OpenTTD/src/train_cmd.cpp
Peter Nelson 3fc7b3b9a0 Codechange: Cache train curve speed limit can be stored in 16 bits.
Cache curve speed modifier and max curve speed are both 16 bit values so can be stored in 16 bit types instead of 32 bit types.
2024-03-17 16:22:38 +00:00

4258 lines
146 KiB
C++

/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file train_cmd.cpp Handling of trains. */
#include "stdafx.h"
#include "error.h"
#include "articulated_vehicles.h"
#include "command_func.h"
#include "error_func.h"
#include "pathfinder/npf/npf_func.h"
#include "pathfinder/yapf/yapf.hpp"
#include "news_func.h"
#include "company_func.h"
#include "newgrf_sound.h"
#include "newgrf_text.h"
#include "strings_func.h"
#include "viewport_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "ai/ai.hpp"
#include "game/game.hpp"
#include "newgrf_station.h"
#include "effectvehicle_func.h"
#include "network/network.h"
#include "spritecache.h"
#include "core/random_func.hpp"
#include "company_base.h"
#include "newgrf.h"
#include "order_backup.h"
#include "zoom_func.h"
#include "newgrf_debug.h"
#include "framerate_type.h"
#include "train_cmd.h"
#include "misc_cmd.h"
#include "timer/timer_game_calendar.h"
#include "timer/timer_game_economy.h"
#include "table/strings.h"
#include "table/train_sprites.h"
#include "safeguards.h"
static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
static TileIndex TrainApproachingCrossingTile(const Train *v);
static void CheckIfTrainNeedsService(Train *v);
static void CheckNextTrainTile(Train *v);
static const uint8_t _vehicle_initial_x_fract[4] = {10, 8, 4, 8};
static const uint8_t _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
template <>
bool IsValidImageIndex<VEH_TRAIN>(uint8_t image_index)
{
return image_index < lengthof(_engine_sprite_base);
}
/**
* Return the cargo weight multiplier to use for a rail vehicle
* @param cargo Cargo type to get multiplier for
* @return Cargo weight multiplier
*/
uint8_t FreightWagonMult(CargoID cargo)
{
if (!CargoSpec::Get(cargo)->is_freight) return 1;
return _settings_game.vehicle.freight_trains;
}
/** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
void CheckTrainsLengths()
{
bool first = true;
for (const Train *v : Train::Iterate()) {
if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
for (const Train *u = v, *w = v->Next(); w != nullptr; u = w, w = w->Next()) {
if (u->track != TRACK_BIT_DEPOT) {
if ((w->track != TRACK_BIT_DEPOT &&
std::max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
(w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
SetDParam(0, v->index);
SetDParam(1, v->owner);
ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
if (!_networking && first) {
first = false;
Command<CMD_PAUSE>::Post(PM_PAUSED_ERROR, true);
}
/* Break so we warn only once for each train. */
break;
}
}
}
}
}
}
/**
* 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 allowed_changes Stuff that is allowed to change.
*/
void Train::ConsistChanged(ConsistChangeFlags allowed_changes)
{
uint16_t max_speed = UINT16_MAX;
assert(this->IsFrontEngine() || this->IsFreeWagon());
const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
this->gcache.cached_total_length = 0;
this->compatible_railtypes = RAILTYPES_NONE;
bool train_can_tilt = true;
int16_t min_curve_speed_mod = INT16_MAX;
for (Train *u = this; u != nullptr; u = u->Next()) {
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
/* Check the this->first cache. */
assert(u->First() == this);
/* update the 'first engine' */
u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
u->railtype = rvi_u->railtype;
if (u->IsEngine()) first_engine = u->engine_type;
/* Set user defined data to its default value */
u->tcache.user_def_data = rvi_u->user_def_data;
this->InvalidateNewGRFCache();
u->InvalidateNewGRFCache();
}
for (Train *u = this; u != nullptr; u = u->Next()) {
/* Update user defined data (must be done before other properties) */
u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
this->InvalidateNewGRFCache();
u->InvalidateNewGRFCache();
}
for (Train *u = this; u != nullptr; u = u->Next()) {
const Engine *e_u = u->GetEngine();
const RailVehicleInfo *rvi_u = &e_u->u.rail;
if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
min_curve_speed_mod = std::min(min_curve_speed_mod, u->GetCurveSpeedModifier());
/* Cache wagon override sprite group. nullptr is returned if there is none */
u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
/* Reset colour map */
u->colourmap = PAL_NONE;
/* Update powered-wagon-status and visual effect */
u->UpdateVisualEffect(true);
if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
/* wagon is powered */
SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
} else {
ClrBit(u->flags, VRF_POWEREDWAGON);
}
if (!u->IsArticulatedPart()) {
/* Do not count powered wagons for the compatible railtypes, as wagons always
have railtype normal */
if (rvi_u->power > 0) {
this->compatible_railtypes |= GetRailTypeInfo(u->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->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
u->railtype = RAILTYPE_RAIL;
