southern corner of the bounding box according the vehicle length
1465 * and center the bounding box on the vehicle. */
1466 case DIR_NE:
1467 this->x_offs = 1 - (this->gcache.cached_veh_length + 1) / 2;
1468 this->x_extent = this->gcache.cached_veh_length - 1;
1469 this->x_bb_offs = -1;
1470 break;
1471
1472 case DIR_NW:
1473 this->y_offs = 1 - (this->gcache.cached_veh_length + 1) / 2;
1474 this->y_extent = this->gcache.cached_veh_length - 1;
1475 this->y_bb_offs = -1;
1476 break;
1477
1478 /* Move northern corner of the bounding box down according to vehicle length
1479 * and center the bounding box on the vehicle. */
1480 case DIR_SW:
1481 this->x_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
1482 this->x_extent = VEHICLE_LENGTH - 1;
1483 this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
1484 break;
1485
1486 case DIR_SE:
1487 this->y_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
1488 this->y_extent = VEHICLE_LENGTH - 1;
1489 this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
1490 break;
1491
1492 default:
1493 NOT_REACHED();
1494 }
1495 }
1496 }
1497
1502 static void MarkTrainAsStuck(Train *v)
1503 {
1504 if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
1505 /* It is the first time the problem occurred, set the "train stuck" flag. */
1506 SetBit(v->flags, VRF_TRAIN_STUCK);
1507
1508 v->wait_counter = 0;
1509
1510 /* Stop train */
1511 v->cur_speed = 0;
1512 v->subspeed = 0;
1513 v->SetLastSpeed();
1514
1515 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1516 }
1517 }
1518
1526 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
1527 {
1528 uint16 flag1 = *swap_flag1;
1529 uint16 flag2 = *swap_flag2;
1530
1531 /* Clear the flags */
1532 ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
1533 ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1534 ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
1535 ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1536
1537 /* Reverse the rail-flags (if needed) */
1538 if (HasBit(flag1, GVF_GOINGUP_BIT)) {
1539 SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1540 } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
1541 SetBit(*swap_flag2, GVF_GOINGUP_BIT);
1542 }
1543 if (HasBit(flag2, GVF_GOINGUP_BIT)) {
1544 SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1545 } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
1546 SetBit(*swap_flag1, GVF_GOINGUP_BIT);
1547 }
1548 }
1549
1554 static void UpdateStatusAfterSwap(Train *v)
1555 {
1556 /* Reverse the direction. */
1557 if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
1558
1559 /* Call the proper EnterTile function unless we are in a wormhole. */
1560 if (v->track != TRACK_BIT_WORMHOLE) {
1561 VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
1562 } else {
1563 /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1564 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1565 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1566 * when we shouldn't have. Check if this is the case. */
1567 TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
1568 if (IsTileType(vt, MP_TUNNELBRIDGE)) {
1569 VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
1570 if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
1571 /* We have just left the wormhole, possibly set the
1572 * "goingdown" bit. UpdateInclination() can be used
1573 * because we are at the border of the tile. */
1574 v->UpdatePosition();
1575 v->UpdateInclination(true, true);
1576 return;
1577 }
1578 }
1579 }
1580
1581 v->UpdatePosition();
1582 v->UpdateViewport(true, true);
1583 }
1584
1591 void ReverseTrainSwapVeh(Train *v, int l, int r)
1592 {
1593 Train *a, *b;
1594
1595 /* locate vehicles to swap */
1596 for (a = v; l != 0; l--) a = a->Next();
1597 for (b = v; r != 0; r--) b = b->Next();
1598
1599 if (a != b) {
1600 /* swap the hidden bits */
1601 {
1602 uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
1603 b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
1604 a->vehstatus = tmp;
1605 }
1606
1607 Swap(a->track, b->track);
1608 Swap(a->direction, b->direction);
1609 Swap(a->x_pos, b->x_pos);
1610 Swap(a->y_pos, b->y_pos);
1611 Swap(a->tile, b->tile);
1612 Swap(a->z_pos, b->z_pos);
1613
1614 SwapTrainFlags(&a->gv_flags, &b->gv_flags);
1615
1616 UpdateStatusAfterSwap(a);
1617 UpdateStatusAfterSwap(b);
1618 } else {
1619 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1620 * This is a little bit redundant way, a->gv_flags will
1621 * be (re)set twice, but it reduces code duplication */
1622 SwapTrainFlags(&a->gv_flags, &a->gv_flags);
1623 UpdateStatusAfterSwap(a);
1624 }
1625 }
1626
1627
1633 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
1634 {
1635 return (v->type == VEH_TRAIN) ? v : NULL;
1636 }
1637
1638
1645 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
1646 {
1647 if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
1648
1649 Train *t = Train::From(v);
1650 if (!t->IsFrontEngine()) return NULL;
1651
1652 TileIndex tile = *(TileIndex *)data;
1653
1654 if (TrainApproachingCrossingTile(t) != tile) return NULL;
1655
1656 return t;
1657 }
1658
1659
1666 static bool TrainApproachingCrossing(TileIndex tile)
1667 {
1668 assert(IsLevelCrossingTile(tile));
1669
1670 DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
1671 TileIndex tile_from = tile + TileOffsByDiagDir(dir);
1672
1673 if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
1674
1675 dir = ReverseDiagDir(dir);
1676 tile_from = tile + TileOffsByDiagDir(dir);
1677
1678 return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
1679 }
1680
1681
1688 void UpdateLevelCrossing(TileIndex tile, bool sound)
1689 {
1690 assert(IsLevelCrossingTile(tile));
1691
1692 /* train on crossing || train approaching crossing || reserved */
1693 bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
1694
1695 if (new_state != IsCrossingBarred(tile)) {
1696 if (new_state && sound) {
1697 if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1698 }
1699 SetCrossingBarred(tile, new_state);
1700 MarkTileDirtyByTile(tile);
1701 }
1702 }
1703
1704
1710 static inline void MaybeBarCrossingWithSound(TileIndex tile)
1711 {
1712 if (!IsCrossingBarred(tile)) {
1713 BarCrossing(tile);
1714 if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1715 MarkTileDirtyByTile(tile);
1716 }
1717 }
1718
1719
1725 static void AdvanceWagonsBeforeSwap(Train *v)
1726 {
1727 Train *base = v;
1728 Train *first = base; // first vehicle to move
1729 Train *last = v->Last(); // last vehicle to move
1730 uint length = CountVehiclesInChain(v);
1731
1732 while (length > 2) {
1733 last = last->Previous();
1734 first = first->Next();
1735
1736 int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
1737
1738 /* do not update images now
1739 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1740 for (int i = 0; i < differential; i++) TrainController(first, last->Next());
1741
1742 base = first; // == base->Next()
1743 length -= 2;
1744 }
1745 }
1746
1747
1753 static void AdvanceWagonsAfterSwap(Train *v)
1754 {
1755 /* first of all, fix the situation when the train was entering a depot */
1756 Train *dep = v; // last vehicle in front of just left depot
1757 while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
1758 dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1759 }
1760
1761 Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
1762
1763 if (leave != NULL) {
1764 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1765 int d = TicksToLeaveDepot(dep);
1766
1767 if (d <= 0) {
1768 leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
1769 leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
1770 for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
1771 }
1772 } else {
1773 dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
1774 }
1775
1776 Train *base = v;
1777 Train *first = base; // first vehicle to move
1778 Train *last = v->Last(); // last vehicle to move
1779 uint length = CountVehiclesInChain(v);
1780
1781 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1782 * they have already correct spacing, so we have to make sure they are moved how they should */
1783 bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1784
1785 while (length > 2) {
1786 /* we reached vehicle (originally) in front of a depot, stop now
1787 * (we would move wagons that are already moved with new wagon length). */
1788 if (base == dep) break;
1789
1790 /* the last wagon was that one leaving a depot, so do not move it anymore */
1791 if (last == dep) nomove = true;
1792
1793 last = last->Previous();
1794 first = first->Next();
1795
1796 int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
1797
1798 /* do not update images now */
1799 for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
1800
1801 base = first; // == base->Next()
1802 length -= 2;
1803 }
1804 }
1805
1810 void ReverseTrainDirection(Train *v)
1811 {
1812 if (IsRailDepotTile(v->tile)) {
1813 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1814 }
1815
1816 /* Clear path reservation in front if train is not stuck. */
1817 if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
1818
1819 /* Check if we were approaching a rail/road-crossing */
1820 TileIndex crossing = TrainApproachingCrossingTile(v);
