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Location: cpp/openttd-patchpack/source/src/train_cmd.cpp
r9950:ca6054744c76
144.3 KiB
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(svn r14105) -Fix: Some typos that are more grammatical errors, as it seems.
Provided by ln
I've added a little fix on currency.cpp too, why not :)
Provided by ln
I've added a little fix on currency.cpp too, why not :)
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/** @file train_cmd.cpp Handling of trains. */
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "debug.h"
#include "tile_cmd.h"
#include "landscape.h"
#include "gui.h"
#include "station_map.h"
#include "tunnel_map.h"
#include "articulated_vehicles.h"
#include "command_func.h"
#include "pathfind.h"
#include "npf.h"
#include "station_base.h"
#include "news_func.h"
#include "engine_func.h"
#include "engine_base.h"
#include "player_func.h"
#include "player_base.h"
#include "depot_base.h"
#include "depot_func.h"
#include "waypoint.h"
#include "vehicle_gui.h"
#include "train.h"
#include "bridge.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "newgrf_text.h"
#include "direction_func.h"
#include "yapf/yapf.h"
#include "yapf/follow_track.hpp"
#include "cargotype.h"
#include "group.h"
#include "table/sprites.h"
#include "tunnelbridge_map.h"
#include "strings_func.h"
#include "functions.h"
#include "window_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "signal_func.h"
#include "variables.h"
#include "autoreplace_gui.h"
#include "gfx_func.h"
#include "settings_type.h"
#include "order_func.h"
#include "newgrf_station.h"
#include "effectvehicle_func.h"
#include "gamelog.h"
#include "network/network.h"
#include "pbs.h"
#include "table/strings.h"
#include "table/train_cmd.h"
static Track ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
static bool TrainCheckIfLineEnds(Vehicle *v);
static void TrainController(Vehicle *v, Vehicle *nomove, bool update_image);
static TileIndex TrainApproachingCrossingTile(const Vehicle *v);
static void CheckIfTrainNeedsService(Vehicle *v);
static void CheckNextTrainTile(Vehicle *v);
static const byte _vehicle_initial_x_fract[4] = {10, 8, 4, 8};
static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
/**
* Determine the side in which the train will leave the tile
*
* @param direction vehicle direction
* @param track vehicle track bits
* @return side of tile the train will leave
*/
static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
{
static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
DiagDirection diagdir = DirToDiagDir(direction);
/* Determine the diagonal direction in which we will exit this tile */
if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
}
return diagdir;
}
/** Return the cargo weight multiplier to use for a rail vehicle
* @param cargo Cargo type to get multiplier for
* @return Cargo weight multiplier
*/
byte FreightWagonMult(CargoID cargo)
{
if (!GetCargo(cargo)->is_freight) return 1;
return _settings_game.vehicle.freight_trains;
}
/**
* Recalculates the cached total power of a train. Should be called when the consist is changed
* @param v First vehicle of the consist.
*/
void TrainPowerChanged(Vehicle *v)
{
uint32 total_power = 0;
uint32 max_te = 0;
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
RailType railtype = GetRailType(u->tile);
/* Power is not added for articulated parts */
if (!IsArticulatedPart(u)) {
bool engine_has_power = HasPowerOnRail(u->u.rail.railtype, railtype);
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
if (engine_has_power) {
uint16 power = GetVehicleProperty(u, 0x0B, rvi_u->power);
if (power != 0) {
/* Halve power for multiheaded parts */
if (IsMultiheaded(u)) power /= 2;
total_power += power;
/* Tractive effort in (tonnes * 1000 * 10 =) N */
max_te += (u->u.rail.cached_veh_weight * 10000 * GetVehicleProperty(u, 0x1F, rvi_u->tractive_effort)) / 256;
}
}
}
if (HasBit(u->u.rail.flags, VRF_POWEREDWAGON) && HasPowerOnRail(v->u.rail.railtype, railtype)) {
total_power += RailVehInfo(u->u.rail.first_engine)->pow_wag_power;
}
}
if (v->u.rail.cached_power != total_power || v->u.rail.cached_max_te != max_te) {
/* If it has no power (no catenary), stop the train */
if (total_power == 0) v->vehstatus |= VS_STOPPED;
v->u.rail.cached_power = total_power;
v->u.rail.cached_max_te = max_te;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
/**
* Recalculates the cached weight of a train and its vehicles. Should be called each time the cargo on
* the consist changes.
* @param v First vehicle of the consist.
*/
static void TrainCargoChanged(Vehicle *v)
{
uint32 weight = 0;
for (Vehicle *u = v; u != NULL; u = u->Next()) {
uint32 vweight = GetCargo(u->cargo_type)->weight * u->cargo.Count() * FreightWagonMult(u->cargo_type) / 16;
/* Vehicle weight is not added for articulated parts. */
if (!IsArticulatedPart(u)) {
/* vehicle weight is the sum of the weight of the vehicle and the weight of its cargo */
vweight += GetVehicleProperty(u, 0x16, RailVehInfo(u->engine_type)->weight);
}
/* powered wagons have extra weight added */
if (HasBit(u->u.rail.flags, VRF_POWEREDWAGON)) {
vweight += RailVehInfo(u->u.rail.first_engine)->pow_wag_weight;
}
/* consist weight is the sum of the weight of all vehicles in the consist */
weight += vweight;
/* store vehicle weight in cache */
u->u.rail.cached_veh_weight = vweight;
}
/* store consist weight in cache */
v->u.rail.cached_weight = weight;
/* Now update train power (tractive effort is dependent on weight) */
TrainPowerChanged(v);
}
/** Logs a bug in GRF and shows a warning message if this
* is for the first time this happened.
* @param u first vehicle of chain
*/
static void RailVehicleLengthChanged(const Vehicle *u)
{
/* show a warning once for each engine in whole game and once for each GRF after each game load */
const Engine *engine = GetEngine(u->engine_type);
uint32 grfid = engine->grffile->grfid;
GRFConfig *grfconfig = GetGRFConfig(grfid);
if (GamelogGRFBugReverse(grfid, engine->internal_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
SetBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH);
SetDParamStr(0, grfconfig->name);
SetDParam(1, u->engine_type);
ShowErrorMessage(STR_NEWGRF_BROKEN_VEHICLE_LENGTH, STR_NEWGRF_BROKEN, 0, 0);
/* debug output */
char buffer[512];
SetDParamStr(0, grfconfig->name);
GetString(buffer, STR_NEWGRF_BROKEN, lastof(buffer));
DEBUG(grf, 0, "%s", buffer + 3);
SetDParam(1, u->engine_type);
GetString(buffer, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, lastof(buffer));
DEBUG(grf, 0, "%s", buffer + 3);
if (!_networking) _pause_game = -1;
}
}
/** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
void CheckTrainsLengths()
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && v->First() == v && !(v->vehstatus & VS_CRASHED)) {
for (const Vehicle *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
if (u->u.rail.track != TRACK_BIT_DEPOT) {
if ((w->u.rail.track != TRACK_BIT_DEPOT &&
max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->u.rail.cached_veh_length) ||
(w->u.rail.track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
SetDParam(0, v->index);
SetDParam(1, v->owner);
ShowErrorMessage(INVALID_STRING_ID, STR_BROKEN_VEHICLE_LENGTH, 0, 0);
if (!_networking) _pause_game = -1;
}
}
}
}
}
}
/**
* Recalculates the cached stuff of a train. Should be called each time a vehicle is added
* to/removed from the chain, and when the game is loaded.
* Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
* @param v First vehicle of the chain.
* @param same_length should length of vehicles stay the same?
*/
void TrainConsistChanged(Vehicle *v, bool same_length)
{
uint16 max_speed = UINT16_MAX;
assert(v->type == VEH_TRAIN);
assert(IsFrontEngine(v) || IsFreeWagon(v));
const RailVehicleInfo *rvi_v = RailVehInfo(v->engine_type);
EngineID first_engine = IsFrontEngine(v) ? v->engine_type : INVALID_ENGINE;
v->u.rail.cached_total_length = 0;
v->u.rail.compatible_railtypes = RAILTYPES_NONE;
bool train_can_tilt = true;
for (Vehicle *u = v; u != NULL; u = u->Next()) {
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
/* Check the v->first cache. */
assert(u->First() == v);
/* update the 'first engine' */
u->u.rail.first_engine = v == u ? INVALID_ENGINE : first_engine;
u->u.rail.railtype = rvi_u->railtype;
if (IsTrainEngine(u)) first_engine = u->engine_type;
/* Set user defined data to its default value */
u->u.rail.user_def_data = rvi_u->user_def_data;
}
for (Vehicle *u = v; u != NULL; u = u->Next()) {
/* Update user defined data (must be done before other properties) */
u->u.rail.user_def_data = GetVehicleProperty(u, 0x25, u->u.rail.user_def_data);
}
for (Vehicle *u = v; u != NULL; u = u->Next()) {
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
if (!HasBit(EngInfo(u->engine_type)->misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
/* Cache wagon override sprite group. NULL is returned if there is none */
u->u.rail.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->u.rail.first_engine);
/* Reset color map */
u->colormap = PAL_NONE;
if (rvi_u->visual_effect != 0) {
u->u.rail.cached_vis_effect = rvi_u->visual_effect;
} else {
if (IsTrainWagon(u) || IsArticulatedPart(u)) {
/* Wagons and articulated parts have no effect by default */
u->u.rail.cached_vis_effect = 0x40;
} else if (rvi_u->engclass == 0) {
/* Steam is offset by -4 units */
u->u.rail.cached_vis_effect = 4;
} else {
/* Diesel fumes and sparks come from the centre */
u->u.rail.cached_vis_effect = 8;
}
}
/* Check powered wagon / visual effect callback */
if (HasBit(EngInfo(u->engine_type)->callbackmask, CBM_TRAIN_WAGON_POWER)) {
uint16 callback = GetVehicleCallback(CBID_TRAIN_WAGON_POWER, 0, 0, u->engine_type, u);
if (callback != CALLBACK_FAILED) u->u.rail.cached_vis_effect = GB(callback, 0, 8);
}
if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
UsesWagonOverride(u) && !HasBit(u->u.rail.cached_vis_effect, 7)) {
/* wagon is powered */
SetBit(u->u.rail.flags, VRF_POWEREDWAGON); // cache 'powered' status
} else {
ClrBit(u->u.rail.flags, VRF_POWEREDWAGON);
}
if (!IsArticulatedPart(u)) {
/* Do not count powered wagons for the compatible railtypes, as wagons always
have railtype normal */
if (rvi_u->power > 0) {
v->u.rail.compatible_railtypes |= GetRailTypeInfo(u->u.rail.railtype)->powered_railtypes;
}
/* Some electric engines can be allowed to run on normal rail. It happens to all
* existing electric engines when elrails are disabled and then re-enabled */
if (HasBit(u->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
u->u.rail.railtype = RAILTYPE_RAIL;
u->u.rail.compatible_railtypes |= RAILTYPES_RAIL;
}
/* max speed is the minimum of the speed limits of all vehicles in the consist */
if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
uint16 speed = GetVehicleProperty(u, 0x09, rvi_u->max_speed);
if (speed != 0) max_speed = min(speed, max_speed);
}
}
if (u->cargo_type == rvi_u->cargo_type && u->cargo_subtype == 0) {
/* Set cargo capacity if we've not been refitted */
u->cargo_cap = GetVehicleProperty(u, 0x14, rvi_u->capacity);
}
/* check the vehicle length (callback) */
uint16 veh_len = CALLBACK_FAILED;
if (HasBit(EngInfo(u->engine_type)->callbackmask, CBM_VEHICLE_LENGTH)) {
veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
}
if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
veh_len = 8 - Clamp(veh_len, 0, u->Next() == NULL ? 7 : 5); // the clamp on vehicles not the last in chain is stricter, as too short wagons can break the 'follow next vehicle' code
/* verify length hasn't changed */
if (same_length && veh_len != u->u.rail.cached_veh_length) RailVehicleLengthChanged(u);
/* update vehicle length? */
if (!same_length) u->u.rail.cached_veh_length = veh_len;
v->u.rail.cached_total_length += u->u.rail.cached_veh_length;
}
/* store consist weight/max speed in cache */
v->u.rail.cached_max_speed = max_speed;
v->u.rail.cached_tilt = train_can_tilt;
/* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
TrainCargoChanged(v);
if (IsFrontEngine(v)) {
UpdateTrainAcceleration(v);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
enum AccelType {
AM_ACCEL,
AM_BRAKE
};
/** new acceleration*/
static int GetTrainAcceleration(Vehicle *v, bool mode)
{
static const int absolute_max_speed = UINT16_MAX;
int max_speed = absolute_max_speed;
int speed = v->cur_speed * 10 / 16; // km-ish/h -> mp/h
int curvecount[2] = {0, 0};
/*first find the curve speed limit */
int numcurve = 0;
int sum = 0;
int pos = 0;
int lastpos = -1;
for (const Vehicle *u = v; u->Next() != NULL; u = u->Next(), pos++) {
Direction this_dir = u->direction;
Direction next_dir = u->Next()->direction;
DirDiff dirdiff = DirDifference(this_dir, next_dir);
if (dirdiff == DIRDIFF_SAME) continue;
if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
if (lastpos != -1) {
numcurve++;
sum += pos - lastpos;
if (pos - lastpos == 1) {
max_speed = 88;
}
}
lastpos = pos;
}
/*if we have a 90 degree turn, fix the speed limit to 60 */
if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
max_speed = 61;
}
}
if ((curvecount[0] != 0 || curvecount[1] != 0) && max_speed > 88) {
int total = curvecount[0] + curvecount[1];
if (curvecount[0] == 1 && curvecount[1] == 1) {
max_speed = absolute_max_speed;
} else if (total > 1) {
if (numcurve > 0) sum /= numcurve;
max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
}
}
if (max_speed != absolute_max_speed) {
/* Apply the engine's rail type curve speed advantage, if it slowed by curves */
const RailtypeInfo *rti = GetRailTypeInfo(v->u.rail.railtype);
max_speed += (max_speed / 2) * rti->curve_speed;
if (v->u.rail.cached_tilt) {
/* Apply max_speed bonus of 20% for a tilting train */
max_speed += max_speed / 5;
}
}
if (IsTileType(v->tile, MP_STATION) && IsFrontEngine(v)) {
if (v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) {
int station_length = GetStationByTile(v->tile)->GetPlatformLength(v->tile, DirToDiagDir(v->direction));
int st_max_speed = 120;
int delta_v = v->cur_speed / (station_length + 1);
if (v->max_speed > (v->cur_speed - delta_v)) {
st_max_speed = v->cur_speed - (delta_v / 10);
}
st_max_speed = max(st_max_speed, 25 * station_length);
max_speed = min(max_speed, st_max_speed);
}
}
int mass = v->u.rail.cached_weight;
int power = v->u.rail.cached_power * 746;
max_speed = min(max_speed, v->u.rail.cached_max_speed);
int num = 0; //number of vehicles, change this into the number of axles later
int incl = 0;
int drag_coeff = 20; //[1e-4]
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
num++;
drag_coeff += 3;
if (u->u.rail.track == TRACK_BIT_DEPOT) max_speed = min(max_speed, 61);
if (HasBit(u->u.rail.flags, VRF_GOINGUP)) {
incl += u->u.rail.cached_veh_weight * 60; //3% slope, quite a bit actually
} else if (HasBit(u->u.rail.flags, VRF_GOINGDOWN)) {
incl -= u->u.rail.cached_veh_weight * 60;
}
}
v->max_speed = max_speed;
const int area = 120;
const int friction = 35; //[1e-3]
int resistance;
if (v->u.rail.railtype != RAILTYPE_MAGLEV) {
resistance = 13 * mass / 10;
resistance += 60 * num;
resistance += friction * mass * speed / 1000;
resistance += (area * drag_coeff * speed * speed) / 10000;
} else {
resistance = (area * (drag_coeff / 2) * speed * speed) / 10000;
}
resistance += incl;
resistance *= 4; //[N]
/* Due to the mph to m/s conversion below, at speeds below 3 mph the force is
* actually double the train's power */
const int max_te = v->u.rail.cached_max_te; // [N]
int force;
if (speed > 2) {
switch (v->u.rail.railtype) {
case RAILTYPE_RAIL:
case RAILTYPE_ELECTRIC:
case RAILTYPE_MONO:
force = power / speed; //[N]
force *= 22;
force /= 10;
if (mode == AM_ACCEL && force > max_te) force = max_te;
break;
default: NOT_REACHED();
case RAILTYPE_MAGLEV:
force = power / 25;
break;
}
} else {
/* "kickoff" acceleration */
force = (mode == AM_ACCEL && v->u.rail.railtype != RAILTYPE_MAGLEV) ? min(max_te, power) : power;
force = max(force, (mass * 8) + resistance);
}
if (force <= 0) force = 10000;
if (v->u.rail.railtype != RAILTYPE_MAGLEV) force = min(force, mass * 10 * 200);
if (mode == AM_ACCEL) {
return (force - resistance) / (mass * 4);
} else {
return min((-force - resistance) / (mass * 4), -10000 / (mass * 4));
}
}
void UpdateTrainAcceleration(Vehicle *v)