u->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_t speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
if (speed != 0) max_speed = std::min(speed, max_speed);
}
}
uint16_t new_cap = e_u->DetermineCapacity(u);
if (allowed_changes & CCF_CAPACITY) {
/* Update vehicle capacity. */
if (u->cargo_cap > new_cap) u->cargo.Truncate(new_cap);
u->refit_cap = std::min(new_cap, u->refit_cap);
u->cargo_cap = new_cap;
} else {
/* Verify capacity hasn't changed. */
if (new_cap != u->cargo_cap) ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_CAPACITY, GBUG_VEH_CAPACITY, true);
}
u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
/* check the vehicle length (callback) */
uint16_t veh_len = CALLBACK_FAILED;
if (e_u->GetGRF() != nullptr && e_u->GetGRF()->grf_version >= 8) {
/* Use callback 36 */
veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
}
} else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
/* Use callback 11 */
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 = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
if (allowed_changes & CCF_LENGTH) {
/* Update vehicle length. */
u->gcache.cached_veh_length = veh_len;
} else {
/* Verify length hasn't changed. */
if (veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
}
this->gcache.cached_total_length += u->gcache.cached_veh_length;
this->InvalidateNewGRFCache();
u->InvalidateNewGRFCache();
}
/* store consist weight/max speed in cache */
this->vcache.cached_max_speed = max_speed;
this->tcache.cached_tilt = train_can_tilt;
this->tcache.cached_curve_speed_mod = min_curve_speed_mod;
this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
/* 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) */
this->CargoChanged();
if (this->IsFrontEngine()) {
this->UpdateAcceleration();
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
InvalidateWindowData(WC_VEHICLE_REFIT, this->index, VIWD_CONSIST_CHANGED);
InvalidateWindowData(WC_VEHICLE_ORDERS, this->index, VIWD_CONSIST_CHANGED);
InvalidateNewGRFInspectWindow(GSF_TRAINS, this->index);
}
}
/**
* Get the stop location of (the center) of the front vehicle of a train at
* a platform of a station.
* @param station_id the ID of the station where we're stopping
* @param tile the tile where the vehicle currently is
* @param v the vehicle to get the stop location of
* @param station_ahead 'return' the amount of 1/16th tiles in front of the train
* @param station_length 'return' the station length in 1/16th tiles
* @return the location, calculated from the begin of the station to stop at.
*/
int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
{
const Station *st = Station::Get(station_id);
*station_ahead = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
*station_length = st->GetPlatformLength(tile) * TILE_SIZE;
/* Default to the middle of the station for stations stops that are not in
* the order list like intermediate stations when non-stop is disabled */
OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
if (v->gcache.cached_total_length >= *station_length) {
/* The train is longer than the station, make it stop at the far end of the platform */
osl = OSL_PLATFORM_FAR_END;
} else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
osl = v->current_order.GetStopLocation();
}
/* The stop location of the FRONT! of the train */
int stop;
switch (osl) {
default: NOT_REACHED();
case OSL_PLATFORM_NEAR_END:
stop = v->gcache.cached_total_length;
break;
case OSL_PLATFORM_MIDDLE:
stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
break;
case OSL_PLATFORM_FAR_END:
stop = *station_length;
break;
}
/* Subtract half the front vehicle length of the train so we get the real
* stop location of the train. */
return stop - (v->gcache.cached_veh_length + 1) / 2;
}
/**
* Computes train speed limit caused by curves
* @return imposed speed limit
*/
uint16_t Train::GetCurveSpeedLimit() const
{
assert(this->First() == this);
static const int absolute_max_speed = UINT16_MAX;
int max_speed = absolute_max_speed;
if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
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 = this; u->Next() != nullptr; 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) {
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 (numcurve > 0 && max_speed > 88) {
if (curvecount[0] == 1 && curvecount[1] == 1) {
max_speed = absolute_max_speed;
} else {
sum /= numcurve;
max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
}
}
if (max_speed != absolute_max_speed) {
/* Apply the current railtype's curve speed advantage */
const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(this->tile));
max_speed += (max_speed / 2) * rti->curve_speed;
if (this->tcache.cached_tilt) {
/* Apply max_speed bonus of 20% for a tilting train */
max_speed += max_speed / 5;
}
/* Apply max_speed modifier (cached value is fixed-point binary with 8 fractional bits)
* and clamp the result to an acceptable range. */
max_speed += (max_speed * this->tcache.cached_curve_speed_mod) / 256;
max_speed = Clamp(max_speed, 2, absolute_max_speed);
}
return static_cast<uint16_t>(max_speed);
}
/**
* Calculates the maximum speed of the vehicle under its current conditions.