1821
1822 /* count number of vehicles */
1823 int r = CountVehiclesInChain(v) - 1; // number of vehicles - 1
1824
1825 AdvanceWagonsBeforeSwap(v);
1826
1827 /* swap start<>end, start+1<>end-1, ... */
1828 int l = 0;
1829 do {
1830 ReverseTrainSwapVeh(v, l++, r--);
1831 } while (l <= r);
1832
1833 AdvanceWagonsAfterSwap(v);
1834
1835 if (IsRailDepotTile(v->tile)) {
1836 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1837 }
1838
1839 ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
1840
1841 ClrBit(v->flags, VRF_REVERSING);
1842
1843 /* recalculate cached data */
1844 v->ConsistChanged(CCF_TRACK);
1845
1846 /* update all images */
1847 for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
1848
1849 /* update crossing we were approaching */
1850 if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
1851
1852 /* maybe we are approaching crossing now, after reversal */
1853 crossing = TrainApproachingCrossingTile(v);
1854 if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
1855
1856 /* If we are inside a depot after reversing, don't bother with path reserving. */
1857 if (v->track == TRACK_BIT_DEPOT) {
1858 /* Can't be stuck here as inside a depot is always a safe tile. */
1859 if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1860 ClrBit(v->flags, VRF_TRAIN_STUCK);
1861 return;
1862 }
1863
1864 /* TrainExitDir does not always produce the desired dir for depots and
1865 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
1866 DiagDirection dir = TrainExitDir(v->direction, v->track);
1867 if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
1868
1869 if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
1870 /* If we are currently on a tile with conventional signals, we can't treat the
1871 * current tile as a safe tile or we would enter a PBS block without a reservation. */
1872 bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
1873 HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
1874 !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
1875
1876 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
1877 if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
1878
1879 if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
1880 if (TryPathReserve(v, false, first_tile_okay)) {
1881 /* Do a look-ahead now in case our current tile was already a safe tile. */
1882 CheckNextTrainTile(v);
1883 } else if (v->current_order.GetType() != OT_LOADING) {
1884 /* Do not wait for a way out when we're still loading */
1885 MarkTrainAsStuck(v);
1886 }
1887 } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
1888 /* A train not inside a PBS block can't be stuck. */
1889 ClrBit(v->flags, VRF_TRAIN_STUCK);
1890 v->wait_counter = 0;
1891 }
1892 }
1893
1903 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1904 {
1905 Train *v = Train::GetIfValid(p1);
1906 if (v == NULL) return CMD_ERROR;
1907
1908 CommandCost ret = CheckOwnership(v->owner);
1909 if (ret.Failed()) return ret;
1910
1911 if (p2 != 0) {
1912 /* turn a single unit around */
1913
1914 if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
1915 return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
1916 }
1917 if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
1918
1919 Train *front = v->First();
1920 /* make sure the vehicle is stopped in the depot */
1921 if (!front->IsStoppedInDepot()) {
1922 return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1923 }
1924
1925 if (flags & DC_EXEC) {
1926 ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
1927
1928 front->ConsistChanged(CCF_ARRANGE);
1929 SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
1930 SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
1931 SetWindowDirty(WC_VEHICLE_VIEW, front->index);
1932 SetWindowClassesDirty(WC_TRAINS_LIST);
1933 }
1934 } else {
1935 /* turn the whole train around */
1936 if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
1937
1938 if (flags & DC_EXEC) {
1939 /* Properly leave the station if we are loading and won't be loading anymore */
1940 if (v->current_order.IsType(OT_LOADING)) {
1941 const Vehicle *last = v;
1942 while (last->Next() != NULL) last = last->Next();
1943
1944 /* not a station || different station --> leave the station */
1945 if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
1946 v->LeaveStation();
1947 }
1948 }
1949
1950 /* We cancel any 'skip signal at dangers' here */
1951 v->force_proceed = TFP_NONE;
1952 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
1953
1954 if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
1955 ToggleBit(v->flags, VRF_REVERSING);
1956 } else {
1957 v->cur_speed = 0;
1958 v->SetLastSpeed();
1959 HideFillingPercent(&v->fill_percent_te_id);
1960 ReverseTrainDirection(v);
1961 }
1962 }
1963 }
1964 return CommandCost();
1965 }
1966
1976 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1977 {
1978 Train *t = Train::GetIfValid(p1);
1979 if (t == NULL) return CMD_ERROR;
1980
1981 if (!t->IsPrimaryVehicle()) return CMD_ERROR;
1982
1983 CommandCost ret = CheckOwnership(t->owner);
1984 if (ret.Failed()) return ret;
1985
1986
1987 if (flags & DC_EXEC) {
1988 /* If we are forced to proceed, cancel that order.
1989 * If we are marked stuck we would want to force the train
1990 * to proceed to the next signal. In the other cases we
1991 * would like to pass the signal at danger and run till the
1992 * next signal we encounter. */
1993 t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
1994 SetWindowDirty(WC_VEHICLE_VIEW, t->index);
1995 }
1996
1997 return CommandCost();
1998 }
1999
2007 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
2008 {
2009 assert(!(v->vehstatus & VS_CRASHED));
2010
2011 if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
2012
2013 PBSTileInfo origin = FollowTrainReservation(v);
2014 if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
2015
2016 switch (_settings_game.pf.pathfinder_for_trains) {
2017 case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
2018 case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
2019
2020 default: NOT_REACHED();
2021 }
2022 }
2023
2031 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
2032 {
2033 FindDepotData tfdd = FindClosestTrainDepot(this, 0);
2034 if (tfdd.best_length == UINT_MAX) return false;
2035
2036 if (location != NULL) *location = tfdd.tile;
2037 if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
2038 if (reverse != NULL) *reverse = tfdd.reverse;
2039
2040 return true;
2041 }
2042
2044 void Train::PlayLeaveStationSound() const
2045 {
2046 static const SoundFx sfx[] = {
2047 SND_04_TRAIN,
2048 SND_0A_TRAIN_HORN,
2049 SND_0A_TRAIN_HORN,
2050 SND_47_MAGLEV_2,
2051 SND_41_MAGLEV
2052 };
2053
2054 if (PlayVehicleSound(this, VSE_START)) return;
2055
2056 EngineID engtype = this->engine_type;
2057 SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
2058 }
2059
2064 static void CheckNextTrainTile(Train *v)
2065 {
2066 /* Don't do any look-ahead if path_backoff_interval is 255. */
2067 if (_settings_game.pf.path_backoff_interval == 255) return;
2068
2069 /* Exit if we are inside a depot. */
2070 if (v->track == TRACK_BIT_DEPOT) return;
2071
2072 switch (v->current_order.GetType()) {
2073 /* Exit if we reached our destination depot. */
2074 case OT_GOTO_DEPOT:
2075 if (v->tile == v->dest_tile) return;
2076 break;
2077
2078 case OT_GOTO_WAYPOINT:
2079 /* If we reached our waypoint, make sure we see that. */
2080 if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
2081 break;
2082
2083 case OT_NOTHING:
2084 case OT_LEAVESTATION:
2085 case OT_LOADING:
2086 /* Exit if the current order doesn't have a destination, but the train has orders. */
2087 if (v->GetNumOrders() > 0) return;
2088 break;
2089
2090 default:
2091 break;
2092 }
2093 /* Exit if we are on a station tile and are going to stop. */
2094 if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
2095
2096 Trackdir td = v->GetVehicleTrackdir();
2097
2098 /* On a tile with a red non-pbs signal, don't look ahead. */
2099 if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
2100 !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
2101 GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
2102
2103 CFollowTrackRail ft(v);
2104 if (!ft.Follow(v->tile, td)) return;
2105
2106 if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
2107 /* Next tile is not reserved. */
2108 if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
2109 if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
2110 /* If the next tile is a PBS signal, try to make a reservation. */
2111 TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
2112 if (_settings_game.pf.forbid_90_deg) {
2113 tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
2114 }
2115 ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
2116 }
2117 }
2118 }
2119 }
2120
2126 static bool CheckTrainStayInDepot(Train *v)
2127 {
2128 /* bail out if not all wagons are in the same depot or not in a depot at all */
2129 for (const Train *u = v; u != NULL; u = u->Next()) {
2130 if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
2131 }
2132
2133 /* if the train got no power, then keep it in the depot */
2134 if (v->gcache.cached_power == 0) {
2135 v->vehstatus |= VS_STOPPED;
2136 SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