{
assert(IsFrontEngine(v));
v->max_speed = v->u.rail.cached_max_speed;
uint power = v->u.rail.cached_power;
uint weight = v->u.rail.cached_weight;
assert(weight != 0);
v->acceleration = Clamp(power / weight * 4, 1, 255);
}
SpriteID Train::GetImage(Direction direction) const
{
uint8 spritenum = this->spritenum;
SpriteID sprite;
if (HasBit(this->u.rail.flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
if (is_custom_sprite(spritenum)) {
sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
if (sprite != 0) return sprite;
spritenum = GetEngine(this->engine_type)->image_index;
}
sprite = _engine_sprite_base[spritenum] + ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]);
if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
return sprite;
}
static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
{
Direction dir = rear_head ? DIR_E : DIR_W;
uint8 spritenum = RailVehInfo(engine)->image_index;
if (is_custom_sprite(spritenum)) {
SpriteID sprite = GetCustomVehicleIcon(engine, dir);
if (sprite != 0) {
y += _traininfo_vehicle_pitch; // TODO Make this per-GRF
return sprite;
}
spritenum = GetEngine(engine)->image_index;
}
if (rear_head) spritenum++;
return ((6 + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
}
void DrawTrainEngine(int x, int y, EngineID engine, SpriteID pal)
{
if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
int yf = y;
int yr = y;
SpriteID spritef = GetRailIcon(engine, false, yf);
SpriteID spriter = GetRailIcon(engine, true, yr);
DrawSprite(spritef, pal, x - 14, yf);
DrawSprite(spriter, pal, x + 15, yr);
} else {
SpriteID sprite = GetRailIcon(engine, false, y);
DrawSprite(sprite, pal, x, y);
}
}
static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
{
const RailVehicleInfo *rvi = RailVehInfo(engine);
CommandCost value(EXPENSES_NEW_VEHICLES, (GetEngineProperty(engine, 0x17, rvi->cost_factor) * _price.build_railwagon) >> 8);
uint num_vehicles = 1 + CountArticulatedParts(engine, false);
if (!(flags & DC_QUERY_COST)) {
/* Check that the wagon can drive on the track in question */
if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
/* Allow for the wagon and the articulated parts, plus one to "terminate" the list. */
Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
if (!Vehicle::AllocateList(vl, num_vehicles))
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
Vehicle *v = vl[0];
v->spritenum = rvi->image_index;
Vehicle *u = NULL;
Vehicle *w;
FOR_ALL_VEHICLES(w) {
if (w->type == VEH_TRAIN && w->tile == tile &&
IsFreeWagon(w) && w->engine_type == engine &&
!HASBITS(w->vehstatus, VS_CRASHED)) { /// do not connect new wagon with crashed/flooded consists
u = GetLastVehicleInChain(w);
break;
}
}
v = new (v) Train();
v->engine_type = engine;
DiagDirection dir = GetRailDepotDirection(tile);
v->direction = DiagDirToDir(dir);
v->tile = tile;
int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x, y);
v->owner = _current_player;
v->u.rail.track = TRACK_BIT_DEPOT;
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
// v->subtype = 0;
SetTrainWagon(v);
if (u != NULL) {
u->SetNext(v);
} else {
SetFreeWagon(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
v->cargo_type = rvi->cargo_type;
// v->cargo_subtype = 0;
v->cargo_cap = rvi->capacity;
v->value = value.GetCost();
// v->day_counter = 0;
v->u.rail.railtype = rvi->railtype;
v->build_year = _cur_year;
v->cur_image = 0xAC2;
v->random_bits = VehicleRandomBits();
v->group_id = DEFAULT_GROUP;
AddArticulatedParts(vl, VEH_TRAIN);
_new_vehicle_id = v->index;
VehiclePositionChanged(v);
TrainConsistChanged(v->First(), false);
UpdateTrainGroupID(v->First());
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
if (IsLocalPlayer()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
}
GetPlayer(_current_player)->num_engines[engine]++;
}
}
return value;
}
/** Move all free vehicles in the depot to the train */
static void NormalizeTrainVehInDepot(const Vehicle *u)
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && IsFreeWagon(v) &&
v->tile == u->tile &&
v->u.rail.track == TRACK_BIT_DEPOT) {
if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
CMD_MOVE_RAIL_VEHICLE)))
break;
}
}
}
static CommandCost EstimateTrainCost(EngineID engine, const RailVehicleInfo *rvi)
{
return CommandCost(EXPENSES_NEW_VEHICLES, GetEngineProperty(engine, 0x17, rvi->cost_factor) * (_price.build_railvehicle >> 3) >> 5);
}
static void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building)
{
u = new (u) Train();
u->direction = v->direction;
u->owner = v->owner;
u->tile = v->tile;
u->x_pos = v->x_pos;
u->y_pos = v->y_pos;
u->z_pos = v->z_pos;
u->u.rail.track = TRACK_BIT_DEPOT;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
// u->subtype = 0;
SetMultiheaded(u);
u->spritenum = v->spritenum + 1;
u->cargo_type = v->cargo_type;
u->cargo_subtype = v->cargo_subtype;
u->cargo_cap = v->cargo_cap;
u->u.rail.railtype = v->u.rail.railtype;
if (building) v->SetNext(u);
u->engine_type = v->engine_type;
u->build_year = v->build_year;
if (building) v->value >>= 1;
u->value = v->value;
u->cur_image = 0xAC2;
u->random_bits = VehicleRandomBits();
VehiclePositionChanged(u);
}
/** Build a railroad vehicle.
* @param tile tile of the depot where rail-vehicle is built
* @param flags type of operation
* @param p1 engine type id
* @param p2 bit 1 prevents any free cars from being added to the train
*/
CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
/* Check if the engine-type is valid (for the player) */
if (!IsEngineBuildable(p1, VEH_TRAIN, _current_player)) return_cmd_error(STR_RAIL_VEHICLE_NOT_AVAILABLE);
/* Check if the train is actually being built in a depot belonging
* to the player. Doesn't matter if only the cost is queried */
if (!(flags & DC_QUERY_COST)) {
if (!IsRailDepotTile(tile)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
}
const RailVehicleInfo *rvi = RailVehInfo(p1);
if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(p1, tile, flags);
CommandCost value = EstimateTrainCost(p1, rvi);
uint num_vehicles =
(rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
CountArticulatedParts(p1, false);
if (!(flags & DC_QUERY_COST)) {
/* Check if depot and new engine uses the same kind of tracks *
* We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
/* Allow for the dual-heads and the articulated parts, plus one to "terminate" the list. */
Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
if (!Vehicle::AllocateList(vl, num_vehicles)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
Vehicle *v = vl[0];
UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
if (unit_num > _settings_game.vehicle.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
DiagDirection dir = GetRailDepotDirection(tile);
int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
v = new (v) Train();
v->unitnumber = unit_num;
v->direction = DiagDirToDir(dir);
v->tile = tile;
v->owner = _current_player;
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x, y);
// v->running_ticks = 0;
v->u.rail.track = TRACK_BIT_DEPOT;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = rvi->cargo_type;
// v->cargo_subtype = 0;
v->cargo_cap = rvi->capacity;
v->max_speed = rvi->max_speed;
v->value = value.GetCost();
v->last_station_visited = INVALID_STATION;
// v->dest_tile = 0;
v->engine_type = p1;
const Engine *e = GetEngine(p1);
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->lifelength * 366;
v->name = NULL;
v->u.rail.railtype = rvi->railtype;
_new_vehicle_id = v->index;
v->service_interval = _settings_game.vehicle.servint_trains;
v->date_of_last_service = _date;
v->build_year = _cur_year;
v->cur_image = 0xAC2;
v->random_bits = VehicleRandomBits();
// v->vehicle_flags = 0;
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
v->group_id = DEFAULT_GROUP;
// v->subtype = 0;
SetFrontEngine(v);
SetTrainEngine(v);
VehiclePositionChanged(v);
if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
SetMultiheaded(v);
AddRearEngineToMultiheadedTrain(vl[0], vl[1], true);
/* Now we need to link the front and rear engines together
* other_multiheaded_part is the pointer that links to the other half of the engine
* vl[0] is the front and vl[1] is the rear
*/
vl[0]->u.rail.other_multiheaded_part = vl[1];
vl[1]->u.rail.other_multiheaded_part = vl[0];
} else {
AddArticulatedParts(vl, VEH_TRAIN);
}
TrainConsistChanged(v, false);
UpdateTrainGroupID(v);
if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
NormalizeTrainVehInDepot(v);
}
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
InvalidateWindow(WC_COMPANY, v->owner);
if (IsLocalPlayer()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
}
GetPlayer(_current_player)->num_engines[p1]++;
}
}
return value;
}
/* Check if all the wagons of the given train are in a depot, returns the
* number of cars (including loco) then. If not it returns -1 */
int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped)
{
TileIndex tile = v->tile;
/* check if stopped in a depot */
if (!IsRailDepotTile(tile) || v->cur_speed != 0) return -1;
int count = 0;
for (; v != NULL; v = v->Next()) {
/* This count is used by the depot code to determine the number of engines
* in the consist. Exclude articulated parts so that autoreplacing to
* engines with more articulated parts than before works correctly.
*
* Also skip counting rear ends of multiheaded engines */
if (!IsArticulatedPart(v) && !IsRearDualheaded(v)) count++;
if (v->u.rail.track != TRACK_BIT_DEPOT || v->tile != tile ||
(IsFrontEngine(v) && needs_to_be_stopped && !(v->vehstatus & VS_STOPPED))) {
return -1;
}
}
return count;
}
/* Used to check if the train is inside the depot and verifying that the VS_STOPPED flag is set */
int CheckTrainStoppedInDepot(const Vehicle *v)
{
return CheckTrainInDepot(v, true);
}
/* Used to check if the train is inside the depot, but not checking the VS_STOPPED flag */
inline bool CheckTrainIsInsideDepot(const Vehicle *v)
{
return CheckTrainInDepot(v, false) > 0;
}
/**
* Unlink a rail wagon from the consist.
* @param v Vehicle to remove.
* @param first The first vehicle of the consist.
* @return The first vehicle of the consist.
*/
static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
{
/* unlinking the first vehicle of the chain? */
if (v == first) {
v = GetNextVehicle(v);
if (v == NULL) return NULL;
if (IsTrainWagon(v)) SetFreeWagon(v);
return v;
}
Vehicle *u;
for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {}
GetLastEnginePart(u)->SetNext(GetNextVehicle(v));
return first;
}
static Vehicle *FindGoodVehiclePos(const Vehicle *src)
{
Vehicle *dst;
EngineID eng = src->engine_type;
TileIndex tile = src->tile;
FOR_ALL_VEHICLES(dst) {
if (dst->type == VEH_TRAIN && IsFreeWagon(dst) && dst->tile == tile && !HASBITS(dst->vehstatus, VS_CRASHED)) {
/* check so all vehicles in the line have the same engine. */
Vehicle *v = dst;
while (v->engine_type == eng) {
v = v->Next();
if (v == NULL) return dst;
}
}
}
return NULL;
}
/*
* add a vehicle v behind vehicle dest
* use this function since it sets flags as needed
*/
static void AddWagonToConsist(Vehicle *v, Vehicle *dest)
{
UnlinkWagon(v, v->First());
if (dest == NULL) return;
Vehicle *next = dest->Next();
v->SetNext(NULL);
dest->SetNext(v);
v->SetNext(next);
ClearFreeWagon(v);
ClearFrontEngine(v);
}
/*
* move around on the train so rear engines are placed correctly according to the other engines
* always call with the front engine
*/
static void NormaliseTrainConsist(Vehicle *v)
{
if (IsFreeWagon(v)) return;
assert(IsFrontEngine(v));
for (; v != NULL; v = GetNextVehicle(v)) {
if (!IsMultiheaded(v) || !IsTrainEngine(v)) continue;
/* make sure that there are no free cars before next engine */
Vehicle *u;
for (u = v; u->Next() != NULL && !IsTrainEngine(u->Next()); u = u->Next()) {}
if (u == v->u.rail.other_multiheaded_part) continue;
AddWagonToConsist(v->u.rail.other_multiheaded_part, u);
}
}
/** Move a rail vehicle around inside the depot.
* @param tile unused
* @param flags type of operation
* Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
* @param p1 various bitstuffed elements
* - p1 (bit 0 - 15) source vehicle index
* - p1 (bit 16 - 31) what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
* @param p2 (bit 0) move all vehicles following the source vehicle
*/
CommandCost CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
VehicleID s = GB(p1, 0, 16);
VehicleID d = GB(p1, 16, 16);
if (!IsValidVehicleID(s)) return CMD_ERROR;
Vehicle *src = GetVehicle(s);
if (src->type != VEH_TRAIN || !CheckOwnership(src->owner)) return CMD_ERROR;
/* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
if (HASBITS(src->vehstatus, VS_CRASHED)) return CMD_ERROR;
/* if nothing is selected as destination, try and find a matching vehicle to drag to. */
Vehicle *dst;
if (d == INVALID_VEHICLE) {
dst = IsTrainEngine(src) ? NULL : FindGoodVehiclePos(src);
} else {
if (!IsValidVehicleID(d)) return CMD_ERROR;
dst = GetVehicle(d);
if (dst->type != VEH_TRAIN || !CheckOwnership(dst->owner)) return CMD_ERROR;
/* Do not allow appending to crashed vehicles, too */
if (HASBITS(dst->vehstatus, VS_CRASHED)) return CMD_ERROR;
}
/* if an articulated part is being handled, deal with its parent vehicle */
while (IsArticulatedPart(src)) src = src->Previous();
if (dst != NULL) {
while (IsArticulatedPart(dst)) dst = dst->Previous();
}
/* don't move the same vehicle.. */
if (src == dst) return CommandCost();
/* locate the head of the two chains */
Vehicle *src_head = src->First();
Vehicle *dst_head;
if (dst != NULL) {
dst_head = dst->First();
if (dst_head->tile != src_head->tile) return CMD_ERROR;
/* Now deal with articulated part of destination wagon */
dst = GetLastEnginePart(dst);
} else {
dst_head = NULL;
}
if (IsRearDualheaded(src)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
/* when moving all wagons, we can't have the same src_head and dst_head */
if (HasBit(p2, 0) && src_head == dst_head) return CommandCost();
/* check if all vehicles in the source train are stopped inside a depot. */
int src_len = CheckTrainStoppedInDepot(src_head);
if (src_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
if ((flags & DC_AUTOREPLACE) == 0) {
/* Check whether there are more than 'max_len' train units (articulated parts and rear heads do not count) in the new chain */
int max_len = _settings_game.vehicle.mammoth_trains ? 100 : 10;
/* check the destination row if the source and destination aren't the same. */
if (src_head != dst_head) {
int dst_len = 0;
if (dst_head != NULL) {
/* check if all vehicles in the dest train are stopped. */
dst_len = CheckTrainStoppedInDepot(dst_head);
if (dst_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
}
/* We are moving between rows, so only count the wagons from the source
* row that are being moved. */
if (HasBit(p2, 0)) {
const Vehicle *u;
for (u = src_head; u != src && u != NULL; u = GetNextVehicle(u))
src_len--;
} else {
/* If moving only one vehicle, just count that. */
src_len = 1;
}
if (src_len + dst_len > max_len) {
/* Abort if we're adding too many wagons to a train. */
if (dst_head != NULL && IsFrontEngine(dst_head)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
/* Abort if we're making a train on a new row. */
if (dst_head == NULL && IsTrainEngine(src)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
}
} else {
/* Abort if we're creating a new train on an existing row. */
if (src_len > max_len && src == src_head && IsTrainEngine(GetNextVehicle(src_head)))
return_cmd_error(STR_8819_TRAIN_TOO_LONG);
}
}
/* moving a loco to a new line?, then we need to assign a unitnumber. */
if (dst == NULL && !IsFrontEngine(src) && IsTrainEngine(src)) {
UnitID unit_num = ((flags & DC_AUTOREPLACE) != 0 ? 0 : GetFreeUnitNumber(VEH_TRAIN));
if (unit_num > _settings_game.vehicle.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) src->unitnumber = unit_num;
}
/*
* Check whether the vehicles in the source chain are in the destination
* chain. This can easily be done by checking whether the first vehicle
* of the source chain is in the destination chain as the Next/Previous
* pointers always make a doubly linked list of it where the assumption
* v->Next()->Previous() == v holds (assuming v->Next() != NULL).