* @return Maximum speed of the vehicle.
*/
int Train::GetCurrentMaxSpeed() const
{
int max_speed = _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL ?
this->gcache.cached_max_track_speed :
this->tcache.cached_max_curve_speed;
if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && IsRailStationTile(this->tile)) {
StationID sid = GetStationIndex(this->tile);
if (this->current_order.ShouldStopAtStation(this, sid)) {
int station_ahead;
int station_length;
int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
/* The distance to go is whatever is still ahead of the train minus the
* distance from the train's stop location to the end of the platform */
int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
if (distance_to_go > 0) {
int st_max_speed = 120;
int delta_v = this->cur_speed / (distance_to_go + 1);
if (max_speed > (this->cur_speed - delta_v)) {
st_max_speed = this->cur_speed - (delta_v / 10);
}
st_max_speed = std::max(st_max_speed, 25 * distance_to_go);
max_speed = std::min(max_speed, st_max_speed);
}
}
}
for (const Train *u = this; u != nullptr; u = u->Next()) {
if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && u->track == TRACK_BIT_DEPOT) {
max_speed = std::min(max_speed, 61);
break;
}
/* Vehicle is on the middle part of a bridge. */
if (u->track == TRACK_BIT_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
max_speed = std::min<int>(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
}
}
max_speed = std::min<int>(max_speed, this->current_order.GetMaxSpeed());
return std::min<int>(max_speed, this->gcache.cached_max_track_speed);
}
/** Update acceleration of the train from the cached power and weight. */
void Train::UpdateAcceleration()
{
assert(this->IsFrontEngine() || this->IsFreeWagon());
uint power = this->gcache.cached_power;
uint weight = this->gcache.cached_weight;
assert(weight != 0);
this->acceleration = Clamp(power / weight * 4, 1, 255);
}
int Train::GetCursorImageOffset() const
{
if (this->gcache.cached_veh_length != 8 && HasBit(this->flags, VRF_REVERSE_DIRECTION) && !HasBit(EngInfo(this->engine_type)->misc_flags, EF_RAIL_FLIPS)) {
int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
const Engine *e = this->GetEngine();
if (e->GetGRF() != nullptr && is_custom_sprite(e->u.rail.image_index)) {
reference_width = e->GetGRF()->traininfo_vehicle_width;
}
return ScaleSpriteTrad((this->gcache.cached_veh_length - (int)VEHICLE_LENGTH) * reference_width / (int)VEHICLE_LENGTH);
}
return 0;
}
/**
* Get the width of a train vehicle image in the GUI.
* @param offset Additional offset for positioning the sprite; set to nullptr if not needed
* @return Width in pixels
*/
int Train::GetDisplayImageWidth(Point *offset) const
{
int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
int vehicle_pitch = 0;
const Engine *e = this->GetEngine();
if (e->GetGRF() != nullptr && is_custom_sprite(e->u.rail.image_index)) {
reference_width = e->GetGRF()->traininfo_vehicle_width;
vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
}
if (offset != nullptr) {
if (HasBit(this->flags, VRF_REVERSE_DIRECTION) && !HasBit(EngInfo(this->engine_type)->misc_flags, EF_RAIL_FLIPS)) {
offset->x = ScaleSpriteTrad(((int)this->gcache.cached_veh_length - (int)VEHICLE_LENGTH / 2) * reference_width / (int)VEHICLE_LENGTH);
} else {
offset->x = ScaleSpriteTrad(reference_width) / 2;
}
offset->y = ScaleSpriteTrad(vehicle_pitch);
}
return ScaleSpriteTrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
}
static SpriteID GetDefaultTrainSprite(uint8_t spritenum, Direction direction)
{
assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
}
/**
* Get the sprite to display the train.