2137 return true;
2138 }
2139
2140 SigSegState seg_state;
2141
2142 if (v->force_proceed == TFP_NONE) {
2143 /* force proceed was not pressed */
2144 if (++v->wait_counter < 37) {
2145 SetWindowClassesDirty(WC_TRAINS_LIST);
2146 return true;
2147 }
2148
2149 v->wait_counter = 0;
2150
2151 seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2152 if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
2153 /* Full and no PBS signal in block or depot reserved, can't exit. */
2154 SetWindowClassesDirty(WC_TRAINS_LIST);
2155 return true;
2156 }
2157 } else {
2158 seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2159 }
2160
2161 /* We are leaving a depot, but have to go to the exact same one; re-enter */
2162 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
2163 /* We need to have a reservation for this to work. */
2164 if (HasDepotReservation(v->tile)) return true;
2165 SetDepotReservation(v->tile, true);
2166 VehicleEnterDepot(v);
2167 return true;
2168 }
2169
2170 /* Only leave when we can reserve a path to our destination. */
2171 if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
2172 /* No path and no force proceed. */
2173 SetWindowClassesDirty(WC_TRAINS_LIST);
2174 MarkTrainAsStuck(v);
2175 return true;
2176 }
2177
2178 SetDepotReservation(v->tile, true);
2179 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
2180
2181 VehicleServiceInDepot(v);
2182 SetWindowClassesDirty(WC_TRAINS_LIST);
2183 v->PlayLeaveStationSound();
2184
2185 v->track = TRACK_BIT_X;
2186 if (v->direction & 2) v->track = TRACK_BIT_Y;
2187
2188 v->vehstatus &= ~VS_HIDDEN;
2189 v->cur_speed = 0;
2190
2191 v->UpdateViewport(true, true);
2192 v->UpdatePosition();
2193 UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2194 v->UpdateAcceleration();
2195 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
2196
2197 return false;
2198 }
2199
2206 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
2207 {
2208 DiagDirection dir = TrackdirToExitdir(track_dir);
2209
2210 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
2211 /* Are we just leaving a tunnel/bridge? */
2212 if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
2213 TileIndex end = GetOtherTunnelBridgeEnd(tile);
2214
2215 if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
2216 /* Free the reservation only if no other train is on the tiles. */
2217 SetTunnelBridgeReservation(tile, false);
2218 SetTunnelBridgeReservation(end, false);
2219
2220 if (_settings_client.gui.show_track_reservation) {
2221 if (IsBridge(tile)) {
2222 MarkBridgeDirty(tile);
2223 } else {
2224 MarkTileDirtyByTile(tile);
2225 MarkTileDirtyByTile(end);
2226 }
2227 }
2228 }
2229 }
2230 } else if (IsRailStationTile(tile)) {
2231 TileIndex new_tile = TileAddByDiagDir(tile, dir);
2232 /* If the new tile is not a further tile of the same station, we
2233 * clear the reservation for the whole platform. */
2234 if (!IsCompatibleTrainStationTile(new_tile, tile)) {
2235 SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
2236 }
2237 } else {
2238 /* Any other tile */
2239 UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
2240 }
2241 }
2242
2249 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
2250 {
2251 assert(v->IsFrontEngine());
2252
2253 TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
2254 Trackdir td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
2255 bool free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
2256 StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
2257
2258 /* Can't be holding a reservation if we enter a depot. */
2259 if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
2260 if (v->track == TRACK_BIT_DEPOT) {
2261 /* Front engine is in a depot. We enter if some part is not in the depot. */
2262 for (const Train *u = v; u != NULL; u = u->Next()) {
2263 if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
2264 }
2265 }
2266 /* Don't free reservation if it's not ours. */
2267 if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
2268
2269 CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
2270 while (ft.Follow(tile, td)) {
2271 tile = ft.m_new_tile;
2272 TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
2273 td = RemoveFirstTrackdir(&bits);
2274 assert(bits == TRACKDIR_BIT_NONE);
2275
2276 if (!IsValidTrackdir(td)) break;
2277
2278 if (IsTileType(tile, MP_RAILWAY)) {
2279 if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
2280 /* Conventional signal along trackdir: remove reservation and stop. */
2281 UnreserveRailTrack(tile, TrackdirToTrack(td));
2282 break;
2283 }
2284 if (HasPbsSignalOnTrackdir(tile, td)) {
2285 if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
2286 /* Red PBS signal? Can't be our reservation, would be green then. */
2287 break;
2288 } else {
2289 /* Turn the signal back to red. */
2290 SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
2291 MarkTileDirtyByTile(tile);
2292 }
2293 } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
2294 break;
2295 }
2296 }
2297
2298 /* Don't free first station/bridge/tunnel if we are on it. */
2299 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);
2300
2301 free_tile = true;
2302 }
2303 }
2304
2305 static const byte _initial_tile_subcoord[6][4][3] = {
2306 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2307 {{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2308 {{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2309 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2310 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2311 {{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2312 };
2313
2326 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
2327 {
2328 switch (_settings_game.pf.pathfinder_for_trains) {
2329 case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
2330 case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
2331
2332 default: NOT_REACHED();
2333 }
2334 }
2335
2341 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
2342 {
2343 PBSTileInfo origin = FollowTrainReservation(v);
2344
2345 CFollowTrackRail ft(v);
2346
2347 TileIndex tile = origin.tile;
2348 Trackdir cur_td = origin.trackdir;
2349 while (ft.Follow(tile, cur_td)) {
2350 if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
2351 /* Possible signal tile. */
2352 if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
2353 }
2354
2355 if (_settings_game.pf.forbid_90_deg) {
2356 ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
2357 if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
2358 }
2359
2360 /* Station, depot or waypoint are a possible target. */
2361 bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
2362 if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
2363 /* Choice found or possible target encountered.
2364 * On finding a possible target, we need to stop and let the pathfinder handle the
2365 * remaining path. This is because we don't know if this target is in one of our
2366 * orders, so we might cause pathfinding to fail later on if we find a choice.
2367 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2368 * a wrong path not leading to our next destination. */
2369 if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
2370
2371 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2372 * actually starts its search at the first unreserved tile. */
2373 if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
2374
2375 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2376 if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
2377 if (enterdir != NULL) *enterdir = ft.m_exitdir;
2378 return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
2379 }
2380
2381 tile = ft.m_new_tile;
2382 cur_td = FindFirstTrackdir(ft.m_new_td_bits);
2383
2384 if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
2385 bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
2386 if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
2387 /* Safe position is all good, path valid and okay. */
2388 return PBSTileInfo(tile, cur_td, true);
2389 }
2390
2391 if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
2392 }
2393
2394 if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
2395 /* End of line, path valid and okay. */
2396 return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
2397 }
2398
2399 /* Sorry, can't reserve path, back out. */
2400 tile = origin.tile;
2401 cur_td = origin.trackdir;
2402 TileIndex stopped = ft.m_old_tile;
2403 Trackdir stopped_td = ft.m_old_td;
2404 while (tile != stopped || cur_td != stopped_td) {
2405 if (!ft.Follow(tile, cur_td)) break;
2406
2407 if (_settings_game.pf.forbid_90_deg) {
2408 ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
2409 assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
2410 }
2411 assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
2412
2413 tile = ft.m_new_tile;
2414 cur_td = FindFirstTrackdir(ft.m_new_td_bits);
2415
2416 UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
2417 }
2418
2419 /* Path invalid. */
2420 return PBSTileInfo();
2421 }
2422
2433 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
2434 {
2435 switch (_settings_game.pf.pathfinder_for_trains) {
2436 case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