*/
bool src_in_dst = false;
for (Vehicle *v = dst_head; !src_in_dst && v != NULL; v = v->Next()) src_in_dst = v == src;
/*
* If the source chain is in the destination chain then the user is
* only reordering the vehicles, thus not attaching a new vehicle.
* Therefor the 'allow wagon attach' callback does not need to be
* called. If it would be called strange things would happen because
* one 'attaches' an already 'attached' vehicle causing more trouble
* than it actually solves (infinite loops and such).
*/
if (dst_head != NULL && !src_in_dst && (flags & DC_AUTOREPLACE) == 0) {
/*
* When performing the 'allow wagon attach' callback, we have to check
* that for each and every wagon, not only the first one. This means
* that we have to test one wagon, attach it to the train and then test
* the next wagon till we have reached the end. We have to restore it
* to the state it was before we 'tried' attaching the train when the
* attaching fails or succeeds because we are not 'only' doing this
* in the DC_EXEC state.
*/
Vehicle *dst_tail = dst_head;
while (dst_tail->Next() != NULL) dst_tail = dst_tail->Next();
Vehicle *orig_tail = dst_tail;
Vehicle *next_to_attach = src;
Vehicle *src_previous = src->Previous();
while (next_to_attach != NULL) {
/* Back up and clear the first_engine data to avoid using wagon override group */
EngineID first_engine = next_to_attach->u.rail.first_engine;
next_to_attach->u.rail.first_engine = INVALID_ENGINE;
uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, dst_head->engine_type, next_to_attach, dst_head);
/* Restore original first_engine data */
next_to_attach->u.rail.first_engine = first_engine;
if (callback != CALLBACK_FAILED) {
StringID error = STR_NULL;
if (callback == 0xFD) error = STR_INCOMPATIBLE_RAIL_TYPES;
if (callback < 0xFD) error = GetGRFStringID(GetEngineGRFID(dst_head->engine_type), 0xD000 + callback);
if (error != STR_NULL) {
/*
* The attaching is not allowed. In this case 'next_to_attach'
* can contain some vehicles of the 'source' and the destination
* train can have some too. We 'just' add the to-be added wagons
* to the chain and then split it where it was previously
* separated, i.e. the tail of the original destination train.
* Furthermore the 'previous' link of the original source vehicle needs
* to be restored, otherwise the train goes missing in the depot.
*/
dst_tail->SetNext(next_to_attach);
orig_tail->SetNext(NULL);
if (src_previous != NULL) src_previous->SetNext(src);
return_cmd_error(error);
}
}
/* Only check further wagons if told to move the chain */
if (!HasBit(p2, 0)) break;
/*
* Adding a next wagon to the chain so we can test the other wagons.
* First 'take' the first wagon from 'next_to_attach' and move it
* to the next wagon. Then add that to the tail of the destination
* train and update the tail with the new vehicle.
*/
Vehicle *to_add = next_to_attach;
next_to_attach = next_to_attach->Next();
to_add->SetNext(NULL);
dst_tail->SetNext(to_add);
dst_tail = dst_tail->Next();
}
/*
* When we reach this the attaching is allowed. It also means that the
* chain of vehicles to attach is empty, so we do not need to merge that.
* This means only the splitting needs to be done.
* Furthermore the 'previous' link of the original source vehicle needs
* to be restored, otherwise the train goes missing in the depot.
*/
orig_tail->SetNext(NULL);
if (src_previous != NULL) src_previous->SetNext(src);
}
/* do it? */
if (flags & DC_EXEC) {
/* If we move the front Engine and if the second vehicle is not an engine
add the whole vehicle to the DEFAULT_GROUP */
if (IsFrontEngine(src) && !IsDefaultGroupID(src->group_id)) {
Vehicle *v = GetNextVehicle(src);
if (v != NULL && IsTrainEngine(v)) {
v->group_id = src->group_id;
src->group_id = DEFAULT_GROUP;
}
}
if (HasBit(p2, 0)) {
/* unlink ALL wagons */
if (src != src_head) {
Vehicle *v = src_head;
while (GetNextVehicle(v) != src) v = GetNextVehicle(v);
GetLastEnginePart(v)->SetNext(NULL);
} else {
InvalidateWindowData(WC_VEHICLE_DEPOT, src_head->tile); // We removed a line
src_head = NULL;
}
} else {
/* if moving within the same chain, dont use dst_head as it may get invalidated */
if (src_head == dst_head) dst_head = NULL;
/* unlink single wagon from linked list */
src_head = UnlinkWagon(src, src_head);
GetLastEnginePart(src)->SetNext(NULL);
}
if (dst == NULL) {
/* We make a new line in the depot, so we know already that we invalidate the window data */
InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
/* move the train to an empty line. for locomotives, we set the type to TS_Front. for wagons, 4. */
if (IsTrainEngine(src)) {
if (!IsFrontEngine(src)) {
/* setting the type to 0 also involves setting up the orders field. */
SetFrontEngine(src);
assert(src->orders == NULL);
src->num_orders = 0;
/* Decrease the engines number of the src engine_type */
if (!IsDefaultGroupID(src->group_id) && IsValidGroupID(src->group_id)) {
GetGroup(src->group_id)->num_engines[src->engine_type]--;
}
/* If we move an engine to a new line affect it to the DEFAULT_GROUP */
src->group_id = DEFAULT_GROUP;
}
} else {
SetFreeWagon(src);
}
dst_head = src;
} else {
if (IsFrontEngine(src)) {
/* the vehicle was previously a loco. need to free the order list and delete vehicle windows etc. */
DeleteWindowById(WC_VEHICLE_VIEW, src->index);
DeleteVehicleOrders(src);
RemoveVehicleFromGroup(src);
}
if (IsFrontEngine(src) || IsFreeWagon(src)) {
InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
ClearFrontEngine(src);
ClearFreeWagon(src);
src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
}
/* link in the wagon(s) in the chain. */
{
Vehicle *v;
for (v = src; GetNextVehicle(v) != NULL; v = GetNextVehicle(v)) {}
GetLastEnginePart(v)->SetNext(dst->Next());
}
dst->SetNext(src);
}
if (src->u.rail.other_multiheaded_part != NULL) {
if (src->u.rail.other_multiheaded_part == src_head) {
src_head = src_head->Next();
}
AddWagonToConsist(src->u.rail.other_multiheaded_part, src);
}
/* If there is an engine behind first_engine we moved away, it should become new first_engine
* To do this, CmdMoveRailVehicle must be called once more
* we can't loop forever here because next time we reach this line we will have a front engine */
if (src_head != NULL && !IsFrontEngine(src_head) && IsTrainEngine(src_head)) {
/* As in CmdMoveRailVehicle src_head->group_id will be equal to DEFAULT_GROUP
* we need to save the group and reaffect it to src_head */
const GroupID tmp_g = src_head->group_id;
CmdMoveRailVehicle(0, flags, src_head->index | (INVALID_VEHICLE << 16), 1);
SetTrainGroupID(src_head, tmp_g);
src_head = NULL; // don't do anything more to this train since the new call will do it
}
if (src_head != NULL) {
NormaliseTrainConsist(src_head);
TrainConsistChanged(src_head, false);
UpdateTrainGroupID(src_head);
if (IsFrontEngine(src_head)) {
/* Update the refit button and window */
InvalidateWindow(WC_VEHICLE_REFIT, src_head->index);
InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, VVW_WIDGET_REFIT_VEH);
}
/* Update the depot window */
InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
}
if (dst_head != NULL) {
NormaliseTrainConsist(dst_head);
TrainConsistChanged(dst_head, false);
UpdateTrainGroupID(dst_head);
if (IsFrontEngine(dst_head)) {
/* Update the refit button and window */
InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, VVW_WIDGET_REFIT_VEH);
InvalidateWindow(WC_VEHICLE_REFIT, dst_head->index);
}
/* Update the depot window */
InvalidateWindow(WC_VEHICLE_DEPOT, dst_head->tile);
}
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
}
return CommandCost();
}
/** Sell a (single) train wagon/engine.
* @param tile unused
* @param flags type of operation
* @param p1 the wagon/engine index
* @param p2 the selling mode
* - p2 = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
* - p2 = 1: sell the vehicle and all vehicles following it in the chain
* if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
* - p2 = 2: when selling attached locos, rearrange all vehicles after it to separate lines;
* all wagons of the same type will go on the same line. Used by the AI currently
*/
CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
/* Check if we deleted a vehicle window */
Window *w = NULL;
if (!IsValidVehicleID(p1) || p2 > 2) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
while (IsArticulatedPart(v)) v = v->Previous();
Vehicle *first = v->First();
/* make sure the vehicle is stopped in the depot */
if (CheckTrainStoppedInDepot(first) < 0) {
return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
}
if (IsRearDualheaded(v)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
if (flags & DC_EXEC) {
if (v == first && IsFrontEngine(first)) {
DeleteWindowById(WC_VEHICLE_VIEW, first->index);
}
InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
}
CommandCost cost(EXPENSES_NEW_VEHICLES);
switch (p2) {
case 0: case 2: { /* Delete given wagon */
bool switch_engine = false; // update second wagon to engine?
byte ori_subtype = v->subtype; // backup subtype of deleted wagon in case DeleteVehicle() changes
/* 1. Delete the engine, if it is dualheaded also delete the matching
* rear engine of the loco (from the point of deletion onwards) */
Vehicle *rear = (IsMultiheaded(v) &&
IsTrainEngine(v)) ? v->u.rail.other_multiheaded_part : NULL;
if (rear != NULL) {
cost.AddCost(-rear->value);
if (flags & DC_EXEC) {
UnlinkWagon(rear, first);
DeleteDepotHighlightOfVehicle(rear);
delete rear;
}
}
/* 2. We are selling the first engine, some special action might be required
* here, so take attention */
if ((flags & DC_EXEC) && v == first) {
Vehicle *new_f = GetNextVehicle(first);
/* 2.2 If there are wagons present after the deleted front engine, check
* if the second wagon (which will be first) is an engine. If it is one,
* promote it as a new train, retaining the unitnumber, orders */
if (new_f != NULL && IsTrainEngine(new_f)) {
switch_engine = true;
/* Copy important data from the front engine */
new_f->unitnumber = first->unitnumber;
new_f->current_order = first->current_order;
new_f->cur_order_index = first->cur_order_index;
new_f->orders = first->orders;
new_f->num_orders = first->num_orders;
/* Make sure the group counts stay correct. */
new_f->group_id = first->group_id;
first->group_id = DEFAULT_GROUP;
new_f->AddToShared(first);
first->RemoveFromShared();
/* If we deleted a window then open a new one for the 'new' train */
if (IsLocalPlayer() && w != NULL) ShowVehicleViewWindow(new_f);
}
}
/* 3. Delete the requested wagon */
cost.AddCost(-v->value);
if (flags & DC_EXEC) {
first = UnlinkWagon(v, first);
DeleteDepotHighlightOfVehicle(v);
delete v;
/* 4 If the second wagon was an engine, update it to front_engine
* which UnlinkWagon() has changed to TS_Free_Car */
if (switch_engine) SetFrontEngine(first);
/* 5. If the train still exists, update its acceleration, window, etc. */
if (first != NULL) {
NormaliseTrainConsist(first);
TrainConsistChanged(first, false);
UpdateTrainGroupID(first);
if (IsFrontEngine(first)) InvalidateWindow(WC_VEHICLE_REFIT, first->index);
}
/* (6.) Borked AI. If it sells an engine it expects all wagons lined
* up on a new line to be added to the newly built loco. Replace it is.