* @param direction Direction of view/travel.
* @param image_type Visualisation context.
* @return Sprite to display.
*/
void Train::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
{
uint8_t spritenum = this->spritenum;
if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
if (is_custom_sprite(spritenum)) {
GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type, result);
if (result->IsValid()) return;
spritenum = this->GetEngine()->original_image_index;
}
assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
SpriteID sprite = GetDefaultTrainSprite(spritenum, direction);
if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
result->Set(sprite);
}
static void GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type, VehicleSpriteSeq *result)
{
const Engine *e = Engine::Get(engine);
Direction dir = rear_head ? DIR_E : DIR_W;
uint8_t spritenum = e->u.rail.image_index;
if (is_custom_sprite(spritenum)) {
GetCustomVehicleIcon(engine, dir, image_type, result);
if (result->IsValid()) {
if (e->GetGRF() != nullptr) {
y += ScaleSpriteTrad(e->GetGRF()->traininfo_vehicle_pitch);
}
return;
}
spritenum = Engine::Get(engine)->original_image_index;
}
if (rear_head) spritenum++;
result->Set(GetDefaultTrainSprite(spritenum, DIR_W));
}
void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
{
if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
int yf = y;
int yr = y;
VehicleSpriteSeq seqf, seqr;
GetRailIcon(engine, false, yf, image_type, &seqf);
GetRailIcon(engine, true, yr, image_type, &seqr);
Rect rectf, rectr;
seqf.GetBounds(&rectf);
seqr.GetBounds(&rectr);
preferred_x = Clamp(preferred_x,
left - UnScaleGUI(rectf.left) + ScaleSpriteTrad(14),
right - UnScaleGUI(rectr.right) - ScaleSpriteTrad(15));
seqf.Draw(preferred_x - ScaleSpriteTrad(14), yf, pal, pal == PALETTE_CRASH);
seqr.Draw(preferred_x + ScaleSpriteTrad(15), yr, pal, pal == PALETTE_CRASH);
} else {
VehicleSpriteSeq seq;
GetRailIcon(engine, false, y, image_type, &seq);
Rect rect;
seq.GetBounds(&rect);
preferred_x = Clamp(preferred_x,
left - UnScaleGUI(rect.left),
right - UnScaleGUI(rect.right));
seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
}
}
/**
* Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
* @param engine The engine to get the sprite from.
* @param[out] width The width of the sprite.
* @param[out] height The height of the sprite.
* @param[out] xoffs Number of pixels to shift the sprite to the right.
* @param[out] yoffs Number of pixels to shift the sprite downwards.
* @param image_type Context the sprite is used in.
*/
void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
{
int y = 0;
VehicleSpriteSeq seq;
GetRailIcon(engine, false, y, image_type, &seq);
Rect rect;
seq.GetBounds(&rect);
width = UnScaleGUI(rect.Width());
height = UnScaleGUI(rect.Height());
xoffs = UnScaleGUI(rect.left);
yoffs = UnScaleGUI(rect.top);
if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
GetRailIcon(engine, true, y, image_type, &seq);
seq.GetBounds(&rect);
/* Calculate values relative to an imaginary center between the two sprites. */
width = ScaleSpriteTrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) + UnScaleGUI(rect.right) - xoffs;
height = std::max<uint>(height, UnScaleGUI(rect.Height()));
xoffs = xoffs - ScaleSpriteTrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) / 2;
yoffs = std::min(yoffs, UnScaleGUI(rect.top));
}
}
/**
* Build a railroad wagon.
* @param flags type of operation.
* @param tile tile of the depot where rail-vehicle is built.
* @param e the engine to build.
* @param[out] ret the vehicle that has been built.
* @return the cost of this operation or an error.