2437 case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
2438
2439 default: NOT_REACHED();
2440 }
2441 }
2442
2444 class VehicleOrderSaver {
2445 private:
2446 Train *v;
2447 Order old_order;
2448 TileIndex old_dest_tile;
2449 StationID old_last_station_visited;
2450 VehicleOrderID index;
2451 bool suppress_implicit_orders;
2452
2453 public:
2454 VehicleOrderSaver(Train *_v) :
2455 v(_v),
2456 old_order(_v->current_order),
2457 old_dest_tile(_v->dest_tile),
2458 old_last_station_visited(_v->last_station_visited),
2459 index(_v->cur_real_order_index),
2460 suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
2461 {
2462 }
2463
2464 ~VehicleOrderSaver()
2465 {
2466 this->v->current_order = this->old_order;
2467 this->v->dest_tile = this->old_dest_tile;
2468 this->v->last_station_visited = this->old_last_station_visited;
2469 SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
2470 }
2471
2477 bool SwitchToNextOrder(bool skip_first)
2478 {
2479 if (this->v->GetNumOrders() == 0) return false;
2480
2481 if (skip_first) ++this->index;
2482
2483 int depth = 0;
2484
2485 do {
2486 /* Wrap around. */
2487 if (this->index >= this->v->GetNumOrders()) this->index = 0;
2488
2489 Order *order = this->v->GetOrder(this->index);
2490 assert(order != NULL);
2491
2492 switch (order->GetType()) {
2493 case OT_GOTO_DEPOT:
2494 /* Skip service in depot orders when the train doesn't need service. */
2495 if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
2496 case OT_GOTO_STATION:
2497 case OT_GOTO_WAYPOINT:
2498 this->v->current_order = *order;
2499 return UpdateOrderDest(this->v, order, 0, true);
2500 case OT_CONDITIONAL: {
2501 VehicleOrderID next = ProcessConditionalOrder(order, this->v);
2502 if (next != INVALID_VEH_ORDER_ID) {
2503 depth++;
2504 this->index = next;
2505 /* Don't increment next, so no break here. */
2506 continue;
2507 }
2508 break;
2509 }
2510 default:
2511 break;
2512 }
2513 /* Don't increment inside the while because otherwise conditional
2514 * orders can lead to an infinite loop. */
2515 ++this->index;
2516 depth++;
2517 } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
2518
2519 return false;
2520 }
2521 };
2522
2523 /* choose a track */
2524 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
2525 {
2526 Track best_track = INVALID_TRACK;
2527 bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
2528 bool changed_signal = false;
2529
2530 assert((tracks & ~TRACK_BIT_MASK) == 0);
2531
2532 if (got_reservation != NULL) *got_reservation = false;
2533
2534 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2535 TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
2536 /* Do we have a suitable reserved track? */
2537 if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
2538
2539 /* Quick return in case only one possible track is available */
2540 if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
2541 Track track = FindFirstTrack(tracks);
2542 /* We need to check for signals only here, as a junction tile can't have signals. */
2543 if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
2544 do_track_reservation = true;
2545 changed_signal = true;
2546 SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
2547 } else if (!do_track_reservation) {
2548 return track;
2549 }
2550 best_track = track;
2551 }
2552
2553 PBSTileInfo res_dest(tile, INVALID_TRACKDIR, false);
2554 DiagDirection dest_enterdir = enterdir;
2555 if (do_track_reservation) {
2556 res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
2557 if (res_dest.tile == INVALID_TILE) {
2558 /* Reservation failed? */
2559 if (mark_stuck) MarkTrainAsStuck(v);
2560 if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
2561 return FindFirstTrack(tracks);
2562 }
2563 if (res_dest.okay) {
2564 /* Got a valid reservation that ends at a safe target, quick exit. */
2565 if (got_reservation != NULL) *got_reservation = true;
2566 if (changed_signal) MarkTileDirtyByTile(tile);
2567 TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2568 return best_track;
2569 }
2570
2571 /* Check if the train needs service here, so it has a chance to always find a depot.
2572 * Also check if the current order is a service order so we don't reserve a path to
2573 * the destination but instead to the next one if service isn't needed. */
2574 CheckIfTrainNeedsService(v);
2575 if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
2576 }
2577
2578 /* Save the current train order. The destructor will restore the old order on function exit. */
2579 VehicleOrderSaver orders(v);
2580
2581 /* If the current tile is the destination of the current order and
2582 * a reservation was requested, advance to the next order.
2583 * Don't advance on a depot order as depots are always safe end points
2584 * for a path and no look-ahead is necessary. This also avoids a
2585 * problem with depot orders not part of the order list when the
2586 * order list itself is empty. */
2587 if (v->current_order.IsType(OT_LEAVESTATION)) {
2588 orders.SwitchToNextOrder(false);
2589 } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
2590 v->current_order.IsType(OT_GOTO_STATION) ?
2591 IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
2592 v->tile == v->dest_tile))) {
2593 orders.SwitchToNextOrder(true);
2594 }
2595
2596 if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2597 /* Pathfinders are able to tell that route was only 'guessed'. */
2598 bool path_found = true;
2599 TileIndex new_tile = res_dest.tile;
2600
2601 Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
2602 if (new_tile == tile) best_track = next_track;
2603 v->HandlePathfindingResult(path_found);
2604 }
2605
2606 /* No track reservation requested -> finished. */
2607 if (!do_track_reservation) return best_track;
2608
2609 /* A path was found, but could not be reserved. */
2610 if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2611 if (mark_stuck) MarkTrainAsStuck(v);
2612 FreeTrainTrackReservation(v);
2613 return best_track;
2614 }
2615
2616 /* No possible reservation target found, we are probably lost. */
2617 if (res_dest.tile == INVALID_TILE) {
2618 /* Try to find any safe destination. */
2619 PBSTileInfo origin = FollowTrainReservation(v);
2620 if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
2621 TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
2622 best_track = FindFirstTrack(res);
2623 TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2624 if (got_reservation != NULL) *got_reservation = true;
2625 if (changed_signal) MarkTileDirtyByTile(tile);
2626 } else {
2627 FreeTrainTrackReservation(v);
2628 if (mark_stuck) MarkTrainAsStuck(v);
2629 }
2630 return best_track;
2631 }
2632
2633 if (got_reservation != NULL) *got_reservation = true;
2634
2635 /* Reservation target found and free, check if it is safe. */
2636 while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
2637 /* Extend reservation until we have found a safe position. */
2638 DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
2639 TileIndex next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
2640 TrackBits reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
2641 if (_settings_game.pf.forbid_90_deg) {
2642 reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
2643 }
2644
2645 /* Get next order with destination. */
2646 if (orders.SwitchToNextOrder(true)) {
2647 PBSTileInfo cur_dest;
2648 bool path_found;
2649 DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
2650 if (cur_dest.tile != INVALID_TILE) {
2651 res_dest = cur_dest;
2652 if (res_dest.okay) continue;
2653 /* Path found, but could not be reserved. */
2654 FreeTrainTrackReservation(v);
2655 if (mark_stuck) MarkTrainAsStuck(v);
2656 if (got_reservation != NULL) *got_reservation = false;
2657 changed_signal = false;
2658 break;
2659 }
2660 }
2661 /* No order or no safe position found, try any position. */
2662 if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
2663 FreeTrainTrackReservation(v);
2664 if (mark_stuck) MarkTrainAsStuck(v);
2665 if (got_reservation != NULL) *got_reservation = false;
2666 changed_signal = false;
2667 }
2668 break;
2669 }
2670
2671 TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2672
2673 if (changed_signal) MarkTileDirtyByTile(tile);
2674
2675 return best_track;
2676 }
2677
2686 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
2687 {
2688 assert(v->IsFrontEngine());
2689
2690 /* We have to handle depots specially as the track follower won't look
2691 * at the depot tile itself but starts from the next tile. If we are still
2692 * inside the depot, a depot reservation can never be ours. */
2693 if (v->track == TRACK_BIT_DEPOT) {
2694 if (HasDepotReservation(v->tile)) {
2695 if (mark_as_stuck) MarkTrainAsStuck(v);
2696 return false;
2697 } else {
2698 /* Depot not reserved, but the next tile might be. */
2699 TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
2700 if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
2701 }
2702 }
2703
2704 Vehicle *other_train = NULL;
2705 PBSTileInfo origin = FollowTrainReservation(v, &other_train);
2706 /* The path we are driving on is already blocked by some other train.
2707 * This can only happen in certain situations when mixing path and
2708 * block signals or when changing tracks and/or signals.