* Totally braindead cause building a new engine adds all loco-less
* engines to its train anyways */
if (p2 == 2 && HasBit(ori_subtype, TS_FRONT)) {
for (v = first; v != NULL;) {
Vehicle *tmp = GetNextVehicle(v);
DoCommand(v->tile, v->index | INVALID_VEHICLE << 16, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
v = tmp;
}
}
}
} break;
case 1: { /* Delete wagon and all wagons after it given certain criteria */
/* Start deleting every vehicle after the selected one
* If we encounter a matching rear-engine to a front-engine
* earlier in the chain (before deletion), leave it alone */
for (Vehicle *tmp; v != NULL; v = tmp) {
tmp = GetNextVehicle(v);
if (IsMultiheaded(v)) {
if (IsTrainEngine(v)) {
/* We got a front engine of a multiheaded set. Now we will sell the rear end too */
Vehicle *rear = v->u.rail.other_multiheaded_part;
if (rear != NULL) {
cost.AddCost(-rear->value);
/* If this is a multiheaded vehicle with nothing
* between the parts, tmp will be pointing to the
* rear part, which is unlinked from the train and
* deleted here. However, because tmp has already
* been set it needs to be updated now so that the
* loop never sees the rear part. */
if (tmp == rear) tmp = GetNextVehicle(tmp);
if (flags & DC_EXEC) {
first = UnlinkWagon(rear, first);
DeleteDepotHighlightOfVehicle(rear);
delete rear;
}
}
} else if (v->u.rail.other_multiheaded_part != NULL) {
/* The front to this engine is earlier in this train. Do nothing */
continue;
}
}
cost.AddCost(-v->value);
if (flags & DC_EXEC) {
first = UnlinkWagon(v, first);
DeleteDepotHighlightOfVehicle(v);
delete v;
}
}
/* 3. If it is still a valid train after selling, update its acceleration and cached values */
if (flags & DC_EXEC && first != NULL) {
NormaliseTrainConsist(first);
TrainConsistChanged(first, false);
UpdateTrainGroupID(first);
InvalidateWindow(WC_VEHICLE_REFIT, first->index);
}
} break;
}
return cost;
}
void Train::UpdateDeltaXY(Direction direction)
{
#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
static const uint32 _delta_xy_table[8] = {
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
};
#undef MKIT
uint32 x = _delta_xy_table[direction];
this->x_offs = GB(x, 0, 8);
this->y_offs = GB(x, 8, 8);
this->x_extent = GB(x, 16, 8);
this->y_extent = GB(x, 24, 8);
this->z_extent = 6;
}
static void UpdateVarsAfterSwap(Vehicle *v)
{
v->UpdateDeltaXY(v->direction);
v->cur_image = v->GetImage(v->direction);
BeginVehicleMove(v);
VehiclePositionChanged(v);
EndVehicleMove(v);
}
static inline void SetLastSpeed(Vehicle *v, int spd)
{
int old = v->u.rail.last_speed;
if (spd != old) {
v->u.rail.last_speed = spd;
if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) {
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
}
/** Mark a train as stuck and stop it if it isn't stopped right now. */
static void MarkTrainAsStuck(Vehicle *v)
{
if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
/* It is the first time the problem occured, set the "train stuck" flag. */
SetBit(v->u.rail.flags, VRF_TRAIN_STUCK);
v->load_unload_time_rem = 0;
/* Stop train */
v->cur_speed = 0;
v->subspeed = 0;
SetLastSpeed(v, 0);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
{
uint16 flag1 = *swap_flag1;
uint16 flag2 = *swap_flag2;
/* Clear the flags */
ClrBit(*swap_flag1, VRF_GOINGUP);
ClrBit(*swap_flag1, VRF_GOINGDOWN);
ClrBit(*swap_flag2, VRF_GOINGUP);
ClrBit(*swap_flag2, VRF_GOINGDOWN);
/* Reverse the rail-flags (if needed) */
if (HasBit(flag1, VRF_GOINGUP)) {
SetBit(*swap_flag2, VRF_GOINGDOWN);
} else if (HasBit(flag1, VRF_GOINGDOWN)) {
SetBit(*swap_flag2, VRF_GOINGUP);
}
if (HasBit(flag2, VRF_GOINGUP)) {
SetBit(*swap_flag1, VRF_GOINGDOWN);
} else if (HasBit(flag2, VRF_GOINGDOWN)) {
SetBit(*swap_flag1, VRF_GOINGUP);
}
}
static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
{
Vehicle *a, *b;
/* locate vehicles to swap */
for (a = v; l != 0; l--) a = a->Next();
for (b = v; r != 0; r--) b = b->Next();
if (a != b) {
/* swap the hidden bits */
{
uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
a->vehstatus = tmp;
}
Swap(a->u.rail.track, b->u.rail.track);
Swap(a->direction, b->direction);
/* toggle direction */
if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
if (b->u.rail.track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
Swap(a->x_pos, b->x_pos);
Swap(a->y_pos, b->y_pos);
Swap(a->tile, b->tile);
Swap(a->z_pos, b->z_pos);
SwapTrainFlags(&a->u.rail.flags, &b->u.rail.flags);
/* update other vars */
UpdateVarsAfterSwap(a);
UpdateVarsAfterSwap(b);
/* call the proper EnterTile function unless we are in a wormhole */
if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
if (b->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
} else {
if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
UpdateVarsAfterSwap(a);
if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
}
/* Update train's power incase tiles were different rail type */
TrainPowerChanged(v);
}
/**
* Check if the vehicle is a train
* @param v vehicle on tile
* @return v if it is a train, NULL otherwise
*/
static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
{
return (v->type == VEH_TRAIN) ? v : NULL;
}
/**
* Checks if a train is approaching a rail-road crossing
* @param v vehicle on tile
* @param data tile with crossing we are testing
* @return v if it is approaching a crossing, NULL otherwise
*/
static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
{
/* not a train || not front engine || crashed */
if (v->type != VEH_TRAIN || !IsFrontEngine(v) || v->vehstatus & VS_CRASHED) return NULL;
TileIndex tile = *(TileIndex*)data;
if (TrainApproachingCrossingTile(v) != tile) return NULL;
return v;
}
/**
* Finds a vehicle approaching rail-road crossing
* @param tile tile to test
* @return pointer to vehicle approaching the crossing
* @pre tile is a rail-road crossing
*/
static Vehicle *TrainApproachingCrossing(TileIndex tile)
{
assert(IsLevelCrossingTile(tile));
DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
TileIndex tile_from = tile + TileOffsByDiagDir(dir);
Vehicle *v = VehicleFromPos(tile_from, &tile, &TrainApproachingCrossingEnum);
if (v != NULL) return v;
dir = ReverseDiagDir(dir);
tile_from = tile + TileOffsByDiagDir(dir);
return VehicleFromPos(tile_from, &tile, &TrainApproachingCrossingEnum);
}
/**
* Sets correct crossing state
* @param tile tile to update
* @param sound should we play sound?
* @pre tile is a rail-road crossing
*/
void UpdateLevelCrossing(TileIndex tile, bool sound)
{
assert(IsLevelCrossingTile(tile));
/* train on crossing || train approaching crossing || reserved */
bool new_state = VehicleFromPos(tile, NULL, &TrainOnTileEnum) != NULL || TrainApproachingCrossing(tile) || GetCrossingReservation(tile);
if (new_state != IsCrossingBarred(tile)) {
if (new_state && sound) {
SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
}
SetCrossingBarred(tile, new_state);
MarkTileDirtyByTile(tile);
}
}
/**
* Bars crossing and plays ding-ding sound if not barred already
* @param tile tile with crossing
* @pre tile is a rail-road crossing
*/
static inline void MaybeBarCrossingWithSound(TileIndex tile)
{
if (!IsCrossingBarred(tile)) {
BarCrossing(tile);
SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
MarkTileDirtyByTile(tile);
}
}
/**
* Advances wagons for train reversing, needed for variable length wagons.
* This one is called before the train is reversed.
* @param v First vehicle in chain
*/
static void AdvanceWagonsBeforeSwap(Vehicle *v)
{
Vehicle *base = v;
Vehicle *first = base; // first vehicle to move
Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move
uint length = CountVehiclesInChain(v);
while (length > 2) {
last = last->Previous();
first = first->Next();
int differential = base->u.rail.cached_veh_length - last->u.rail.cached_veh_length;
/* do not update images now
* negative differential will be handled in AdvanceWagonsAfterSwap() */
for (int i = 0; i < differential; i++) TrainController(first, last->Next(), false);
base = first; // == base->Next()
length -= 2;
}
}
/**
* Advances wagons for train reversing, needed for variable length wagons.
* This one is called after the train is reversed.
* @param v First vehicle in chain
*/
static void AdvanceWagonsAfterSwap(Vehicle *v)
{
/* first of all, fix the situation when the train was entering a depot */
Vehicle *dep = v; // last vehicle in front of just left depot
while (dep->Next() != NULL && (dep->u.rail.track == TRACK_BIT_DEPOT || dep->Next()->u.rail.track != TRACK_BIT_DEPOT)) {
dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
}
Vehicle *leave = dep->Next(); // first vehicle in a depot we are leaving now
if (leave != NULL) {
/* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
int d = TicksToLeaveDepot(dep);
if (d <= 0) {
leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
leave->u.rail.track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
for (int i = 0; i >= d; i--) TrainController(leave, NULL, false); // maybe move it, and maybe let another wagon leave
}
} else {
dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
}
Vehicle *base = v;
Vehicle *first = base; // first vehicle to move
Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move
uint length = CountVehiclesInChain(v);
/* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
* they have already correct spacing, so we have to make sure they are moved how they should */
bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
while (length > 2) {
/* we reached vehicle (originally) in front of a depot, stop now
* (we would move wagons that are alredy moved with new wagon length) */
if (base == dep) break;
/* the last wagon was that one leaving a depot, so do not move it anymore */
if (last == dep) nomove = true;
last = last->Previous();
first = first->Next();
int differential = last->u.rail.cached_veh_length - base->u.rail.cached_veh_length;
/* do not update images now */
for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL), false);
base = first; // == base->Next()
length -= 2;
}
}
static void ReverseTrainDirection(Vehicle *v)
{
if (IsRailDepotTile(v->tile)) {
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
/* Clear path reservation in front. */
FreeTrainTrackReservation(v);
/* Check if we were approaching a rail/road-crossing */
TileIndex crossing = TrainApproachingCrossingTile(v);
/* count number of vehicles */
int r = CountVehiclesInChain(v) - 1; // number of vehicles - 1
AdvanceWagonsBeforeSwap(v);
/* swap start<>end, start+1<>end-1, ... */
int l = 0;
do {
ReverseTrainSwapVeh(v, l++, r--);
} while (l <= r);
AdvanceWagonsAfterSwap(v);
if (IsRailDepotTile(v->tile)) {
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
ToggleBit(v->u.rail.flags, VRF_TOGGLE_REVERSE);
ClrBit(v->u.rail.flags, VRF_REVERSING);
/* recalculate cached data */
TrainConsistChanged(v, true);
/* update all images */
for (Vehicle *u = v; u != NULL; u = u->Next()) u->cur_image = u->GetImage(u->direction);
/* update crossing we were approaching */
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
/* maybe we are approaching crossing now, after reversal */
crossing = TrainApproachingCrossingTile(v);
if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
/* If we are inside a depot after reversing, don't bother with path reserving. */
if (v->u.rail.track & TRACK_BIT_DEPOT) return;
/* TrainExitDir does not always produce the desired dir for depots and
* tunnels/bridges that is needed for UpdateSignalsOnSegment. */
DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
/* If we are currently on a tile with conventional signals, we can't treat the
* current tile as a safe tile or we would enter a PBS block without a reservation. */
bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
HasSignalOnTrackdir(v->tile, GetVehicleTrackdir(v)) &&
!IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->u.rail.track))));
if (IsRailwayStationTile(v->tile)) SetRailwayStationPlatformReservation(v->tile, TrackdirToExitdir(GetVehicleTrackdir(v)), true);
if (TryPathReserve(v, false, first_tile_okay)) {
/* Do a look-ahead now in case our current tile was already a safe tile. */
CheckNextTrainTile(v);
} else if (v->current_order.GetType() != OT_LOADING) {
/* Do not wait for a way out when we're still loading */
MarkTrainAsStuck(v);
}
}
}
/** Reverse train.
* @param tile unused
* @param flags type of operation
* @param p1 train to reverse
* @param p2 if true, reverse a unit in a train (needs to be in a depot)
*/
CommandCost CmdReverseTrainDirection(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
if (p2 != 0) {
/* turn a single unit around */
if (IsMultiheaded(v) || HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_ARTIC_ENGINE)) {
return_cmd_error(STR_ONLY_TURN_SINGLE_UNIT);
}
Vehicle *front = v->First();
/* make sure the vehicle is stopped in the depot */
if (CheckTrainStoppedInDepot(front) < 0) {
return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
}
if (flags & DC_EXEC) {
ToggleBit(v->u.rail.flags, VRF_REVERSE_DIRECTION);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
} else {
/* turn the whole train around */
if (v->vehstatus & VS_CRASHED || v->breakdown_ctr != 0) return CMD_ERROR;
if (flags & DC_EXEC) {
if (_settings_game.vehicle.realistic_acceleration && v->cur_speed != 0) {
ToggleBit(v->u.rail.flags, VRF_REVERSING);
} else {
v->cur_speed = 0;
SetLastSpeed(v, 0);
ReverseTrainDirection(v);
}
}
}
return CommandCost();
}
/** Force a train through a red signal
* @param tile unused
* @param flags type of operation
* @param p1 train to ignore the red signal
* @param p2 unused
*/
CommandCost CmdForceTrainProceed(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
if (flags & DC_EXEC) v->u.rail.force_proceed = 0x50;
return CommandCost();
}
/** Refits a train to the specified cargo type.