*/
static CommandCost CmdBuildRailWagon(DoCommandFlag flags, TileIndex tile, const Engine *e, Vehicle **ret)
{
const RailVehicleInfo *rvi = &e->u.rail;
/* Check that the wagon can drive on the track in question */
if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
if (flags & DC_EXEC) {
Train *v = new Train();
*ret = v;
v->spritenum = rvi->image_index;
v->engine_type = e->index;
v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
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 = GetSlopePixelZ(x, y, true);
v->owner = _current_company;
v->track = TRACK_BIT_DEPOT;
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
v->SetWagon();
v->SetFreeWagon();
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
v->cargo_type = e->GetDefaultCargoType();
assert(IsValidCargoID(v->cargo_type));
v->cargo_cap = rvi->capacity;
v->refit_cap = 0;
v->railtype = rvi->railtype;
v->date_of_last_service = TimerGameEconomy::date;
v->date_of_last_service_newgrf = TimerGameCalendar::date;
v->build_year = TimerGameCalendar::year;
v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
v->random_bits = Random();
v->group_id = DEFAULT_GROUP;
if (TestVehicleBuildProbability(v, v->engine_type, BuildProbabilityType::Reversed)) SetBit(v->flags, VRF_REVERSE_DIRECTION);
AddArticulatedParts(v);
v->UpdatePosition();
v->First()->ConsistChanged(CCF_ARRANGE);
UpdateTrainGroupID(v->First());
CheckConsistencyOfArticulatedVehicle(v);
/* Try to connect the vehicle to one of free chains of wagons. */
for (Train *w : Train::Iterate()) {
if (w->tile == tile && ///< Same depot
w->IsFreeWagon() && ///< A free wagon chain
w->engine_type == e->index && ///< Same type
w->First() != v && ///< Don't connect to ourself
!(w->vehstatus & VS_CRASHED)) { ///< Not crashed/flooded
if (Command<CMD_MOVE_RAIL_VEHICLE>::Do(DC_EXEC, v->index, w->Last()->index, true).Succeeded()) {
break;
}
}
}
}
return CommandCost();
}
/** Move all free vehicles in the depot to the train */
void NormalizeTrainVehInDepot(const Train *u)
{
assert(u->IsEngine());
for (const Train *v : Train::Iterate()) {
if (v->IsFreeWagon() && v->tile == u->tile &&
v->track == TRACK_BIT_DEPOT) {
if (Command<CMD_MOVE_RAIL_VEHICLE>::Do(DC_EXEC, v->index, u->index, true).Failed()) {
break;
}
}
}
}
static void AddRearEngineToMultiheadedTrain(Train *v)
{
Train *u = new Train();
v->value >>= 1;
u->value = v->value;
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->track = TRACK_BIT_DEPOT;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
u->spritenum = v->spritenum + 1;
u->cargo_type = v->cargo_type;
u->cargo_subtype = v->cargo_subtype;
u->cargo_cap = v->cargo_cap;
u->refit_cap = v->refit_cap;
u->railtype = v->railtype;
u->engine_type = v->engine_type;
u->date_of_last_service = v->date_of_last_service;
u->date_of_last_service_newgrf = v->date_of_last_service_newgrf;
u->build_year = v->build_year;
u->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
u->random_bits = Random();
v->SetMultiheaded();
u->SetMultiheaded();
v->SetNext(u);
if (TestVehicleBuildProbability(u, u->engine_type, BuildProbabilityType::Reversed)) SetBit(u->flags, VRF_REVERSE_DIRECTION);
u->UpdatePosition();
/* Now we need to link the front and rear engines together */
v->other_multiheaded_part = u;
u->other_multiheaded_part = v;
}
/**
* Build a railroad vehicle.
* @param flags type of operation.
* @param tile tile of the depot where rail-vehicle is built.
* @param e the engine to build.
* @param[out] ret the vehicle that has been built.
* @return the cost of this operation or an error.