2709 * Exit here as doing any further reservations will probably just
2710 * make matters worse. */
2711 if (other_train != NULL && other_train->index != v->index) {
2712 if (mark_as_stuck) MarkTrainAsStuck(v);
2713 return false;
2714 }
2715 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2716 if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
2717 /* Can't be stuck then. */
2718 if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2719 ClrBit(v->flags, VRF_TRAIN_STUCK);
2720 return true;
2721 }
2722
2723 /* If we are in a depot, tentatively reserve the depot. */
2724 if (v->track == TRACK_BIT_DEPOT) {
2725 SetDepotReservation(v->tile, true);
2726 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
2727 }
2728
2729 DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
2730 TileIndex new_tile = TileAddByDiagDir(origin.tile, exitdir);
2731 TrackBits reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
2732
2733 if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
2734
2735 bool res_made = false;
2736 ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
2737
2738 if (!res_made) {
2739 /* Free the depot reservation as well. */
2740 if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
2741 return false;
2742 }
2743
2744 if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
2745 v->wait_counter = 0;
2746 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2747 }
2748 ClrBit(v->flags, VRF_TRAIN_STUCK);
2749 return true;
2750 }
2751
2752
2753 static bool CheckReverseTrain(const Train *v)
2754 {
2755 if (_settings_game.difficulty.line_reverse_mode != 0 ||
2756 v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
2757 !(v->direction & 1)) {
2758 return false;
2759 }
2760
2761 assert(v->track != TRACK_BIT_NONE);
2762
2763 switch (_settings_game.pf.pathfinder_for_trains) {
2764 case VPF_NPF: return NPFTrainCheckReverse(v);
2765 case VPF_YAPF: return YapfTrainCheckReverse(v);
2766
2767 default: NOT_REACHED();
2768 }
2769 }
2770
2776 TileIndex Train::GetOrderStationLocation(StationID station)
2777 {
2778 if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
2779
2780 const Station *st = Station::Get(station);
2781 if (!(st->facilities & FACIL_TRAIN)) {
2782 /* The destination station has no trainstation tiles. */
2783 this->IncrementRealOrderIndex();
2784 return 0;
2785 }
2786
2787 return st->xy;
2788 }
2789
2791 void Train::MarkDirty()
2792 {
2793 Train *v = this;
2794 do {
2795 v->colourmap = PAL_NONE;
2796 v->UpdateViewport(true, false);
2797 } while ((v = v->Next()) != NULL);
2798
2799 /* need to update acceleration and cached values since the goods on the train changed. */
2800 this->CargoChanged();
2801 this->UpdateAcceleration();
2802 }
2803
2811 int Train::UpdateSpeed()
2812 {
2813 switch (_settings_game.vehicle.train_acceleration_model) {
2814 default: NOT_REACHED();
2815 case AM_ORIGINAL:
2816 return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed());
2817
2818 case AM_REALISTIC:
2819 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
2820 }
2821 }
2822
2828 static void TrainEnterStation(Train *v, StationID station)
2829 {
2830 v->last_station_visited = station;
2831
2832 /* check if a train ever visited this station before */
2833 Station *st = Station::Get(station);
2834 if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
2835 st->had_vehicle_of_type |= HVOT_TRAIN;
2836 SetDParam(0, st->index);
2837 AddVehicleNewsItem(
2838 STR_NEWS_FIRST_TRAIN_ARRIVAL,
2839 v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
2840 v->index,
2841 st->index
2842 );
2843 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
2844 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
2845 }
2846
2847 v->force_proceed = TFP_NONE;
2848 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
2849
2850 v->BeginLoading();
2851
2852 TriggerStationRandomisation(st, v->tile, SRT_TRAIN_ARRIVES);
2853 TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
2854 }
2855
2856 /* Check if the vehicle is compatible with the specified tile */
2857 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
2858 {
2859 return IsTileOwner(tile, v->owner) &&
2860 (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
2861 }
2862
2864 struct AccelerationSlowdownParams {
2865 byte small_turn;
2866 byte large_turn;
2867 byte z_up;
2868 byte z_down;
2869 };
2870
2872 static const AccelerationSlowdownParams _accel_slowdown[] = {
2873 /* normal accel */
2874 {256 / 4, 256 / 2, 256 / 4, 2},
2875 {256 / 4, 256 / 2, 256 / 4, 2},
2876 {0, 256 / 2, 256 / 4, 2},
2877 };
2878
2884 static inline void AffectSpeedByZChange(Train *v, int old_z)
2885 {
2886 if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
2887
2888 const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
2889
2890 if (old_z < v->z_pos) {
2891 v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
2892 } else {
2893 uint16 spd = v->cur_speed + asp->z_down;
2894 if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
2895 }
2896 }
2897
2898 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
2899 {
2900 if (IsTileType(tile, MP_RAILWAY) &&
2901 GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
2902 TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
2903 Trackdir trackdir = FindFirstTrackdir(tracks);
2904 if (UpdateSignalsOnSegment(tile, TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
2905 /* A PBS block with a non-PBS signal facing us? */
2906 if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
2907 }
2908 }
2909 return false;
2910 }
2911
2913 void Train::ReserveTrackUnderConsist() const
2914 {
2915 for (const Train *u = this; u != NULL; u = u->Next()) {
2916 switch (u->track) {
2917 case TRACK_BIT_WORMHOLE:
2918 TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
2919 break;
2920 case TRACK_BIT_DEPOT:
2921 break;
2922 default:
2923 TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
2924 break;
2925 }
2926 }
2927 }
2928
2935 uint Train::Crash(bool flooded)
2936 {
2937 uint pass = 0;
2938 if (this->IsFrontEngine()) {
2939 pass += 2; // driver
2940
2941 /* Remove the reserved path in front of the train if it is not stuck.
2942 * Also clear all reserved tracks the train is currently on. */
2943 if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
2944 for (const Train *v = this; v != NULL; v = v->Next()) {
2945 ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
2946 if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
2947 /* ClearPathReservation will not free the wormhole exit
2948 * if the train has just entered the wormhole. */
2949 SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
2950 }
2951 }
2952
2953 /* we may need to update crossing we were approaching,
2954 * but must be updated after the train has been marked crashed */
2955 TileIndex crossing = TrainApproachingCrossingTile(this);
2956 if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
2957
2958 /* Remove the loading indicators (if any) */
2959 HideFillingPercent(&this->fill_percent_te_id);
2960 }
2961
2962 pass += this->GroundVehicleBase::Crash(flooded);
2963
2964 this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
2965 return pass;
2966 }
2967
2974 static uint TrainCrashed(Train *v)
2975 {
2976 uint num = 0;
2977
2978 /* do not crash train twice */
2979 if (!(v->vehstatus & VS_CRASHED)) {
2980 num = v->Crash();
2981 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
2982 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
2983 }
2984
2985 /* Try to re-reserve track under already crashed train too.
2986 * Crash() clears the reservation! */
2987 v->ReserveTrackUnderConsist();
2988
2989 return num;
2990 }
2991
2993 struct TrainCollideChecker {
2994 Train *v;
2995 uint num;
2996 };
2997
3004 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
3005 {
3006 TrainCollideChecker *tcc = (TrainCollideChecker*)data;
3007
3008 /* not a train or in depot */
3009 if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
3010
3011 /* do not crash into trains of another company. */
3012 if (v->owner != tcc->v->owner) return NULL;
3013
3014 /* get first vehicle now to make most usual checks faster */
3015 Train *coll = Train::From(v)->First();
3016
3017 /* can't collide with own wagons */
3018 if (coll == tcc->v) return NULL;
3019
3020 int x_diff = v->x_pos - tcc->v->x_pos;
3021 int y_diff = v->y_pos - tcc->v->y_pos;
3022
3023 /* Do fast calculation to check whether trains are not in close vicinity
3024 * and quickly reject trains distant enough for any collision.
3025 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3026 * Differences are then ORed and then we check for any higher bits */
3027 uint hash = (y_diff + 7) | (x_diff + 7);
3028 if (hash & ~15) return NULL;
3029
3030 /* Slower check using multiplication */
3031 int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
3032 if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return NULL;
3033
3034 /* Happens when there is a train under bridge next to bridge head */
3035 if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
3036
3037 /* crash both trains */
3038 tcc->num += TrainCrashed(tcc->v);
3039 tcc->num += TrainCrashed(coll);
3040
3041 return NULL; // continue searching
3042 }
3043
3051 static bool CheckTrainCollision(Train *v)
3052 {
3053 /* can't collide in depot */
3054 if (v->track == TRACK_BIT_DEPOT) return false;
3055
3056 assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
3057
3058 TrainCollideChecker tcc;
3059 tcc.v = v;
3060 tcc.num = 0;
3061
3062 /* find colliding vehicles */
3063 if (v->track == TRACK_BIT_WORMHOLE) {
3064 FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
3065 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
3066 } else {
3067 FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
3068 }
3069
3070 /* any dead -> no crash */
3071 if (tcc.num == 0) return false;
3072
3073 SetDParam(0, tcc.num);
3074 AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->index);
3075
3076 ModifyStationRatingAround(v->tile, v->owner, -160, 30);
3077 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_BIG_CRASH, v);
3078 return true;
3079 }
3080
3081 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
3082 {
3083 if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
3084
3085 Train *t = Train::From(v);
3086 DiagDirection exitdir = *(DiagDirection *)data;
3087
3088 /* not front engine of a train, inside wormhole or depot, crashed */
3089 if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
3090
3091 if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
3092
3093 return t;
3094 }
3095
3103 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
3104 {
3105 Train *first = v->First();
3106 Train *prev;
3107 bool direction_changed = false; // has direction of any part changed?
3108
3109 /* For every vehicle after and including the given vehicle */
3110 for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
3111 DiagDirection enterdir = DIAGDIR_BEGIN;
3112 bool update_signals_crossing = false; // will we update signals or crossing state?