* @param tile unused
* @param flags type of operation
* @param p1 vehicle ID of the train to refit
* param p2 various bitstuffed elements
* - p2 = (bit 0-7) - the new cargo type to refit to
* - p2 = (bit 8-15) - the new cargo subtype to refit to
* - p2 = (bit 16) - refit only this vehicle
* @return cost of refit or error
*/
CommandCost CmdRefitRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
CargoID new_cid = GB(p2, 0, 8);
byte new_subtype = GB(p2, 8, 8);
bool only_this = HasBit(p2, 16);
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
if (CheckTrainStoppedInDepot(v) < 0) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE);
/* Check cargo */
if (new_cid >= NUM_CARGO) return CMD_ERROR;
CommandCost cost(EXPENSES_TRAIN_RUN);
uint num = 0;
do {
/* XXX: We also refit all the attached wagons en-masse if they
* can be refitted. This is how TTDPatch does it. TODO: Have
* some nice [Refit] button near each wagon. --pasky */
if (!CanRefitTo(v->engine_type, new_cid)) continue;
if (v->cargo_cap != 0) {
uint16 amount = CALLBACK_FAILED;
if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
/* Back up the vehicle's cargo type */
CargoID temp_cid = v->cargo_type;
byte temp_subtype = v->cargo_subtype;
v->cargo_type = new_cid;
v->cargo_subtype = new_subtype;
/* Check the refit capacity callback */
amount = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
/* Restore the original cargo type */
v->cargo_type = temp_cid;
v->cargo_subtype = temp_subtype;
}
if (amount == CALLBACK_FAILED) { // callback failed or not used, use default
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
CargoID old_cid = rvi->cargo_type;
/* normally, the capacity depends on the cargo type, a rail vehicle can
* carry twice as much mail/goods as normal cargo, and four times as
* many passengers
*/
amount = rvi->capacity;
switch (old_cid) {
case CT_PASSENGERS: break;
case CT_MAIL:
case CT_GOODS: amount *= 2; break;
default: amount *= 4; break;
}
switch (new_cid) {
case CT_PASSENGERS: break;
case CT_MAIL:
case CT_GOODS: amount /= 2; break;
default: amount /= 4; break;
}
}
if (amount != 0) {
if (new_cid != v->cargo_type) {
cost.AddCost(GetRefitCost(v->engine_type));
}
num += amount;
if (flags & DC_EXEC) {
v->cargo.Truncate((v->cargo_type == new_cid) ? amount : 0);
v->cargo_type = new_cid;
v->cargo_cap = amount;
v->cargo_subtype = new_subtype;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
}
}
}
} while ((v = v->Next()) != NULL && !only_this);
_returned_refit_capacity = num;
/* Update the train's cached variables */
if (flags & DC_EXEC) TrainConsistChanged(GetVehicle(p1)->First(), false);
return cost;
}
struct TrainFindDepotData {
uint best_length;
TileIndex tile;
PlayerID owner;
/**
* true if reversing is necessary for the train to get to this depot
* This value is unused when new depot finding and NPF are both disabled
*/
bool reverse;
};
static bool NtpCallbFindDepot(TileIndex tile, TrainFindDepotData *tfdd, int track, uint length)
{
if (IsTileType(tile, MP_RAILWAY) &&
IsTileOwner(tile, tfdd->owner) &&
IsRailDepot(tile)) {
/* approximate number of tiles by dividing by DIAG_FACTOR */
tfdd->best_length = length / DIAG_FACTOR;
tfdd->tile = tile;
return true;
}
return false;
}
/** returns the tile of a depot to goto to. The given vehicle must not be
* crashed! */
static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
{
assert(!(v->vehstatus & VS_CRASHED));
TrainFindDepotData tfdd;
tfdd.owner = v->owner;
tfdd.reverse = false;
if (IsRailDepotTile(v->tile)) {
tfdd.tile = v->tile;
tfdd.best_length = 0;
return tfdd;
}
PBSTileInfo origin = FollowTrainReservation(v);
if (IsRailDepotTile(origin.tile)) {
tfdd.tile = origin.tile;
tfdd.best_length = 0;
return tfdd;
}
tfdd.best_length = UINT_MAX;
uint8 pathfinder = _settings_game.pf.pathfinder_for_trains;
if ((_settings_game.pf.reserve_paths || HasReservedTracks(v->tile, v->u.rail.track)) && pathfinder == VPF_NTP) pathfinder = VPF_NPF;
switch (pathfinder) {
case VPF_YAPF: { /* YAPF */
bool found = YapfFindNearestRailDepotTwoWay(v, max_distance, NPF_INFINITE_PENALTY, &tfdd.tile, &tfdd.reverse);
tfdd.best_length = found ? max_distance / 2 : UINT_MAX; // some fake distance or NOT_FOUND
} break;
case VPF_NPF: { /* NPF */
const Vehicle *last = GetLastVehicleInChain(v);
Trackdir trackdir = GetVehicleTrackdir(v);
Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
assert(trackdir != INVALID_TRACKDIR);
NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes, NPF_INFINITE_PENALTY);
if (ftd.best_bird_dist == 0) {
/* Found target */
tfdd.tile = ftd.node.tile;
/* Our caller expects a number of tiles, so we just approximate that
* number by this. It might not be completely what we want, but it will
* work for now :-) We can possibly change this when the old pathfinder
* is removed. */
tfdd.best_length = ftd.best_path_dist / NPF_TILE_LENGTH;
if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) tfdd.reverse = true;
}
} break;
default:
case VPF_NTP: { /* NTP */
/* search in the forward direction first. */
DiagDirection i = TrainExitDir(v->direction, v->u.rail.track);
NewTrainPathfind(v->tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
if (tfdd.best_length == UINT_MAX){
tfdd.reverse = true;
/* search in backwards direction */
i = TrainExitDir(ReverseDir(v->direction), v->u.rail.track);
NewTrainPathfind(v->tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
}
} break;
}
return tfdd;
}
bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
{
TrainFindDepotData tfdd = FindClosestTrainDepot(this, 0);
if (tfdd.best_length == (uint)-1) return false;
if (location != NULL) *location = tfdd.tile;
if (destination != NULL) *destination = GetDepotByTile(tfdd.tile)->index;
if (reverse != NULL) *reverse = tfdd.reverse;
return true;
}
/** Send a train to a depot
* @param tile unused
* @param flags type of operation
* @param p1 train to send to the depot
* @param p2 various bitmasked elements
* - p2 bit 0-3 - DEPOT_ flags (see vehicle.h)
* - p2 bit 8-10 - VLW flag (for mass goto depot)
*/
CommandCost CmdSendTrainToDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (p2 & DEPOT_MASS_SEND) {
/* Mass goto depot requested */
if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_player, (p2 & VLW_MASK), p1);
}
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_TRAIN) return CMD_ERROR;
return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
}
void OnTick_Train()
{
_age_cargo_skip_counter = (_age_cargo_skip_counter == 0) ? 184 : (_age_cargo_skip_counter - 1);
}
static const int8 _vehicle_smoke_pos[8] = {
1, 1, 1, 0, -1, -1, -1, 0
};
static void HandleLocomotiveSmokeCloud(const Vehicle *v)
{
bool sound = false;
if (v->vehstatus & VS_TRAIN_SLOWING || v->load_unload_time_rem != 0 || v->cur_speed < 2) {
return;
}
const Vehicle *u = v;
do {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
int effect_offset = GB(v->u.rail.cached_vis_effect, 0, 4) - 8;
byte effect_type = GB(v->u.rail.cached_vis_effect, 4, 2);
bool disable_effect = HasBit(v->u.rail.cached_vis_effect, 6);
/* no smoke? */
if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
disable_effect ||
v->vehstatus & VS_HIDDEN) {
continue;
}
/* No smoke in depots or tunnels */
if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
/* No sparks for electric vehicles on nonelectrified tracks */
if (!HasPowerOnRail(v->u.rail.railtype, GetTileRailType(v->tile))) continue;
if (effect_type == 0) {
/* Use default effect type for engine class. */
effect_type = rvi->engclass;
} else {
effect_type--;
}
int x = _vehicle_smoke_pos[v->direction] * effect_offset;
int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
if (HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
x = -x;
y = -y;
}
switch (effect_type) {
case 0:
/* steam smoke. */
if (GB(v->tick_counter, 0, 4) == 0) {
CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
sound = true;
}
break;
case 1:
/* diesel smoke */
if (u->cur_speed <= 40 && Chance16(15, 128)) {
CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
sound = true;
}
break;
case 2:
/* blue spark */
if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
sound = true;
}
break;
default:
break;
}
} while ((v = v->Next()) != NULL);
if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
}
void Train::PlayLeaveStationSound() const
{
static const SoundFx sfx[] = {
SND_04_TRAIN,
SND_0A_TRAIN_HORN,
SND_0A_TRAIN_HORN,
SND_47_MAGLEV_2,
SND_41_MAGLEV
};
if (PlayVehicleSound(this, VSE_START)) return;
EngineID engtype = this->engine_type;
SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
}
/** Check if the train is on the last reserved tile and try to extend the path then. */
static void CheckNextTrainTile(Vehicle *v)
{
/* Don't do any look-ahead if path_backoff_interval is 255. */
if (_settings_game.pf.path_backoff_interval == 255) return;
/* Exit if we reached our destination or are inside a depot. */
if ((v->tile == v->dest_tile && !v->current_order.IsType(OT_GOTO_STATION)) || v->u.rail.track & TRACK_BIT_DEPOT) return;
/* Exit if we are on a station tile and are going to stop. */
if (IsRailwayStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
/* Exit if the current order doesn't have a destination, but the train has orders. */
if ((v->current_order.IsType(OT_NOTHING) || v->current_order.IsType(OT_LEAVESTATION)) && v->num_orders > 0) return;
Trackdir td = GetVehicleTrackdir(v);
/* On a tile with a red non-pbs signal, don't look ahead. */
if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
!IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
CFollowTrackRail ft(v);
if (!ft.Follow(v->tile, td)) return;
if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
/* Next tile is not reserved. */
if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
/* If the next tile is a PBS signal, try to make a reservation. */
TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
}
ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
}
}
}
}
static bool CheckTrainStayInDepot(Vehicle *v)
{
/* bail out if not all wagons are in the same depot or not in a depot at all */
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
if (u->u.rail.track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
}
/* if the train got no power, then keep it in the depot */
if (v->u.rail.cached_power == 0) {
v->vehstatus |= VS_STOPPED;
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
return true;
}
SigSegState seg_state;
if (v->u.rail.force_proceed == 0) {
/* force proceed was not pressed */
if (++v->load_unload_time_rem < 37) {
InvalidateWindowClasses(WC_TRAINS_LIST);
return true;
}
v->load_unload_time_rem = 0;
seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
if (seg_state == SIGSEG_FULL || GetDepotWaypointReservation(v->tile)) {
/* Full and no PBS signal in block or depot reserved, can't exit. */
InvalidateWindowClasses(WC_TRAINS_LIST);
return true;
}
} else {
seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
}
/* Only leave when we can reserve a path to our destination. */
if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->u.rail.force_proceed == 0) {
/* No path and no force proceed. */
InvalidateWindowClasses(WC_TRAINS_LIST);
MarkTrainAsStuck(v);
return true;
}
SetDepotWaypointReservation(v->tile, true);
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
VehicleServiceInDepot(v);
InvalidateWindowClasses(WC_TRAINS_LIST);
v->PlayLeaveStationSound();
v->u.rail.track = TRACK_BIT_X;
if (v->direction & 2) v->u.rail.track = TRACK_BIT_Y;
v->vehstatus &= ~VS_HIDDEN;
v->cur_speed = 0;
v->UpdateDeltaXY(v->direction);
v->cur_image = v->GetImage(v->direction);
VehiclePositionChanged(v);
UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
UpdateTrainAcceleration(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
return false;
}
/** Clear the reservation of a tile that was just left by a wagon on track_dir. */
static void ClearPathReservation(TileIndex tile, Trackdir track_dir)
{
DiagDirection dir = TrackdirToExitdir(track_dir);
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
/* Are we just leaving a tunnel/bridge? */
if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
TileIndex end = GetOtherTunnelBridgeEnd(tile);
SetTunnelBridgeReservation(tile, false);
SetTunnelBridgeReservation(end, false);
if (_settings_client.gui.show_track_reservation) {
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(end);
}
}
} else if (IsRailwayStationTile(tile)) {
TileIndex new_tile = TileAddByDiagDir(tile, dir);
/* If the new tile is not a further tile of the same station, we
* clear the reservation for the whole platform. */
if (!IsCompatibleTrainStationTile(new_tile, tile)) {
SetRailwayStationPlatformReservation(tile, ReverseDiagDir(dir), false);
}
} else {
/* Any other tile */
UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
}
}
/** Free the reserved path in front of a vehicle. */
void FreeTrainTrackReservation(const Vehicle *v, TileIndex origin, Trackdir orig_td)
{
assert(IsFrontEngine(v));
TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
Trackdir td = orig_td != INVALID_TRACKDIR ? orig_td : GetVehicleTrackdir(v);
bool free_tile = tile != v->tile || !(IsRailwayStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
/* Don't free reservation if it's not ours. */
if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
CFollowTrackRail ft(v, GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes);
while (ft.Follow(tile, td)) {
tile = ft.m_new_tile;
TrackdirBits bits = (TrackdirBits)(ft.m_new_td_bits & (GetReservedTrackbits(tile) * 0x101));
td = RemoveFirstTrackdir(&bits);
assert(bits == TRACKDIR_BIT_NONE);
if (!IsValidTrackdir(td)) break;
if (IsTileType(tile, MP_RAILWAY)) {
if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
/* Conventional signal along trackdir: remove reservation and stop. */
UnreserveRailTrack(tile, TrackdirToTrack(td));
break;
}
if (HasPbsSignalOnTrackdir(tile, td)) {
if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
/* Red PBS signal? Can't be our reservation, would be green then. */
break;
} else {
/* Turn the signal back to red. */
SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
MarkTileDirtyByTile(tile);
}
} else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
break;
}
}
/* Don't free first station/bridge/tunnel if we are on it. */
if (free_tile || (!ft.m_is_station && !ft.m_is_tunnel && !ft.m_is_bridge)) ClearPathReservation(tile, td);
free_tile = true;
}
}
/** Check for station tiles */
struct TrainTrackFollowerData {
TileIndex dest_coords;
StationID station_index; ///< station index we're heading for
uint best_bird_dist;
uint best_track_dist;
TrackdirByte best_track;
};
static bool NtpCallbFindStation(TileIndex tile, TrainTrackFollowerData *ttfd, Trackdir track, uint length)
{
/* heading for nowhere? */
if (ttfd->dest_coords == 0) return false;
/* did we reach the final station? */
if ((ttfd->station_index == INVALID_STATION && tile == ttfd->dest_coords) || (
IsTileType(tile, MP_STATION) &&
IsRailwayStation(tile) &&
GetStationIndex(tile) == ttfd->station_index
)) {
/* We do not check for dest_coords if we have a station_index,
* because in that case the dest_coords are just an
* approximation of where the station is */
/* found station */
ttfd->best_track = track;
ttfd->best_bird_dist = 0;
return true;
} else {
/* didn't find station, keep track of the best path so far. */
uint dist = DistanceManhattan(tile, ttfd->dest_coords);
if (dist < ttfd->best_bird_dist) {
ttfd->best_bird_dist = dist;
ttfd->best_track = track;
}
return false;
}
}
static void FillWithStationData(TrainTrackFollowerData *fd, const Vehicle *v)
{
fd->dest_coords = v->dest_tile;
fd->station_index = v->current_order.IsType(OT_GOTO_STATION) ? v->current_order.GetDestination() : INVALID_STATION;
}
static const byte _initial_tile_subcoord[6][4][3] = {
{{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
{{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
{{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
{{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
{{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
{{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
};
static const byte _search_directions[6][4] = {
{ 0, 9, 2, 9 }, ///< track 1
{ 9, 1, 9, 3 }, ///< track 2
{ 9, 0, 3, 9 }, ///< track upper
{ 1, 9, 9, 2 }, ///< track lower
{ 3, 2, 9, 9 }, ///< track left
{ 9, 9, 1, 0 }, ///< track right
};
static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
/**
* Perform pathfinding for a train.
*
* @param v The train
* @param tile The tile the train is about to enter
* @param enterdir Diagonal direction the train is coming from
* @param tracks Usable tracks on the new tile
* @param path_not_found [out] Set to false if the pathfinder couldn't find a way to the destination
* @param do_track_reservation
* @param dest [out]
* @return The best track the train should follow
*/
static Track DoTrainPathfind(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
{
Track best_track;
#ifdef PF_BENCHMARK
TIC()
#endif
if (path_not_found) *path_not_found = false;
uint8 pathfinder = _settings_game.pf.pathfinder_for_trains;
if (do_track_reservation && pathfinder == VPF_NTP) pathfinder = VPF_NPF;
switch (pathfinder) {
case VPF_YAPF: { /* YAPF */
Trackdir trackdir = YapfChooseRailTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
if (trackdir != INVALID_TRACKDIR) {
best_track = TrackdirToTrack(trackdir);
} else {
best_track = FindFirstTrack(tracks);
}
} break;
case VPF_NPF: { /* NPF */
void *perf = NpfBeginInterval();
NPFFindStationOrTileData fstd;
NPFFillWithOrderData(&fstd, v, do_track_reservation);
PBSTileInfo origin = FollowTrainReservation(v);
assert(IsValidTrackdir(origin.trackdir));
NPFFoundTargetData ftd = NPFRouteToStationOrTile(origin.tile, origin.trackdir, true, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes);
if (dest != NULL) {
dest->tile = ftd.node.tile;
dest->trackdir = (Trackdir)ftd.node.direction;
dest->okay = ftd.res_okay;
}
if (ftd.best_trackdir == INVALID_TRACKDIR) {
/* We are already at our target. Just do something
* @todo maybe display error?
* @todo: go straight ahead if possible? */
best_track = FindFirstTrack(tracks);
} else {
/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
* the direction we need to take to get there, if ftd.best_bird_dist is not 0,
* we did not find our target, but ftd.best_trackdir contains the direction leading
* to the tile closest to our target. */
if (ftd.best_bird_dist != 0 && path_not_found != NULL) *path_not_found = true;
/* Discard enterdir information, making it a normal track */
best_track = TrackdirToTrack(ftd.best_trackdir);
}
int time = NpfEndInterval(perf);
DEBUG(yapf, 4, "[NPFT] %d us - %d rounds - %d open - %d closed -- ", time, 0, _aystar_stats_open_size, _aystar_stats_closed_size);
} break;
default:
case VPF_NTP: { /* NTP */
void *perf = NpfBeginInterval();
TrainTrackFollowerData fd;
FillWithStationData(&fd, v);
/* New train pathfinding */
fd.best_bird_dist = UINT_MAX;
fd.best_track_dist = UINT_MAX;
fd.best_track = INVALID_TRACKDIR;
NewTrainPathfind(tile - TileOffsByDiagDir(enterdir), v->dest_tile,
v->u.rail.compatible_railtypes, enterdir, (NTPEnumProc*)NtpCallbFindStation, &fd);
/* check whether the path was found or only 'guessed' */
if (fd.best_bird_dist != 0 && path_not_found != NULL) *path_not_found = true;
if (fd.best_track == INVALID_TRACKDIR) {
/* blaha */
best_track = FindFirstTrack(tracks);
} else {
best_track = TrackdirToTrack(fd.best_track);
}
int time = NpfEndInterval(perf);
DEBUG(yapf, 4, "[NTPT] %d us - %d rounds - %d open - %d closed -- ", time, 0, 0, 0);
} break;
}
#ifdef PF_BENCHMARK
TOC("PF time = ", 1)
#endif
return best_track;
}
/**
* Extend a train path as far as possible. Stops on encountering a safe tile,
* another reservation or a track choice.
* @return INVALID_TILE indicates that the reservation failed.