*/
CommandCost CmdBuildRailVehicle(DoCommandFlag flags, TileIndex tile, const Engine *e, Vehicle **ret)
{
const RailVehicleInfo *rvi = &e->u.rail;
if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(flags, tile, e, ret);
/* 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 electric engines in non-electric depots */
if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
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];
Train *v = new Train();
*ret = v;
v->direction = DiagDirToDir(dir);
v->tile = tile;
v->owner = _current_company;
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopePixelZ(x, y, true);
v->track = TRACK_BIT_DEPOT;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = e->GetDefaultCargoType();
assert(IsValidCargoID(v->cargo_type));
v->cargo_cap = rvi->capacity;
v->refit_cap = 0;
v->last_station_visited = INVALID_STATION;
v->last_loading_station = INVALID_STATION;
v->engine_type = e->index;
v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->GetLifeLengthInDays();
v->railtype = rvi->railtype;
v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
v->date_of_last_service = TimerGameEconomy::date;
v->date_of_last_service_newgrf = TimerGameCalendar::date;
v->build_year = TimerGameCalendar::year;
v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
v->random_bits = Random();
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
v->group_id = DEFAULT_GROUP;
v->SetFrontEngine();
v->SetEngine();
if (TestVehicleBuildProbability(v, v->engine_type, BuildProbabilityType::Reversed)) SetBit(v->flags, VRF_REVERSE_DIRECTION);
v->UpdatePosition();
if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
AddRearEngineToMultiheadedTrain(v);
} else {
AddArticulatedParts(v);
}
v->ConsistChanged(CCF_ARRANGE);
UpdateTrainGroupID(v);
CheckConsistencyOfArticulatedVehicle(v);
}
return CommandCost();
}
static Train *FindGoodVehiclePos(const Train *src)
{
EngineID eng = src->engine_type;
TileIndex tile = src->tile;
for (Train *dst : Train::Iterate()) {
if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
/* check so all vehicles in the line have the same engine. */
Train *t = dst;
while (t->engine_type == eng) {
t = t->Next();
if (t == nullptr) return dst;
}
}
}
return nullptr;
}
/** Helper type for lists/vectors of trains */
typedef std::vector<Train *> TrainList;
/**
* Make a backup of a train into a train list.
* @param list to make the backup in
* @param t the train to make the backup of
*/
static void MakeTrainBackup(TrainList &list, Train *t)
{
for (; t != nullptr; t = t->Next()) list.push_back(t);
}
/**
* Restore the train from the backup list.
* @param list the train to restore.
*/
static void RestoreTrainBackup(TrainList &list)
{
/* No train, nothing to do. */
if (list.empty()) return;
Train *prev = nullptr;
/* Iterate over the list and rebuild it. */
for (Train *t : list) {
if (prev != nullptr) {
prev->SetNext(t);
} else if (t->Previous() != nullptr) {
/* Make sure the head of the train is always the first in the chain. */
t->Previous()->SetNext(nullptr);
}
prev = t;
}
}
/**
* Remove the given wagon from its consist.
* @param part the part of the train to remove.
* @param chain whether to remove the whole chain.
*/
static void RemoveFromConsist(Train *part, bool chain = false)
{
Train *tail = chain ? part->Last() : part->GetLastEnginePart();
/* Unlink at the front, but make it point to the next
* vehicle after the to be remove part. */
if (part->Previous() != nullptr) part->Previous()->SetNext(tail->Next());
/* Unlink at the back */
tail->SetNext(nullptr);
}
/**
* Inserts a chain into the train at dst.
* @param dst the place where to append after.
* @param chain the chain to actually add.
*/
static void InsertInConsist(Train *dst, Train *chain)
{
/* We do not want to add something in the middle of an articulated part. */
assert(dst != nullptr && (dst->Next() == nullptr || !dst->Next()->IsArticulatedPart()));
chain->Last()->SetNext(dst->Next());
dst->SetNext(chain);
}
/**
* Normalise the dual heads in the train, i.e. if one is
* missing move that one to this train.
* @param t the train to normalise.
*/
static void NormaliseDualHeads(Train *t)
{
for (; t != nullptr; t = t->GetNextVehicle()) {
if (!t->IsMultiheaded() || !t->IsEngine()) continue;
/* Make sure that there are no free cars before next engine */
Train *u;
for (u = t; u->Next() != nullptr && !u->Next()->IsEngine(); u = u->Next()) {}
if (u == t->other_multiheaded_part) continue;
/* Remove the part from the 'wrong' train */
RemoveFromConsist(t->other_multiheaded_part);
/* And add it to the 'right' train */
InsertInConsist(u, t->other_multiheaded_part);
}
}
/**
* Normalise the sub types of the parts in this chain.
* @param chain the chain to normalise.
*/
static void NormaliseSubtypes(Train *chain)
{
/* Nothing to do */
if (chain == nullptr) return;
/* We must be the first in the chain. */
assert(chain->Previous() == nullptr);
/* Set the appropriate bits for the first in the chain. */
if (chain->IsWagon()) {
chain->SetFreeWagon();
} else {
assert(chain->IsEngine());
chain->SetFrontEngine();
}
/* Now clear the bits for the rest of the chain */
for (Train *t = chain->Next(); t != nullptr; t = t->Next()) {
t->ClearFreeWagon();
t->ClearFrontEngine();
}
}
/**
* Check/validate whether we may actually build a new train.