3113
3114 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
3115 if (v->track != TRACK_BIT_WORMHOLE) {
3116 /* Not inside tunnel */
3117 if (gp.old_tile == gp.new_tile) {
3118 /* Staying in the old tile */
3119 if (v->track == TRACK_BIT_DEPOT) {
3120 /* Inside depot */
3121 gp.x = v->x_pos;
3122 gp.y = v->y_pos;
3123 } else {
3124 /* Not inside depot */
3125
3126 /* Reverse when we are at the end of the track already, do not move to the new position */
3127 if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
3128
3129 uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3130 if (HasBit(r, VETS_CANNOT_ENTER)) {
3131 goto invalid_rail;
3132 }
3133 if (HasBit(r, VETS_ENTERED_STATION)) {
3134 /* The new position is the end of the platform */
3135 TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
3136 }
3137 }
3138 } else {
3139 /* A new tile is about to be entered. */
3140
3141 /* Determine what direction we're entering the new tile from */
3142 enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
3143 assert(IsValidDiagDirection(enterdir));
3144
3145 /* Get the status of the tracks in the new tile and mask
3146 * away the bits that aren't reachable. */
3147 TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
3148 TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
3149
3150 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3151 TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
3152
3153 TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3154 if (_settings_game.pf.forbid_90_deg && prev == NULL) {
3155 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3156 * can be switched on halfway a turn */
3157 bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
3158 }
3159
3160 if (bits == TRACK_BIT_NONE) goto invalid_rail;
3161
3162 /* Check if the new tile constrains tracks that are compatible
3163 * with the current train, if not, bail out. */
3164 if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
3165
3166 TrackBits chosen_track;
3167 if (prev == NULL) {
3168 /* Currently the locomotive is active. Determine which one of the
3169 * available tracks to choose */
3170 chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
3171 assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
3172
3173 if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
3174 /* For each signal we find decrease the counter by one.
3175 * We start at two, so the first signal we pass decreases
3176 * this to one, then if we reach the next signal it is
3177 * decreased to zero and we won't pass that new signal. */
3178 Trackdir dir = FindFirstTrackdir(trackdirbits);
3179 if (HasSignalOnTrackdir(gp.new_tile, dir) ||
3180 (HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir)) &&
3181 GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS)) {
3182 /* However, we do not want to be stopped by PBS signals
3183 * entered via the back. */
3184 v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
3185 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
3186 }
3187 }
3188
3189 /* Check if it's a red signal and that force proceed is not clicked. */
3190 if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
3191 /* In front of a red signal */
3192 Trackdir i = FindFirstTrackdir(trackdirbits);
3193
3194 /* Don't handle stuck trains here. */
3195 if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
3196
3197 if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
3198 v->cur_speed = 0;
3199 v->subspeed = 0;
3200 v->progress = 255 - 100;
3201 if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return false;
3202 } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
3203 v->cur_speed = 0;
3204 v->subspeed = 0;
3205 v->progress = 255 - 10;
3206 if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
3207 DiagDirection exitdir = TrackdirToExitdir(i);
3208 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
3209
3210 exitdir = ReverseDiagDir(exitdir);
3211
3212 /* check if a train is waiting on the other side */
3213 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
3214 }
3215 }
3216
3217 /* If we would reverse but are currently in a PBS block and
3218 * reversing of stuck trains is disabled, don't reverse.
3219 * This does not apply if the reason for reversing is a one-way
3220 * signal blocking us, because a train would then be stuck forever. */
3221 if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
3222 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
3223 v->wait_counter = 0;
3224 return false;
3225 }
3226 goto reverse_train_direction;
3227 } else {
3228 TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
3229 }
3230 } else {
3231 /* The wagon is active, simply follow the prev vehicle. */
3232 if (prev->tile == gp.new_tile) {
3233 /* Choose the same track as prev */
3234 if (prev->track == TRACK_BIT_WORMHOLE) {
3235 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3236 * However, just choose the track into the wormhole. */
3237 assert(IsTunnel(prev->tile));
3238 chosen_track = bits;
3239 } else {
3240 chosen_track = prev->track;
3241 }
3242 } else {
3243 /* Choose the track that leads to the tile where prev is.
3244 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3245 * I.e. when the tile between them has only space for a single vehicle like
3246 * 1) horizontal/vertical track tiles and
3247 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3248 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3249 */
3250 static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
3251 {TRACK_BIT_X, TRACK_BIT_LOWER, TRACK_BIT_NONE, TRACK_BIT_LEFT },
3252 {TRACK_BIT_UPPER, TRACK_BIT_Y, TRACK_BIT_LEFT, TRACK_BIT_NONE },
3253 {TRACK_BIT_NONE, TRACK_BIT_RIGHT, TRACK_BIT_X, TRACK_BIT_UPPER},
3254 {TRACK_BIT_RIGHT, TRACK_BIT_NONE, TRACK_BIT_LOWER, TRACK_BIT_Y }
3255 };
3256 DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
3257 assert(IsValidDiagDirection(exitdir));
3258 chosen_track = _connecting_track[enterdir][exitdir];
3259 }
3260 chosen_track &= bits;
3261 }
3262
3263 /* Make sure chosen track is a valid track */
3264 assert(
3265 chosen_track == TRACK_BIT_X || chosen_track == TRACK_BIT_Y ||
3266 chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
3267 chosen_track == TRACK_BIT_LEFT || chosen_track == TRACK_BIT_RIGHT);
3268
3269 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3270 const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
3271 gp.x = (gp.x & ~0xF) | b[0];
3272 gp.y = (gp.y & ~0xF) | b[1];
3273 Direction chosen_dir = (Direction)b[2];
3274
3275 /* Call the landscape function and tell it that the vehicle entered the tile */
3276 uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3277 if (HasBit(r, VETS_CANNOT_ENTER)) {
3278 goto invalid_rail;
3279 }
3280
3281 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
3282 Track track = FindFirstTrack(chosen_track);
3283 Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
3284 if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
3285 SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
3286 MarkTileDirtyByTile(gp.new_tile);
3287 }
3288
3289 /* Clear any track reservation when the last vehicle leaves the tile */
3290 if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
3291
3292 v->tile = gp.new_tile;
3293
3294 if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
3295 v->First()->ConsistChanged(CCF_TRACK);
3296 }
3297
3298 v->track = chosen_track;
3299 assert(v->track);
3300 }
3301
3302 /* We need to update signal status, but after the vehicle position hash
3303 * has been updated by UpdateInclination() */
3304 update_signals_crossing = true;
3305
3306 if (chosen_dir != v->direction) {
3307 if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
3308 const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
3309 DirDiff diff = DirDifference(v->direction, chosen_dir);
3310 v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
3311 }
3312 direction_changed = true;
3313 v->direction = chosen_dir;
3314 }
3315
3316 if (v->IsFrontEngine()) {
3317 v->wait_counter = 0;
3318
3319 /* If we are approaching a crossing that is reserved, play the sound now. */
3320 TileIndex crossing = TrainApproachingCrossingTile(v);
3321 if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
3322
3323 /* Always try to extend the reservation when entering a tile. */
3324 CheckNextTrainTile(v);
3325 }
3326
3327 if (HasBit(r, VETS_ENTERED_STATION)) {
3328 /* The new position is the location where we want to stop */
3329 TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
3330 }
3331 }
3332 } else {
3333 if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
3334 /* Perform look-ahead on tunnel exit. */
3335 if (v->IsFrontEngine()) {
3336 TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
3337 CheckNextTrainTile(v);
3338 }
3339 /* Prevent v->UpdateInclination() being called with wrong parameters.