*/
static PBSTileInfo ExtendTrainReservation(const Vehicle *v, TrackBits *new_tracks, DiagDirection *enterdir)
{
bool no_90deg_turns = _settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg;
PBSTileInfo origin = FollowTrainReservation(v);
CFollowTrackRail ft(v);
TileIndex tile = origin.tile;
Trackdir cur_td = origin.trackdir;
while (ft.Follow(tile, cur_td)) {
if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
/* Possible signal tile. */
if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
}
if (no_90deg_turns) {
ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
}
/* Station, depot or waypoint are a possible target. */
bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRailTile(ft.m_new_tile));
if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
/* Choice found or possible target encountered.
* On finding a possible target, we need to stop and let the pathfinder handle the
* remaining path. This is because we don't know if this target is in one of our
* orders, so we might cause pathfinding to fail later on if we find a choice.
* This failure would cause a bogous call to TryReserveSafePath which might reserve
* a wrong path not leading to our next destination. */
if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
/* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
* actually starts its search at the first unreserved tile. */
if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
/* Choice found, path valid but not okay. Save info about the choice tile as well. */
if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
if (enterdir) *enterdir = ft.m_exitdir;
return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
}
tile = ft.m_new_tile;
cur_td = FindFirstTrackdir(ft.m_new_td_bits);
if (IsSafeWaitingPosition(v, tile, cur_td, true, no_90deg_turns)) {
bool wp_free = IsWaitingPositionFree(v, tile, cur_td, no_90deg_turns);
if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
/* Safe position is all good, path valid and okay. */
return PBSTileInfo(tile, cur_td, true);
}
if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
}
if (ft.m_err == CFollowTrackRail::EC_OWNER && ft.m_err == CFollowTrackRail::EC_NO_WAY) {
/* End of line, path valid and okay. */
return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
}
/* Sorry, can't reserve path, back out. */
tile = origin.tile;
cur_td = origin.trackdir;
TileIndex stopped = ft.m_old_tile;
Trackdir stopped_td = ft.m_old_td;
while (tile != stopped || cur_td != stopped_td) {
if (!ft.Follow(tile, cur_td)) break;
if (no_90deg_turns) {
ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
}
assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
tile = ft.m_new_tile;
cur_td = FindFirstTrackdir(ft.m_new_td_bits);
UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
}
/* Path invalid. */
return PBSTileInfo();
}
/**
* Try to reserve any path to a safe tile, ignoring the vehicle's destination.
* Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
*
* @param v The vehicle.
* @param tile The tile the search should start from.
* @param td The trackdir the search should start from.
* @param override_tailtype Whether all physically compatible railtypes should be followed.
* @return True if a path to a safe stopping tile could be reserved.
*/
static bool TryReserveSafeTrack(const Vehicle* v, TileIndex tile, Trackdir td, bool override_tailtype)
{
if (_settings_game.pf.pathfinder_for_trains == VPF_YAPF) {
return YapfRailFindNearestSafeTile(v, tile, td, override_tailtype);
} else {
return NPFRouteToSafeTile(v, tile, td, override_tailtype).res_okay;
}
}
/**
* Query the next order after a certain order index.
*
* @param v The vehicle
* @param order_index [in/out] Index of the current order, returns index of the chosen order
* @return Pointer to the order or NULL if the order chain was completely followed
* without finding a suitable order.
*/
static const Order* GetNextTrainOrder(const Vehicle *v, VehicleOrderID *order_index)
{
++(*order_index);
do {
/* Wrap around. */
if (*order_index >= v->num_orders) *order_index = 0;
Order *order = GetVehicleOrder(v, *order_index);
assert(order != NULL);
switch (order->GetType()) {
case OT_GOTO_DEPOT:
/* Skip service in depot orders when the train doesn't need service. */
if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !v->NeedsServicing()) break;
case OT_GOTO_STATION:
case OT_GOTO_WAYPOINT:
return order;
case OT_CONDITIONAL: {
VehicleOrderID next = ProcessConditionalOrder(order, v);
if (next != INVALID_VEH_ORDER_ID) {
*order_index = next;
continue;
}
break;
}
default:
break;
}
++(*order_index);
} while (*order_index != v->cur_order_index);
return NULL;
}
/* choose a track */
static Track ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
{
Track best_track = INVALID_TRACK;
bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
bool changed_signal = false;
assert((tracks & ~TRACK_BIT_MASK) == 0);
if (got_reservation != NULL) *got_reservation = false;
/* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
/* Do we have a suitable reserved track? */
if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
/* Quick return in case only one possible track is available */
if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
Track track = FindFirstTrack(tracks);
/* We need to check for signals only here, as a junction tile can't have signals. */
if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
do_track_reservation = true;
changed_signal = true;
SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
} else if (!do_track_reservation) {
return track;
}
best_track = track;
}
PBSTileInfo res_dest(tile, INVALID_TRACKDIR, false);
DiagDirection dest_enterdir = enterdir;
if (do_track_reservation) {
/* Check if the train needs service here, so it has a chance to always find a depot.
* Also check if the current order is a service order so we don't reserve a path to
* the destination but instead to the next one if service isn't needed. */
CheckIfTrainNeedsService(v);
if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
if (res_dest.tile == INVALID_TILE) {
/* Reservation failed? */
if (mark_stuck) MarkTrainAsStuck(v);
if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
return FindFirstTrack(tracks);
}
}
if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
/* Pathfinders are able to tell that route was only 'guessed'. */
bool path_not_found = false;
TileIndex new_tile = res_dest.tile;
Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest);
if (new_tile == tile) best_track = next_track;
/* handle "path not found" state */
if (path_not_found) {
/* PF didn't find the route */
if (!HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
/* it is first time the problem occurred, set the "path not found" flag */
SetBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
/* and notify user about the event */
if (_settings_client.gui.lost_train_warn && v->owner == _local_player) {
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_LOST,
NS_ADVICE,
v->index,
0);
}
}
} else {
/* route found, is the train marked with "path not found" flag? */
if (HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
/* clear the flag as the PF's problem was solved */
ClrBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
/* can we also delete the "News" item somehow? */
}
}
}
/* No track reservation requested -> finished. */
if (!do_track_reservation) return best_track;
/* A path was found, but could not be reserved. */
if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
if (mark_stuck) MarkTrainAsStuck(v);
FreeTrainTrackReservation(v);
return best_track;
}
/* No possible reservation target found, we are probably lost. */
if (res_dest.tile == INVALID_TILE) {
/* Try to find any safe destination. */
PBSTileInfo origin = FollowTrainReservation(v);
if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
best_track = FindFirstTrack(res);
TryReserveRailTrack(v->tile, TrackdirToTrack(GetVehicleTrackdir(v)));
if (got_reservation != NULL) *got_reservation = true;
if (changed_signal) MarkTileDirtyByTile(tile);
} else {
FreeTrainTrackReservation(v);
if (mark_stuck) MarkTrainAsStuck(v);
}
return best_track;
}
if (got_reservation != NULL) *got_reservation = true;
/* Reservation target found and free, check if it is safe. */
Order cur_order = v->current_order;
TileIndex cur_dest_tile = v->dest_tile;
VehicleOrderID order_index = v->cur_order_index;
while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
/* Extend reservation until we have found a safe position. */
DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
TileIndex next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
TrackBits reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
}
/* Get next order with destination. */
const Order *order = GetNextTrainOrder(v, &order_index);
if (order != NULL) {
v->current_order = *order;
UpdateOrderDest(v, order);
PBSTileInfo cur_dest;
DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, true, &cur_dest);
if (cur_dest.tile != INVALID_TILE) {
res_dest = cur_dest;
if (res_dest.okay) continue;
/* Path found, but could not be reserved. */
FreeTrainTrackReservation(v);
if (mark_stuck) MarkTrainAsStuck(v);
if (got_reservation != NULL) *got_reservation = false;
changed_signal = false;
break;
}
}
/* No order or no safe position found, try any position. */
if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
FreeTrainTrackReservation(v);
if (mark_stuck) MarkTrainAsStuck(v);
if (got_reservation != NULL) *got_reservation = false;
changed_signal = false;
}
break;
}
v->current_order = cur_order;
v->dest_tile = cur_dest_tile;
TryReserveRailTrack(v->tile, TrackdirToTrack(GetVehicleTrackdir(v)));
if (changed_signal) MarkTileDirtyByTile(tile);
return best_track;
}
/**
* Try to reserve a path to a safe position.
*
* @param v The vehicle
* @return True if a path could be reserved
*/
bool TryPathReserve(Vehicle *v, bool mark_as_stuck, bool first_tile_okay)
{
assert(v->type == VEH_TRAIN && IsFrontEngine(v));
/* We have to handle depots specially as the track follower won't look
* at the depot tile itself but starts from the next tile. If we are still
* inside the depot, a depot reservation can never be ours. */
if (v->u.rail.track & TRACK_BIT_DEPOT) {
if (GetDepotWaypointReservation(v->tile)) {
if (mark_as_stuck) MarkTrainAsStuck(v);
return false;
} else {
/* Depot not reserved, but the next tile might be. */
TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
}
}
/* Special check if we are in front of a two-sided conventional signal. */
DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
TileIndex next_tile = TileAddByDiagDir(v->tile, dir);
if (IsTileType(next_tile, MP_RAILWAY) && HasReservedTracks(next_tile, DiagdirReachesTracks(dir))) {
/* Can have only one reserved trackdir. */
Trackdir td = FindFirstTrackdir((TrackdirBits)(GetReservedTrackbits(next_tile) * 0x101 & DiagdirReachesTrackdirs(dir)));
if (HasSignalOnTrackdir(next_tile, td) && HasSignalOnTrackdir(next_tile, ReverseTrackdir(td)) &&
!IsPbsSignal(GetSignalType(next_tile, TrackdirToTrack(td)))) {
/* Signal already reserved, is not ours. */
if (mark_as_stuck) MarkTrainAsStuck(v);
return false;
}
}
Vehicle *other_train = NULL;
PBSTileInfo origin = FollowTrainReservation(v, &other_train);
/* If we have a reserved path and the path ends at a safe tile, we are finished already. */
if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
/* Can't be stuck then. */
if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
return true;
}
/* The path we are driving on is alread blocked by some other train.
* This can only happen when tracks and signals are changed. A crash
* is probably imminent, don't do any further reservation because
* it might cause stale reservations. */
if (other_train != NULL && v->tile != origin.tile) {
if (mark_as_stuck) MarkTrainAsStuck(v);
return false;
}
/* If we are in a depot, tentativly reserve the depot. */
if (v->u.rail.track & TRACK_BIT_DEPOT) {
SetDepotWaypointReservation(v->tile, true);
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
}
DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
TileIndex new_tile = TileAddByDiagDir(origin.tile, exitdir);
TrackBits reachable = TrackdirBitsToTrackBits((TrackdirBits)GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0) & DiagdirReachesTrackdirs(exitdir));
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
bool res_made = false;
ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
if (!res_made) {
/* Free the depot reservation as well. */
if (v->u.rail.track & TRACK_BIT_DEPOT) SetDepotWaypointReservation(v->tile, false);
return false;
}
if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
return true;
}
static bool CheckReverseTrain(Vehicle *v)
{
if (_settings_game.difficulty.line_reverse_mode != 0 ||
v->u.rail.track == TRACK_BIT_DEPOT || v->u.rail.track == TRACK_BIT_WORMHOLE ||
!(v->direction & 1)) {
return false;
}
TrainTrackFollowerData fd;
FillWithStationData(&fd, v);
uint reverse_best = 0;
assert(v->u.rail.track);
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_YAPF: /* YAPF */
reverse_best = YapfCheckReverseTrain(v);
break;
case VPF_NPF: { /* NPF */
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
Vehicle *last = GetLastVehicleInChain(v);
NPFFillWithOrderData(&fstd, v);
Trackdir trackdir = GetVehicleTrackdir(v);
Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
assert(trackdir != INVALID_TRACKDIR);
assert(trackdir_rev != INVALID_TRACKDIR);
ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes);
if (ftd.best_bird_dist != 0) {
/* We didn't find anything, just keep on going straight ahead */
reverse_best = false;
} else {
if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) {
reverse_best = true;
} else {
reverse_best = false;
}
}
} break;
default:
case VPF_NTP: { /* NTP */
int i = _search_directions[FindFirstTrack(v->u.rail.track)][DirToDiagDir(v->direction)];
int best_track = -1;
uint reverse = 0;
uint best_bird_dist = 0;
uint best_track_dist = 0;
for (;;) {
fd.best_bird_dist = UINT_MAX;
fd.best_track_dist = UINT_MAX;
NewTrainPathfind(v->tile, v->dest_tile, v->u.rail.compatible_railtypes, (DiagDirection)(reverse ^ i), (NTPEnumProc*)NtpCallbFindStation, &fd);
if (best_track != -1) {
if (best_bird_dist != 0) {
if (fd.best_bird_dist != 0) {
/* neither reached the destination, pick the one with the smallest bird dist */
if (fd.best_bird_dist > best_bird_dist) goto bad;
if (fd.best_bird_dist < best_bird_dist) goto good;
} else {
/* we found the destination for the first time */
goto good;
}
} else {
if (fd.best_bird_dist != 0) {
/* didn't find destination, but we've found the destination previously */
goto bad;
} else {
/* both old & new reached the destination, compare track length */
if (fd.best_track_dist > best_track_dist) goto bad;
if (fd.best_track_dist < best_track_dist) goto good;
}
}
/* if we reach this position, there's two paths of equal value so far.