* @note All vehicles are/were 'heads' of their chains.
* @param original_dst The original destination chain.
* @param dst The destination chain after constructing the train.
* @param original_src The original source chain.
* @param src The source chain after constructing the train.
* @return possible error of this command.
*/
static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
{
/* Just add 'new' engines and subtract the original ones.
* If that's less than or equal to 0 we can be sure we did
* not add any engines (read: trains) along the way. */
if ((src != nullptr && src->IsEngine() ? 1 : 0) +
(dst != nullptr && dst->IsEngine() ? 1 : 0) -
(original_src != nullptr && original_src->IsEngine() ? 1 : 0) -
(original_dst != nullptr && original_dst->IsEngine() ? 1 : 0) <= 0) {
return CommandCost();
}
/* Get a free unit number and check whether it's within the bounds.
* There will always be a maximum of one new train. */
if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
/**
* Check whether the train parts can be attached.
* @param t the train to check
* @return possible error of this command.
*/
static CommandCost CheckTrainAttachment(Train *t)
{
/* No multi-part train, no need to check. */
if (t == nullptr || t->Next() == nullptr) return CommandCost();
/* The maximum length for a train. For each part we decrease this by one
* and if the result is negative the train is simply too long. */
int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
/* For free-wagon chains, check if they are within the max_train_length limit. */
if (!t->IsEngine()) {
t = t->Next();
while (t != nullptr) {
allowed_len -= t->gcache.cached_veh_length;
t = t->Next();
}
if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
return CommandCost();
}
Train *head = t;
Train *prev = t;
/* Break the prev -> t link so it always holds within the loop. */
t = t->Next();
prev->SetNext(nullptr);
/* Make sure the cache is cleared. */
head->InvalidateNewGRFCache();
while (t != nullptr) {
allowed_len -= t->gcache.cached_veh_length;
Train *next = t->Next();
/* Unlink the to-be-added piece; it is already unlinked from the previous
* part due to the fact that the prev -> t link is broken. */
t->SetNext(nullptr);
/* Don't check callback for articulated or rear dual headed parts */
if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
/* Back up and clear the first_engine data to avoid using wagon override group */
EngineID first_engine = t->gcache.first_engine;
t->gcache.first_engine = INVALID_ENGINE;
/* We don't want the cache to interfere. head's cache is cleared before
* the loop and after each callback does not need to be cleared here. */
t->InvalidateNewGRFCache();
uint16_t callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
/* Restore original first_engine data */
t->gcache.first_engine = first_engine;
/* We do not want to remember any cached variables from the test run */
t->InvalidateNewGRFCache();
head->InvalidateNewGRFCache();
if (callback != CALLBACK_FAILED) {
/* A failing callback means everything is okay */
StringID error = STR_NULL;
if (head->GetGRF()->grf_version < 8) {
if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
if (callback < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
} else {
if (callback < 0x400) {
error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
} else {
switch (callback) {
case 0x400: // allow if railtypes match (always the case for OpenTTD)
case 0x401: // allow
break;
default: // unknown reason -> disallow
case 0x402: // disallow attaching
error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
break;
}
}
}
if (error != STR_NULL) return_cmd_error(error);
}
}
/* And link it to the new part. */
prev->SetNext(t);
prev = t;
t = next;
}
if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
return CommandCost();
}
/**
* Validate whether we are going to create valid trains.
* @note All vehicles are/were 'heads' of their chains.
* @param original_dst The original destination chain.
* @param dst The destination chain after constructing the train.
* @param original_src The original source chain.
* @param src The source chain after constructing the train.
* @param check_limit Whether to check the vehicle limit.
* @return possible error of this command.
*/
static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
{
/* Check whether we may actually construct the trains. */
CommandCost ret = CheckTrainAttachment(src);
if (ret.Failed()) return ret;
ret = CheckTrainAttachment(dst);
if (ret.Failed()) return ret;
/* Check whether we need to build a new train. */
return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
}
/**
* Arrange the trains in the wanted way.
* @param dst_head The destination chain of the to be moved vehicle.
* @param dst The destination for the to be moved vehicle.
* @param src_head The source chain of the to be moved vehicle.
* @param src The to be moved vehicle.
* @param move_chain Whether to move all vehicles after src or not.