3340 * This could happen if the train was reversed inside the tunnel/bridge. */
3341 if (gp.old_tile == gp.new_tile) {
3342 gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
3343 }
3344 } else {
3345 v->x_pos = gp.x;
3346 v->y_pos = gp.y;
3347 v->UpdatePosition();
3348 if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
3349 continue;
3350 }
3351 }
3352
3353 /* update image of train, as well as delta XY */
3354 v->UpdateDeltaXY(v->direction);
3355
3356 v->x_pos = gp.x;
3357 v->y_pos = gp.y;
3358 v->UpdatePosition();
3359
3360 /* update the Z position of the vehicle */
3361 int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
3362
3363 if (prev == NULL) {
3364 /* This is the first vehicle in the train */
3365 AffectSpeedByZChange(v, old_z);
3366 }
3367
3368 if (update_signals_crossing) {
3369 if (v->IsFrontEngine()) {
3370 if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
3371 /* We are entering a block with PBS signals right now, but
3372 * not through a PBS signal. This means we don't have a
3373 * reservation right now. As a conventional signal will only
3374 * ever be green if no other train is in the block, getting
3375 * a path should always be possible. If the player built
3376 * such a strange network that it is not possible, the train
3377 * will be marked as stuck and the player has to deal with
3378 * the problem. */
3379 if ((!HasReservedTracks(gp.new_tile, v->track) &&
3380 !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
3381 !TryPathReserve(v)) {
3382 MarkTrainAsStuck(v);
3383 }
3384 }
3385 }
3386
3387 /* Signals can only change when the first
3388 * (above) or the last vehicle moves. */
3389 if (v->Next() == NULL) {
3390 TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
3391 if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
3392 }
3393 }
3394
3395 /* Do not check on every tick to save some computing time. */
3396 if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
3397 }
3398
3399 if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
3400
3401 return true;
3402
3403 invalid_rail:
3404 /* We've reached end of line?? */
3405 if (prev != NULL) error("Disconnecting train");
3406
3407 reverse_train_direction:
3408 if (reverse) {
3409 v->wait_counter = 0;
3410 v->cur_speed = 0;
3411 v->subspeed = 0;
3412 ReverseTrainDirection(v);
3413 }
3414
3415 return false;
3416 }
3417
3424 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
3425 {
3426 TrackBits *trackbits = (TrackBits *)data;
3427
3428 if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
3429 TrackBits train_tbits = Train::From(v)->track;
3430 if (train_tbits == TRACK_BIT_WORMHOLE) {
3431 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3432 *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
3433 } else if (train_tbits != TRACK_BIT_DEPOT) {
3434 *trackbits |= train_tbits;
3435 }
3436 }
3437
3438 return NULL;
3439 }
3440
3448 static void DeleteLastWagon(Train *v)
3449 {
3450 Train *first = v->First();
3451
3452 /* Go to the last wagon and delete the link pointing there
3453 * *u is then the one-before-last wagon, and *v the last
3454 * one which will physically be removed */
3455 Train *u = v;
3456 for (; v->Next() != NULL; v = v->Next()) u = v;
3457 u->SetNext(NULL);
3458
3459 if (first != v) {
3460 /* Recalculate cached train properties */
3461 first->ConsistChanged(CCF_ARRANGE);
3462 /* Update the depot window if the first vehicle is in depot -
3463 * if v == first, then it is updated in PreDestructor() */
3464 if (first->track == TRACK_BIT_DEPOT) {
3465 SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
3466 }
3467 v->last_station_visited = first->last_station_visited; // for PreDestructor
3468 }
3469
3470 /* 'v' shouldn't be accessed after it has been deleted */
3471 TrackBits trackbits = v->track;
3472 TileIndex tile = v->tile;
3473 Owner owner = v->owner;
3474
3475 delete v;
3476 v = NULL; // make sure nobody will try to read 'v' anymore
3477
3478 if (trackbits == TRACK_BIT_WORMHOLE) {
3479 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3480 trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
3481 }
3482
3483 Track track = TrackBitsToTrack(trackbits);
3484 if (HasReservedTracks(tile, trackbits)) {
3485 UnreserveRailTrack(tile, track);
3486
3487 /* If there are still crashed vehicles on the tile, give the track reservation to them */
3488 TrackBits remaining_trackbits = TRACK_BIT_NONE;
3489 FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
3490
3491 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3492 assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
3493 Track t;
3494 FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
3495 }
3496
3497 /* check if the wagon was on a road/rail-crossing */
3498 if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
3499
3500 /* Update signals */
3501 if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
3502 UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
3503 } else {
3504 SetSignalsOnBothDir(tile, track, owner);
3505 }
3506 }
3507
3512 static void ChangeTrainDirRandomly(Train *v)
3513 {
3514 static const DirDiff delta[] = {
3515 DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
3516 };
3517
3518 do {
3519 /* We don't need to twist around vehicles if they're not visible */
3520 if (!(v->vehstatus & VS_HIDDEN)) {
3521 v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
3522 v->UpdateDeltaXY(v->direction);
3523 v->cur_image = v->GetImage(v->direction, EIT_ON_MAP);
3524 /* Refrain from updating the z position of the vehicle when on
3525 * a bridge, because UpdateInclination() will put the vehicle under
3526 * the bridge in that case */
3527 if (v->track != TRACK_BIT_WORMHOLE) {
3528 v->UpdatePosition();
3529 v->UpdateInclination(false, false);
3530 }
3531 }
3532 } while ((v = v->Next()) != NULL);
3533 }
3534
3540 static bool HandleCrashedTrain(Train *v)
3541 {
3542 int state = ++v->crash_anim_pos;
3543
3544 if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
3545 CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
3546 }
3547
3548 uint32 r;
3549 if (state <= 200 && Chance16R(1, 7, r)) {
3550 int index = (r * 10 >> 16);
3551
3552 Vehicle *u = v;
3553 do {
3554 if (--index < 0) {
3555 r = Random();
3556
3557 CreateEffectVehicleRel(u,
3558 GB(r, 8, 3) + 2,
3559 GB(r, 16, 3) + 2,
3560 GB(r, 0, 3) + 5,
3561 EV_EXPLOSION_SMALL);
3562 break;
3563 }
3564 } while ((u = u->Next()) != NULL);
3565 }
3566
3567 if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
3568
3569 if (state >= 4440 && !(v->tick_counter & 0x1F)) {
3570 bool ret = v->Next() != NULL;
3571 DeleteLastWagon(v);
3572 return ret;
3573 }
3574
3575 return true;
3576 }
3577
3579 static const uint16 _breakdown_speeds[16] = {
3580 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3581 };
3582
3583
3592 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
3593 {
3594 /* Calc position within the current tile */
3595 uint x = v->x_pos & 0xF;
3596 uint y = v->y_pos & 0xF;
3597
3598 /* for diagonal directions, 'x' will be 0..15 -
3599 * for other directions, it will be 1, 3, 5, ..., 15 */
3600 switch (v->direction) {
3601 case DIR_N : x = ~x + ~y + 25; break;
3602 case DIR_NW: x = y; // FALL THROUGH
3603 case DIR_NE: x = ~x + 16; break;
3604 case DIR_E : x = ~x + y + 9; break;
3605 case DIR_SE: x = y; break;
3606 case DIR_S : x = x + y - 7; break;
3607 case DIR_W : x = ~y + x + 9; break;
3608 default: break;
3609 }
3610
3611 /* Do not reverse when approaching red signal. Make sure the vehicle's front
3612 * does not cross the tile boundary when we do reverse, but as the vehicle's
3613 * location is based on their center, use half a vehicle's length as offset.
3614 * Multiply the half-length by two for straight directions to compensate that
3615 * we only get odd x offsets there. */
3616 if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
3617 /* we are too near the tile end, reverse now */
3618 v->cur_speed = 0;
3619 if (reverse) ReverseTrainDirection(v);
3620 return false;
3621 }
3622
3623 /* slow down */
3624 v->vehstatus |= VS_TRAIN_SLOWING;
3625 uint16 break_speed = _breakdown_speeds[x & 0xF];
3626 if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3627
3628 return true;
3629 }
3630
3631
3637 static bool TrainCanLeaveTile(const Train *v)
3638 {
3639 /* Exit if inside a tunnel/bridge or a depot */
3640 if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
3641
3642 TileIndex tile = v->tile;
3643
3644 /* entering a tunnel/bridge? */
3645 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
3646 DiagDirection dir = GetTunnelBridgeDirection(tile);
3647 if (DiagDirToDir(dir) == v->direction) return false;
3648 }
3649
3650 /* entering a depot? */
3651 if (IsRailDepotTile(tile)) {
3652 DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
3653 if (DiagDirToDir(dir) == v->direction) return false;
3654 }
3655
3656 return true;
3657 }
3658
3659
3667 static TileIndex TrainApproachingCrossingTile(const Train *v)
3668 {
3669 assert(v->IsFrontEngine());
3670 assert(!(v->vehstatus & VS_CRASHED));
3671
3672 if (!TrainCanLeaveTile(v)) return INVALID_TILE;
3673
3674 DiagDirection dir = TrainExitDir(v->direction, v->track);
3675 TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3676
3677 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3678 if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
3679 !CheckCompatibleRail(v, tile)) {
3680 return INVALID_TILE;
3681 }
3682
3683 return tile;
3684 }
3685
3686
3694 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
3695 {
3696 /* First, handle broken down train */
3697
3698 int t = v->breakdown_ctr;
3699 if (t > 1) {
3700 v->vehstatus |= VS_TRAIN_SLOWING;
3701
3702 uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
3703 if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3704 } else {
3705 v->vehstatus &= ~VS_TRAIN_SLOWING;
3706 }
3707
3708 if (!TrainCanLeaveTile(v)) return true;
3709
3710 /* Determine the non-diagonal direction in which we will exit this tile */
3711 DiagDirection dir = TrainExitDir(v->direction, v->track);
3712 /* Calculate next tile */
3713 TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3714
3715 /* Determine the track status on the next tile */
3716 TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
3717 TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
3718
3719 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3720 TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
3721
3722 /* We are sure the train is not entering a depot, it is detected above */
3723
3724 /* mask unreachable track bits if we are forbidden to do 90deg turns */
3725 TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3726 if (_settings_game.pf.forbid_90_deg) {
3727 bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
3728 }
3729
3730 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
3731 if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
3732 return TrainApproachingLineEnd(v, false, reverse);
3733 }
3734
3735 /* approaching red signal */
3736 if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
3737
3738 /* approaching a rail/road crossing? then make it red */
3739 if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
3740
3741 return true;
3742 }
3743
3744
3745 static bool TrainLocoHandler(Train *v, bool mode)
3746 {
3747 /* train has crashed? */
3748 if (v->vehstatus & VS_CRASHED) {
3749 return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
3750 }
3751
3752 if (v->force_proceed != TFP_NONE) {
3753 ClrBit(v->flags, VRF_TRAIN_STUCK);
3754 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3755 }
3756
3757 /* train is broken down? */
3758 if (v->HandleBreakdown()) return true;
3759
3760 if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
3761 ReverseTrainDirection(v);
3762 }
3763
3764 /* exit if train is stopped */
3765 if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
3766
3767 bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
3768 if (ProcessOrders(v) && CheckReverseTrain(v)) {
3769 v->wait_counter = 0;
3770 v->cur_speed = 0;
3771 v->subspeed = 0;
3772 ClrBit(v->flags, VRF_LEAVING_STATION);
3773 ReverseTrainDirection(v);
3774 return true;
3775 } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
3776 /* Try to reserve a path when leaving the station as we
3777 * might not be marked as wanting a reservation, e.g.