* pick one randomly. */
int r = GB(Random(), 0, 8);
if (_pick_track_table[i] == (v->direction & 3)) r += 80;
if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
if (r <= 127) goto bad;
}
good:;
best_track = i;
best_bird_dist = fd.best_bird_dist;
best_track_dist = fd.best_track_dist;
reverse_best = reverse;
bad:;
if (reverse != 0) break;
reverse = 2;
}
} break;
}
return reverse_best != 0;
}
TileIndex Train::GetOrderStationLocation(StationID station)
{
if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
const Station *st = GetStation(station);
if (!(st->facilities & FACIL_TRAIN)) {
/* The destination station has no trainstation tiles. */
this->cur_order_index++;
return 0;
}
return st->xy;
}
void Train::MarkDirty()
{
Vehicle *v = this;
do {
v->cur_image = v->GetImage(v->direction);
MarkSingleVehicleDirty(v);
} while ((v = v->Next()) != NULL);
/* need to update acceleration and cached values since the goods on the train changed. */
TrainCargoChanged(this);
UpdateTrainAcceleration(this);
}
static int UpdateTrainSpeed(Vehicle *v)
{
uint accel;
if (v->vehstatus & VS_STOPPED || HasBit(v->u.rail.flags, VRF_REVERSING) || HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
if (_settings_game.vehicle.realistic_acceleration) {
accel = GetTrainAcceleration(v, AM_BRAKE) * 2;
} else {
accel = v->acceleration * -2;
}
} else {
if (_settings_game.vehicle.realistic_acceleration) {
accel = GetTrainAcceleration(v, AM_ACCEL);
} else {
accel = v->acceleration;
}
}
uint spd = v->subspeed + accel * 2;
v->subspeed = (byte)spd;
{
int tempmax = v->max_speed;
if (v->cur_speed > v->max_speed)
tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
v->cur_speed = spd = Clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
}
if (!(v->direction & 1)) spd = spd * 3 >> 2;
spd += v->progress;
v->progress = (byte)spd;
return (spd >> 8);
}
static void TrainEnterStation(Vehicle *v, StationID station)
{
v->last_station_visited = station;
/* check if a train ever visited this station before */
Station *st = GetStation(station);
if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
st->had_vehicle_of_type |= HVOT_TRAIN;
SetDParam(0, st->index);
AddNewsItem(
STR_8801_CITIZENS_CELEBRATE_FIRST,
v->owner == _local_player ? NS_ARRIVAL_PLAYER : NS_ARRIVAL_OTHER,
v->index,
0
);
}
v->BeginLoading();
StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
}
static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
{
byte old_z = v->z_pos;
v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
if (new_tile) {
ClrBit(v->u.rail.flags, VRF_GOINGUP);
ClrBit(v->u.rail.flags, VRF_GOINGDOWN);
if (v->u.rail.track == TRACK_BIT_X || v->u.rail.track == TRACK_BIT_Y) {
/* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
* To check whether the current tile is sloped, and in which
* direction it is sloped, we get the 'z' at the center of
* the tile (middle_z) and the edge of the tile (old_z),
* which we then can compare. */
static const int HALF_TILE_SIZE = TILE_SIZE / 2;
static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
/* For some reason tunnel tiles are always given as sloped :(
* But they are not sloped... */
if (middle_z != v->z_pos && !IsTunnelTile(TileVirtXY(v->x_pos, v->y_pos))) {
SetBit(v->u.rail.flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
}
}
}
VehiclePositionChanged(v);
EndVehicleMove(v);
return old_z;
}
static const Direction _new_vehicle_direction_table[11] = {
DIR_N , DIR_NW, DIR_W , INVALID_DIR,
DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
DIR_E , DIR_SE, DIR_S
};
static inline Direction GetNewVehicleDirectionByTile(TileIndex new_tile, TileIndex old_tile)
{
uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 +
TileX(new_tile) - TileX(old_tile) + 1;
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
static inline int GetDirectionToVehicle(const Vehicle *v, int x, int y)
{
byte offs;
x -= v->x_pos;
if (x >= 0) {
offs = (x > 2) ? 0 : 1;
} else {
offs = (x < -2) ? 2 : 1;
}
y -= v->y_pos;
if (y >= 0) {
offs += ((y > 2) ? 0 : 1) * 4;
} else {
offs += ((y < -2) ? 2 : 1) * 4;
}
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
/* Check if the vehicle is compatible with the specified tile */
static inline bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
{
return
IsTileOwner(tile, v->owner) && (
!IsFrontEngine(v) ||
HasBit(v->u.rail.compatible_railtypes, GetRailType(tile))
);
}
struct RailtypeSlowdownParams {
byte small_turn, large_turn;
byte z_up; // fraction to remove when moving up
byte z_down; // fraction to remove when moving down
};
static const RailtypeSlowdownParams _railtype_slowdown[] = {
// normal accel
{256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
{256 / 4, 256 / 2, 256 / 4, 2}, ///< electrified
{256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
{0, 256 / 2, 256 / 4, 2}, ///< maglev
};
/** Modify the speed of the vehicle due to a turn */
static inline void AffectSpeedByDirChange(Vehicle *v, Direction new_dir)
{
if (_settings_game.vehicle.realistic_acceleration) return;
DirDiff diff = DirDifference(v->direction, new_dir);
if (diff == DIRDIFF_SAME) return;
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
}
/** Modify the speed of the vehicle due to a change in altitude */
static inline void AffectSpeedByZChange(Vehicle *v, byte old_z)
{
if (old_z == v->z_pos || _settings_game.vehicle.realistic_acceleration) return;
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
if (old_z < v->z_pos) {
v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
} else {
uint16 spd = v->cur_speed + rsp->z_down;
if (spd <= v->max_speed) v->cur_speed = spd;
}
}
static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
{
if (IsTileType(tile, MP_RAILWAY) &&
GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
Trackdir trackdir = FindFirstTrackdir(tracks);
if (UpdateSignalsOnSegment(tile, TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
/* A PBS block with a non-PBS signal facing us? */
if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
}
}
return false;
}
static void SetVehicleCrashed(Vehicle *v)
{
if (v->u.rail.crash_anim_pos != 0) return;
/* Free a possible path reservation and try to mark all tiles occupied by the train reserved. */
if (IsFrontEngine(v)) {
/* Remove all reservations, also the ones currently under the train
* and any railway station paltform reservation. */
FreeTrainTrackReservation(v);
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
ClearPathReservation(u->tile, GetVehicleTrackdir(u));
if (IsTileType(u->tile, MP_TUNNELBRIDGE)) {
/* ClearPathReservation will not free the wormhole exit
* if the train has just entered the wormhole. */
SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(u->tile), false);
}
}
}
/* we may need to update crossing we were approaching */
TileIndex crossing = TrainApproachingCrossingTile(v);
v->u.rail.crash_anim_pos++;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (v->u.rail.track == TRACK_BIT_DEPOT) {
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
for (; v != NULL; v = v->Next()) {
v->vehstatus |= VS_CRASHED;
MarkSingleVehicleDirty(v);
}
/* must be updated after the train has been marked crashed */
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
}
static uint CountPassengersInTrain(const Vehicle *v)
{
uint num = 0;
for (; v != NULL; v = v->Next()) {
if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) num += v->cargo.Count();
}
return num;
}
struct TrainCollideChecker {
Vehicle *v; ///< vehicle we are testing for collision
uint num; ///< number of dead if train collided
};
static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
{
TrainCollideChecker *tcc = (TrainCollideChecker*)data;
if (v->type != VEH_TRAIN) return NULL;
/* get first vehicle now to make most usual checks faster */
Vehicle *coll = v->First();
/* can't collide with own wagons && can't crash in depot && the same height level */
if (coll != tcc->v && v->u.rail.track != TRACK_BIT_DEPOT && abs(v->z_pos - tcc->v->z_pos) < 6) {
int x_diff = v->x_pos - tcc->v->x_pos;
int y_diff = v->y_pos - tcc->v->y_pos;
/* needed to disable possible crash of competitor train in station by building diagonal track at its end */
if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
if (!(tcc->v->vehstatus & VS_CRASHED)) {
/* two drivers + passengers killed in train tcc->v (if it was not crashed already) */
tcc->num += 2 + CountPassengersInTrain(tcc->v);
SetVehicleCrashed(tcc->v);
}
if (!(coll->vehstatus & VS_CRASHED)) {
/* two drivers + passengers killed in train coll (if it was not crashed already) */
tcc->num += 2 + CountPassengersInTrain(coll);
SetVehicleCrashed(coll);
}
/* Try to reserve all tiles directly under the crashed trains.
* As there might be more than two trains involved, we have to do that for all vehicles */
const Vehicle *u;
FOR_ALL_VEHICLES(u) {
if (u->type == VEH_TRAIN && HASBITS(u->vehstatus, VS_CRASHED) && (u->u.rail.track & TRACK_BIT_DEPOT) == TRACK_BIT_NONE) {
TrackBits trackbits = u->u.rail.track;
if ((trackbits & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(u->tile));
}
TryReserveRailTrack(u->tile, TrackBitsToTrack(trackbits));
}
}
}
return NULL;
}
/**
* Checks whether the specified train has a collision with another vehicle. If
* so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
* Reports the incident in a flashy news item, modifies station ratings and
* plays a sound.
*/
static void CheckTrainCollision(Vehicle *v)
{
/* can't collide in depot */
if (v->u.rail.track == TRACK_BIT_DEPOT) return;
assert(v->u.rail.track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
TrainCollideChecker tcc;
tcc.v = v;
tcc.num = 0;
/* find colliding vehicles */
if (v->u.rail.track == TRACK_BIT_WORMHOLE) {
VehicleFromPos(v->tile, &tcc, FindTrainCollideEnum);
VehicleFromPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
} else {
VehicleFromPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
}
/* any dead -> no crash */
if (tcc.num == 0) return;
SetDParam(0, tcc.num);
AddNewsItem(STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL,
NS_ACCIDENT_VEHICLE,
v->index,
0
);
ModifyStationRatingAround(v->tile, v->owner, -160, 30);
SndPlayVehicleFx(SND_13_BIG_CRASH, v);
}
static Vehicle *CheckVehicleAtSignal(Vehicle *v, void *data)
{
DiagDirection exitdir = *(DiagDirection *)data;
/* front engine of a train, not inside wormhole or depot, not crashed */
if (v->type == VEH_TRAIN && IsFrontEngine(v) && (v->u.rail.track & TRACK_BIT_MASK) != 0 && !(v->vehstatus & VS_CRASHED)) {
if (v->cur_speed <= 5 && TrainExitDir(v->direction, v->u.rail.track) == exitdir) return v;
}
return NULL;
}
static void TrainController(Vehicle *v, Vehicle *nomove, bool update_image)
{
Vehicle *prev;
/* For every vehicle after and including the given vehicle */
for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
DiagDirection enterdir = DIAGDIR_BEGIN;
bool update_signals_crossing = false; // will we update signals or crossing state?
BeginVehicleMove(v);
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
if (v->u.rail.track != TRACK_BIT_WORMHOLE) {
/* Not inside tunnel */
if (gp.old_tile == gp.new_tile) {
/* Staying in the old tile */
if (v->u.rail.track == TRACK_BIT_DEPOT) {
/* Inside depot */
gp.x = v->x_pos;
gp.y = v->y_pos;
} else {
/* Not inside depot */
if (IsFrontEngine(v) && !TrainCheckIfLineEnds(v)) return;
uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (HasBit(r, VETS_CANNOT_ENTER)) {
goto invalid_rail;
}
if (HasBit(r, VETS_ENTERED_STATION)) {
TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
return;
}
if (v->Next() == NULL && IsRailDepotTile(v->tile) && HasBit(r, VETS_ENTERED_WORMHOLE)) {
SetDepotWaypointReservation(v->tile, false);
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
}
if (v->current_order.IsType(OT_LEAVESTATION)) {
v->current_order.Free();
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
} else {
/* A new tile is about to be entered. */
/* Determine what direction we're entering the new tile from */
Direction dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile);
enterdir = DirToDiagDir(dir);
assert(IsValidDiagDirection(enterdir));
/* Get the status of the tracks in the new tile and mask
* away the bits that aren't reachable. */
TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg && prev == NULL) {
/* We allow wagons to make 90 deg turns, because forbid_90_deg
* can be switched on halfway a turn */
bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
}
if (bits == TRACK_BIT_NONE) goto invalid_rail;
/* Check if the new tile contrains tracks that are compatible
* with the current train, if not, bail out. */
if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
TrackBits chosen_track;
if (prev == NULL) {
/* Currently the locomotive is active. Determine which one of the
* available tracks to choose */
chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
/* Check if it's a red signal and that force proceed is not clicked. */
if (red_signals & chosen_track && v->u.rail.force_proceed == 0) {
/* In front of a red signal */
Trackdir i = FindFirstTrackdir(trackdirbits);
/* Don't handle stuck trains here. */
if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) return;
if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255 - 100;
if (++v->load_unload_time_rem < _settings_game.pf.wait_oneway_signal * 20) return;
} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255 - 10;
if (++v->load_unload_time_rem < _settings_game.pf.wait_twoway_signal * 73) {
DiagDirection exitdir = TrackdirToExitdir(i);
TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
exitdir = ReverseDiagDir(exitdir);
/* check if a train is waiting on the other side */
if (VehicleFromPos(o_tile, &exitdir, &CheckVehicleAtSignal) == NULL) return;
}
}
/* If we would reverse but are currently in a PBS block and
* reversing of stuck trains is disabled, don't reverse. */
if (_settings_game.pf.wait_for_pbs_path == 255 && UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
v->load_unload_time_rem = 0;
return;
}
goto reverse_train_direction;
} else {
TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
}
} else {
static const TrackBits _matching_tracks[8] = {
TRACK_BIT_LEFT | TRACK_BIT_RIGHT, TRACK_BIT_X,
TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y,
TRACK_BIT_LEFT | TRACK_BIT_RIGHT, TRACK_BIT_X,
TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y
};
/* The wagon is active, simply follow the prev vehicle. */
chosen_track = (TrackBits)(byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits);
}
/* Make sure chosen track is a valid track */
assert(
chosen_track == TRACK_BIT_X || chosen_track == TRACK_BIT_Y ||
chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
chosen_track == TRACK_BIT_LEFT || chosen_track == TRACK_BIT_RIGHT);
/* Update XY to reflect the entrance to the new tile, and select the direction to use */
const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
gp.x = (gp.x & ~0xF) | b[0];
gp.y = (gp.y & ~0xF) | b[1];
Direction chosen_dir = (Direction)b[2];
/* Call the landscape function and tell it that the vehicle entered the tile */
uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (HasBit(r, VETS_CANNOT_ENTER)) {
goto invalid_rail;
}
if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
Track track = FindFirstTrack(chosen_track);
Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
if (IsFrontEngine(v) && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
MarkTileDirtyByTile(gp.new_tile);
}
/* Clear any track reservation when the last vehicle leaves the tile */
if (v->Next() == NULL) ClearPathReservation(v->tile, GetVehicleTrackdir(v));
v->tile = gp.new_tile;
if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
TrainPowerChanged(v->First());
}
v->u.rail.track = chosen_track;
assert(v->u.rail.track);
}
/* We need to update signal status, but after the vehicle position hash
* has been updated by AfterSetTrainPos() */
update_signals_crossing = true;
if (prev == NULL) AffectSpeedByDirChange(v, chosen_dir);
v->direction = chosen_dir;
if (IsFrontEngine(v)) {
v->load_unload_time_rem = 0;
/* If we are approching a crossing that is reserved, play the sound now. */
TileIndex crossing = TrainApproachingCrossingTile(v);
if (crossing != INVALID_TILE && GetCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
/* Always try to extend the reservation when entering a tile. */
CheckNextTrainTile(v);
}
}
} else {
/* In a tunnel or on a bridge
* - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
* - for bridges, only the middle part - without the bridge heads */
if (!(v->vehstatus & VS_HIDDEN)) {
v->cur_speed =
min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
}
if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
/* Perform look-ahead on tunnel exit. */
if (IsFrontEngine(v)) {
TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
CheckNextTrainTile(v);
}
} else {
v->x_pos = gp.x;
v->y_pos = gp.y;
VehiclePositionChanged(v);
if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v);
continue;
}
}
/* update image of train, as well as delta XY */
v->UpdateDeltaXY(v->direction);
if (update_image) v->cur_image = v->GetImage(v->direction);
v->x_pos = gp.x;
v->y_pos = gp.y;
/* update the Z position of the vehicle */
byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
if (prev == NULL) {
/* This is the first vehicle in the train */
AffectSpeedByZChange(v, old_z);
}
if (update_signals_crossing) {
if (IsFrontEngine(v)) {
if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
/* We are entering a block with PBS signals right now, but
* not through a PBS signal. This means we don't have a
* reservation right now. As a conventional signal will only
* ever be green if no other train is in the block, getting
* a path should always be possible. If the player built
* such a strange network that it is not possible, the train
* will be marked as stuck and the player has to deal with
* the problem. */
if ((!HasReservedTracks(gp.new_tile, v->u.rail.track) &&
!TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->u.rail.track))) ||
!TryPathReserve(v)) {
MarkTrainAsStuck(v);
}
}
}
/* Signals can only change when the first
* (above) or the last vehicle moves. */
if (v->Next() == NULL) {
TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
}
}
/* Do not check on every tick to save some computing time. */
if (IsFrontEngine(v) && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
}
return;
invalid_rail:
/* We've reached end of line?? */
if (prev != NULL) error("Disconnecting train");
reverse_train_direction:
v->load_unload_time_rem = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
}
/** Collect trackbits of all crashed train vehicles on a tile
* @param v Vehicle passed from VehicleFromPos()
* @param data trackdirbits for the result
* @return NULL to not abort VehicleFromPos()
*/
static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
{
TrackBits *trackbits = (TrackBits *)data;
if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
if ((v->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
*trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
} else {
*trackbits |= v->u.rail.track;
}
}
return NULL;
}
/**
* Deletes/Clears the last wagon of a crashed train. It takes the engine of the
* train, then goes to the last wagon and deletes that. Each call to this function
* will remove the last wagon of a crashed train. If this wagon was on a crossing,
* or inside a tunnel/bridge, recalculate the signals as they might need updating
* @param v the Vehicle of which last wagon is to be removed
*/
static void DeleteLastWagon(Vehicle *v)
{
Vehicle *first = v->First();
/* Go to the last wagon and delete the link pointing there
* *u is then the one-before-last wagon, and *v the last
* one which will physicially be removed */
Vehicle *u = v;
for (; v->Next() != NULL; v = v->Next()) u = v;
u->SetNext(NULL);
if (first == v) {
/* Removing front vehicle (the last to go) */
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
InvalidateWindow(WC_COMPANY, v->owner);
} else {
/* Recalculate cached train properties */
TrainConsistChanged(first, false);
/* Update the depot window if the first vehicle is in depot -
* if v == first, then it is updated in PreDestructor() */
if (first->u.rail.track == TRACK_BIT_DEPOT) {
InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
}
}
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
MarkSingleVehicleDirty(v);
/* 'v' shouldn't be accessed after it has been deleted */
TrackBits trackbits = v->u.rail.track;
TileIndex tile = v->tile;
Owner owner = v->owner;
delete v;
v = NULL; // make sure nobody will try to read 'v' anymore
if ((trackbits & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
}
Track track = TrackBitsToTrack(trackbits);
if (HasReservedTracks(tile, trackbits)) {
UnreserveRailTrack(tile, track);
/* If there are still crashed vehicles on the tile, give the track reservation to them */
TrackBits remaining_trackbits = TRACK_BIT_NONE;
VehicleFromPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
/* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
for (Track t = TRACK_BEGIN; t < TRACK_END; t++) {
if (HasBit(remaining_trackbits, t)) {
TryReserveRailTrack(tile, t);
}
}
}
/* check if the wagon was on a road/rail-crossing */
if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
/* Update signals */
if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
} else {
SetSignalsOnBothDir(tile, track, owner);
}
}
static void ChangeTrainDirRandomly(Vehicle *v)
{
static const DirDiff delta[] = {
DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
};
do {
/* We don't need to twist around vehicles if they're not visible */
if (!(v->vehstatus & VS_HIDDEN)) {
v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
BeginVehicleMove(v);
v->UpdateDeltaXY(v->direction);
v->cur_image = v->GetImage(v->direction);
/* Refrain from updating the z position of the vehicle when on
* a bridge, because AfterSetTrainPos will put the vehicle under
* the bridge in that case */
if (v->u.rail.track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
}
} while ((v = v->Next()) != NULL);
}
static void HandleCrashedTrain(Vehicle *v)
{
int state = ++v->u.rail.crash_anim_pos;
if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
}
uint32 r;
if (state <= 200 && Chance16R(1, 7, r)) {
int index = (r * 10 >> 16);
Vehicle *u = v;
do {
if (--index < 0) {
r = Random();
CreateEffectVehicleRel(u,
GB(r, 8, 3) + 2,
GB(r, 16, 3) + 2,
GB(r, 0, 3) + 5,
EV_EXPLOSION_SMALL);
break;
}
} while ((u = u->Next()) != NULL);
}
if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
if (state >= 4440 && !(v->tick_counter & 0x1F)) {
DeleteLastWagon(v);
InvalidateWindow(WC_REPLACE_VEHICLE, (v->group_id << 16) | VEH_TRAIN);
}
}
static void HandleBrokenTrain(Vehicle *v)
{
if (v->breakdown_ctr != 1) {
v->breakdown_ctr = 1;
v->cur_speed = 0;
if (v->breakdowns_since_last_service != 255)
v->breakdowns_since_last_service++;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
}
if (!(v->vehstatus & VS_HIDDEN)) {
Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2;
}
}
if (!(v->tick_counter & 3)) {
if (!--v->breakdown_delay) {
v->breakdown_ctr = 0;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
}
}
}
/** Maximum speeds for train that is broken down or approaching line end */
static const uint16 _breakdown_speeds[16] = {
225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
};
/**
* Train is approaching line end, slow down and possibly reverse
*
* @param v front train engine
* @param signal not line end, just a red signal
* @return true iff we did NOT have to reverse
*/
static bool TrainApproachingLineEnd(Vehicle *v, bool signal)
{
/* Calc position within the current tile */
uint x = v->x_pos & 0xF;
uint y = v->y_pos & 0xF;
/* for diagonal directions, 'x' will be 0..15 -
* for other directions, it will be 1, 3, 5, ..., 15 */
switch (v->direction) {
case DIR_N : x = ~x + ~y + 25; break;
case DIR_NW: x = y; /* FALLTHROUGH */
case DIR_NE: x = ~x + 16; break;
case DIR_E : x = ~x + y + 9; break;
case DIR_SE: x = y; break;
case DIR_S : x = x + y - 7; break;
case DIR_W : x = ~y + x + 9; break;
default: break;
}
/* do not reverse when approaching red signal */
if (!signal && x + 4 >= TILE_SIZE) {
/* we are too near the tile end, reverse now */
v->cur_speed = 0;
ReverseTrainDirection(v);
return false;
}
/* slow down */
v->vehstatus |= VS_TRAIN_SLOWING;
uint16 break_speed = _breakdown_speeds[x & 0xF];
if (break_speed < v->cur_speed) v->cur_speed = break_speed;
return true;
}
/**
* Determines whether train would like to leave the tile
* @param v train to test
* @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
*/
static bool TrainCanLeaveTile(const Vehicle *v)
{
/* Exit if inside a tunnel/bridge or a depot */
if (v->u.rail.track == TRACK_BIT_WORMHOLE || v->u.rail.track == TRACK_BIT_DEPOT) return false;
TileIndex tile = v->tile;
/* entering a tunnel/bridge? */
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
DiagDirection dir = GetTunnelBridgeDirection(tile);
if (DiagDirToDir(dir) == v->direction) return false;
}
/* entering a depot? */
if (IsRailDepotTile(tile)) {
DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
if (DiagDirToDir(dir) == v->direction) return false;
}
return true;
}
/**
* Determines whether train is approaching a rail-road crossing
* (thus making it barred)
* @param v front engine of train
* @return TileIndex of crossing the train is approaching, else INVALID_TILE
* @pre v in non-crashed front engine
*/
static TileIndex TrainApproachingCrossingTile(const Vehicle *v)
{
assert(IsFrontEngine(v));
assert(!(v->vehstatus & VS_CRASHED));
if (!TrainCanLeaveTile(v)) return INVALID_TILE;
DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
TileIndex tile = v->tile + TileOffsByDiagDir(dir);
/* not a crossing || wrong axis || unusable rail (wrong type or owner) */
if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
!CheckCompatibleRail(v, tile)) {
return INVALID_TILE;
}
return tile;
}
/**
* Checks for line end. Also, bars crossing at next tile if needed
*
* @param v vehicle we are checking
* @return true iff we did NOT have to reverse
*/
static bool TrainCheckIfLineEnds(Vehicle *v)
{
/* First, handle broken down train */
int t = v->breakdown_ctr;
if (t > 1) {
v->vehstatus |= VS_TRAIN_SLOWING;
uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
if (break_speed < v->cur_speed) v->cur_speed = break_speed;
} else {
v->vehstatus &= ~VS_TRAIN_SLOWING;
}
if (!TrainCanLeaveTile(v)) return true;
/* Determine the non-diagonal direction in which we will exit this tile */
DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
/* Calculate next tile */
TileIndex tile = v->tile + TileOffsByDiagDir(dir);
/* Determine the track status on the next tile */
TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
/* We are sure the train is not entering a depot, it is detected above */
/* mask unreachable track bits if we are forbidden to do 90deg turns */
TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
}
/* no suitable trackbits at all || unusable rail (wrong type or owner) */
if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
return TrainApproachingLineEnd(v, false);
}
/* approaching red signal */
if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
/* approaching a rail/road crossing? then make it red */
if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
return true;
}
static void TrainLocoHandler(Vehicle *v, bool mode)
{
/* train has crashed? */
if (v->vehstatus & VS_CRASHED) {
if (!mode) HandleCrashedTrain(v);
return;
}
if (v->u.rail.force_proceed != 0) {
v->u.rail.force_proceed--;
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
/* train is broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenTrain(v);
return;
}
if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
}
if (HasBit(v->u.rail.flags, VRF_REVERSING) && v->cur_speed == 0) {
ReverseTrainDirection(v);
}
/* exit if train is stopped */
if (v->vehstatus & VS_STOPPED && v->cur_speed == 0) return;
bool valid_order = v->current_order.IsValid() && v->current_order.GetType() != OT_CONDITIONAL;
if (ProcessOrders(v) && CheckReverseTrain(v)) {
v->load_unload_time_rem = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
return;
}
v->HandleLoading(mode);
if (v->current_order.IsType(OT_LOADING)) return;
if (CheckTrainStayInDepot(v)) return;
if (!mode) HandleLocomotiveSmokeCloud(v);
/* We had no order but have an order now, do look ahead. */
if (!valid_order && v->current_order.IsValid()) {
CheckNextTrainTile(v);
}
/* Handle stuck trains. */
if (!mode && HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
++v->load_unload_time_rem;
/* Should we try reversing this tick if still stuck? */
bool turn_around = v->load_unload_time_rem % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
if (!turn_around && v->load_unload_time_rem % _settings_game.pf.path_backoff_interval != 0 && v->u.rail.force_proceed == 0) return;
if (!TryPathReserve(v)) {
/* Still stuck. */
if (turn_around) ReverseTrainDirection(v);
if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK) && v->load_unload_time_rem > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
/* Show message to player. */
if (_settings_client.gui.lost_train_warn && v->owner == _local_player) {
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_STUCK,
NS_ADVICE,
v->index,
0);
}
v->load_unload_time_rem = 0;
}
/* Exit if force proceed not pressed, else reset stuck flag anyway. */
if (v->u.rail.force_proceed == 0) return;
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
v->load_unload_time_rem = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
int j = UpdateTrainSpeed(v);
/* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
if (v->cur_speed == 0 && v->u.rail.last_speed == 0 && v->vehstatus & VS_STOPPED) {
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
if (j == 0) {
/* if the vehicle has speed 0, update the last_speed field. */
if (v->cur_speed != 0) return;
} else {
TrainCheckIfLineEnds(v);
do {
TrainController(v, NULL, true);
CheckTrainCollision(v);
if (v->cur_speed <= 0x100)
break;
} while (--j != 0);
}
SetLastSpeed(v, v->cur_speed);
}
Money Train::GetRunningCost() const
{
Money cost = 0;
const Vehicle *v = this;
do {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
byte cost_factor = GetVehicleProperty(v, 0x0D, rvi->running_cost);
if (cost_factor == 0) continue;
/* Halve running cost for multiheaded parts */
if (IsMultiheaded(v)) cost_factor /= 2;
cost += cost_factor * GetPriceByIndex(rvi->running_cost_class);
} while ((v = GetNextVehicle(v)) != NULL);
return cost;
}
void Train::Tick()
{
if (_age_cargo_skip_counter == 0) this->cargo.AgeCargo();
this->tick_counter++;
if (IsFrontEngine(this)) {
if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
this->current_order_time++;
TrainLocoHandler(this, false);
/* make sure vehicle wasn't deleted. */
if (this->type == VEH_TRAIN && IsFrontEngine(this))
TrainLocoHandler(this, true);
} else if (IsFreeWagon(this) && HASBITS(this->vehstatus, VS_CRASHED)) {
/* Delete flooded standalone wagon chain */
if (++this->u.rail.crash_anim_pos >= 4400) DeleteVehicleChain(this);
}
}
static void CheckIfTrainNeedsService(Vehicle *v)
{
static const uint MAX_ACCEPTABLE_DEPOT_DIST = 16;
if (_settings_game.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsInDepot()) {
VehicleServiceInDepot(v);
return;
}
TrainFindDepotData tfdd = FindClosestTrainDepot(v, MAX_ACCEPTABLE_DEPOT_DIST);
/* Only go to the depot if it is not too far out of our way. */
if (tfdd.best_length == (uint)-1 || tfdd.best_length > MAX_ACCEPTABLE_DEPOT_DIST) {
if (v->current_order.IsType(OT_GOTO_DEPOT)) {
/* If we were already heading for a depot but it has
* suddenly moved farther away, we continue our normal
* schedule? */
v->current_order.MakeDummy();
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
return;
}
const Depot *depot = GetDepotByTile(tfdd.tile);
if (v->current_order.IsType(OT_GOTO_DEPOT) &&
v->current_order.GetDestination() != depot->index &&
!Chance16(3, 16)) {
return;
}
v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
v->dest_tile = tfdd.tile;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
void Train::OnNewDay()
{
if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
if (IsFrontEngine(this)) {
CheckVehicleBreakdown(this);
AgeVehicle(this);
CheckIfTrainNeedsService(this);
CheckOrders(this);
/* update destination */
if (this->current_order.IsType(OT_GOTO_STATION)) {
TileIndex tile = GetStation(this->current_order.GetDestination())->train_tile;
if (tile != 0) this->dest_tile = tile;
}
if (this->running_ticks != 0) {
/* running costs */
CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (364 * DAY_TICKS));
this->profit_this_year -= cost.GetCost();
this->running_ticks = 0;
SubtractMoneyFromPlayerFract(this->owner, cost);
InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
InvalidateWindowClasses(WC_TRAINS_LIST);
}
} else if (IsTrainEngine(this)) {
/* Also age engines that aren't front engines */
AgeVehicle(this);
}
}
void TrainsYearlyLoop()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
/* show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
if (_settings_client.gui.train_income_warn && v->owner == _local_player && v->age >= 730 && v->GetDisplayProfitThisYear() < 0) {
SetDParam(1, v->GetDisplayProfitThisYear());
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_UNPROFITABLE,
NS_ADVICE,
v->index,
0);
}
v->profit_last_year = v->profit_this_year;
v->profit_this_year = 0;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
}
void InitializeTrains()
{
_age_cargo_skip_counter = 1;
}
/*
* Link front and rear multiheaded engines to each other
* This is done when loading a savegame
*/
void ConnectMultiheadedTrains()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
v->u.rail.other_multiheaded_part = NULL;
}
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
for (Vehicle *u = v; u != NULL; u = u->Next()) {
if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one
if (IsMultiheaded(u)) {
if (!IsTrainEngine(u)) {
/* we got a rear car without a front car. We will convert it to a front one */
SetTrainEngine(u);
u->spritenum--;
}
Vehicle *w;
for (w = u->Next(); w != NULL && (w->engine_type != u->engine_type || w->u.rail.other_multiheaded_part != NULL); w = GetNextVehicle(w)) {}
if (w != NULL) {
/* we found a car to partner with this engine. Now we will make sure it face the right way */
if (IsTrainEngine(w)) {
ClearTrainEngine(w);
w->spritenum++;
}
w->u.rail.other_multiheaded_part = u;
u->u.rail.other_multiheaded_part = w;
} else {
/* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
ClearMultiheaded(u);
}
}
}
}
}
}
/**
* Converts all trains to the new subtype format introduced in savegame 16.2
* It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found
*/
void ConvertOldMultiheadToNew()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
SetBit(v->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
}
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
if (HasBit(v->subtype, 7) && ((v->subtype & ~0x80) == 0 || (v->subtype & ~0x80) == 4)) {
for (Vehicle *u = v; u != NULL; u = u->Next()) {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
ClrBit(u->subtype, 7);
switch (u->subtype) {
case 0: /* TS_Front_Engine */
if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u);
SetFrontEngine(u);
SetTrainEngine(u);
break;
case 1: /* TS_Artic_Part */
u->subtype = 0;
SetArticulatedPart(u);
break;
case 2: /* TS_Not_First */
u->subtype = 0;
if (rvi->railveh_type == RAILVEH_WAGON) {
// normal wagon
SetTrainWagon(u);
break;
}
if (rvi->railveh_type == RAILVEH_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
// rear end of a multiheaded engine
SetMultiheaded(u);
break;
}
if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u);
SetTrainEngine(u);
break;
case 4: /* TS_Free_Car */
u->subtype = 0;
SetTrainWagon(u);
SetFreeWagon(u);
break;
default: NOT_REACHED(); break;
}
}
}
}
}
}
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