3778 * when an overlength train gets turned around in a station. */
3779 DiagDirection dir = TrainExitDir(v->direction, v->track);
3780 if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
3781
3782 if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
3783 TryPathReserve(v, true, true);
3784 }
3785 ClrBit(v->flags, VRF_LEAVING_STATION);
3786 }
3787
3788 v->HandleLoading(mode);
3789
3790 if (v->current_order.IsType(OT_LOADING)) return true;
3791
3792 if (CheckTrainStayInDepot(v)) return true;
3793
3794 if (!mode) v->ShowVisualEffect();
3795
3796 /* We had no order but have an order now, do look ahead. */
3797 if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
3798 CheckNextTrainTile(v);
3799 }
3800
3801 /* Handle stuck trains. */
3802 if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
3803 ++v->wait_counter;
3804
3805 /* Should we try reversing this tick if still stuck? */
3806 bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
3807
3808 if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
3809 if (!TryPathReserve(v)) {
3810 /* Still stuck. */
3811 if (turn_around) ReverseTrainDirection(v);
3812
3813 if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
3814 /* Show message to player. */
3815 if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
3816 SetDParam(0, v->index);
3817 AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
3818 }
3819 v->wait_counter = 0;
3820 }
3821 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
3822 if (v->force_proceed == TFP_NONE) return true;
3823 ClrBit(v->flags, VRF_TRAIN_STUCK);
3824 v->wait_counter = 0;
3825 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3826 }
3827 }
3828
3829 if (v->current_order.IsType(OT_LEAVESTATION)) {
3830 v->current_order.Free();
3831 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3832 return true;
3833 }
3834
3835 int j = v->UpdateSpeed();
3836
3837 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
3838 if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
3839 /* If we manually stopped, we're not force-proceeding anymore. */
3840 v->force_proceed = TFP_NONE;
3841 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
3842 }
3843
3844 int adv_spd = v->GetAdvanceDistance();
3845 if (j < adv_spd) {
3846 /* if the vehicle has speed 0, update the last_speed field. */
3847 if (v->cur_speed == 0) v->SetLastSpeed();
3848 } else {
3849 TrainCheckIfLineEnds(v);
3850 /* Loop until the train has finished moving. */
3851 for (;;) {
3852 j -= adv_spd;
3853 TrainController(v, NULL);
3854 /* Don't continue to move if the train crashed. */
3855 if (CheckTrainCollision(v)) break;
3856 /* Determine distance to next map position */
3857 adv_spd = v->GetAdvanceDistance();
3858
3859 /* No more moving this tick */
3860 if (j < adv_spd || v->cur_speed == 0) break;
3861
3862 OrderType order_type = v->current_order.GetType();
3863 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
3864 if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
3865 (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
3866 IsTileType(v->tile, MP_STATION) &&
3867 v->current_order.GetDestination() == GetStationIndex(v->tile)) {
3868 ProcessOrders(v);
3869 }
3870 }
3871 v->SetLastSpeed();
3872 }
3873
3874 for (Train *u = v; u != NULL; u = u->Next()) {
3875 if ((u->vehstatus & VS_HIDDEN) != 0) continue;
3876
3877 u->UpdateViewport(false, false);
3878 }
3879
3880 if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
3881
3882 return true;
3883 }
3884
3889 Money Train::GetRunningCost() const
3890 {
3891 Money cost = 0;
3892 const Train *v = this;
3893
3894 do {
3895 const Engine *e = v->GetEngine();
3896 if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
3897
3898 uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
3899 if (cost_factor == 0) continue;
3900
3901 /* Halve running cost for multiheaded parts */
3902 if (v->IsMultiheaded()) cost_factor /= 2;
3903
3904 cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
3905 } while ((v = v->GetNextVehicle()) != NULL);
3906
3907 return cost;
3908 }
3909
3914 bool Train::Tick()
3915 {
3916 this->tick_counter++;
3917
3918 if (this->IsFrontEngine()) {
3919 if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
3920
3921 this->current_order_time++;
3922
3923 if (!TrainLocoHandler(this, false)) return false;
3924
3925 return TrainLocoHandler(this, true);
3926 } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
3927 /* Delete flooded standalone wagon chain */
3928 if (++this->crash_anim_pos >= 4400) {
3929 delete this;
3930 return false;
3931 }
3932 }
3933
3934 return true;
3935 }
3936
3941 static void CheckIfTrainNeedsService(Train *v)
3942 {
3943 if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
3944 if (v->IsChainInDepot()) {
3945 VehicleServiceInDepot(v);
3946 return;
3947 }
3948
3949 uint max_penalty;
3950 switch (_settings_game.pf.pathfinder_for_trains) {
3951 case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break;
3952 case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
3953 default: NOT_REACHED();
3954 }
3955
3956 FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
3957 /* Only go to the depot if it is not too far out of our way. */
3958 if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
3959 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
3960 /* If we were already heading for a depot but it has
3961 * suddenly moved farther away, we continue our normal
3962 * schedule? */
3963 v->current_order.MakeDummy();
3964 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3965 }
3966 return;
3967 }
3968
3969 DepotID depot = GetDepotIndex(tfdd.tile);
3970
3971 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
3972 v->current_order.GetDestination() != depot &&
3973 !Chance16(3, 16)) {
3974 return;
3975 }
3976
3977 SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
3978 v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
3979 v->dest_tile = tfdd.tile;
3980 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3981 }
3982
3984 void Train::OnNewDay()
3985 {
3986 AgeVehicle(this);
3987
3988 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
3989
3990 if (this->IsFrontEngine()) {
3991 CheckVehicleBreakdown(this);
3992
3993 CheckIfTrainNeedsService(this);
3994
3995 CheckOrders(this);
3996
3997 /* update destination */
3998 if (this->current_order.IsType(OT_GOTO_STATION)) {
3999 TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
4000 if (tile != INVALID_TILE) this->dest_tile = tile;
4001 }
4002
4003 if (this->running_ticks != 0) {
4004 /* running costs */
4005 CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
4006
4007 this->profit_this_year -= cost.GetCost();
4008 this->running_ticks = 0;
4009
4010 SubtractMoneyFromCompanyFract(this->owner, cost);
4011
4012 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
4013 SetWindowClassesDirty(WC_TRAINS_LIST);
4014 }
4015 }
4016 }
4017
4022 Trackdir Train::GetVehicleTrackdir() const
4023 {
4024 if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
4025
4026 if (this->track == TRACK_BIT_DEPOT) {
4027 /* We'll assume the train is facing outwards */
4028 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
4029 }
4030
4031 if (this->track == TRACK_BIT_WORMHOLE) {
4032 /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
4033 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
4034 }
4035
4036 return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
4037 }