*/
static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
{
/* First determine the front of the two resulting trains */
if (*src_head == *dst_head) {
/* If we aren't moving part(s) to a new train, we are just moving the
* front back and there is not destination head. */
*dst_head = nullptr;
} else if (*dst_head == nullptr) {
/* If we are moving to a new train the head of the move train would become
* the head of the new vehicle. */
*dst_head = src;
}
if (src == *src_head) {
/* If we are moving the front of a train then we are, in effect, creating
* a new head for the train. Point to that. Unless we are moving the whole
* train in which case there is not 'source' train anymore.
* In case we are a multiheaded part we want the complete thing to come
* with us, so src->GetNextUnit(), however... when we are e.g. a wagon
* that is followed by a rear multihead we do not want to include that. */
*src_head = move_chain ? nullptr :
(src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
}
/* Now it's just simply removing the part that we are going to move from the
* source train and *if* the destination is a not a new train add the chain
* at the destination location. */
RemoveFromConsist(src, move_chain);
if (*dst_head != src) InsertInConsist(dst, src);
/* Now normalise the dual heads, that is move the dual heads around in such
* a way that the head and rear of a dual head are in the same train */
NormaliseDualHeads(*src_head);
NormaliseDualHeads(*dst_head);
}
/**
* Normalise the head of the train again, i.e. that is tell the world that
* we have changed and update all kinds of variables.
* @param head the train to update.
*/
static void NormaliseTrainHead(Train *head)
{
/* Not much to do! */
if (head == nullptr) return;
/* Tell the 'world' the train changed. */
head->ConsistChanged(CCF_ARRANGE);
UpdateTrainGroupID(head);
/* Not a front engine, i.e. a free wagon chain. No need to do more. */
if (!head->IsFrontEngine()) return;
/* Update the refit button and window */
InvalidateWindowData(WC_VEHICLE_REFIT, head->index, VIWD_CONSIST_CHANGED);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
/* If we don't have a unit number yet, set one. */
if (head->unitnumber != 0) return;
head->unitnumber = Company::Get(head->owner)->freeunits[head->type].UseID(GetFreeUnitNumber(VEH_TRAIN));
}
/**
* Move a rail vehicle around inside the depot.
* @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 src_veh source vehicle index
* @param dest_veh what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
* @param move_chain move all vehicles following the source vehicle
* @return the cost of this operation or an error
*/
CommandCost CmdMoveRailVehicle(DoCommandFlag flags, VehicleID src_veh, VehicleID dest_veh, bool move_chain)
{
Train *src = Train::GetIfValid(src_veh);
if (src == nullptr) return CMD_ERROR;
CommandCost ret = CheckOwnership(src->owner);
if (ret.Failed()) return ret;
/* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
/* if nothing is selected as destination, try and find a matching vehicle to drag to. */
Train *dst;
if (dest_veh == INVALID_VEHICLE) {
dst = (src->IsEngine() || (flags & DC_AUTOREPLACE)) ? nullptr : FindGoodVehiclePos(src);
} else {
dst = Train::GetIfValid(dest_veh);
if (dst == nullptr) return CMD_ERROR;
ret = CheckOwnership(dst->owner);
if (ret.Failed()) return ret;
/* Do not allow appending to crashed vehicles, too */
if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
}
/* if an articulated part is being handled, deal with its parent vehicle */
src = src->GetFirstEnginePart();
if (dst != nullptr) {
dst = dst->GetFirstEnginePart();
}
/* don't move the same vehicle.. */
if (src == dst) return CommandCost();
/* locate the head of the two chains */
Train *src_head = src->First();
Train *dst_head;
if (dst != nullptr) {
dst_head = dst->First();
if (dst_head->tile != src_head->tile) return CMD_ERROR;
/* Now deal with articulated part of destination wagon */
dst = dst->GetLastEnginePart();
} else {
dst_head = nullptr;
}
if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
/* When moving all wagons, we can't have the same src_head and dst_head */
if (move_chain && src_head == dst_head) return CommandCost();
/* When moving a multiheaded part to be place after itself, bail out. */
if (!move_chain && dst != nullptr && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
/* Check if all vehicles in the source train are stopped inside a depot. */
if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
/* Check if all vehicles in the destination train are stopped inside a depot. */
if (dst_head != nullptr && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
/* First make a backup of the order of the trains. That way we can do
* whatever we want with the order and later on easily revert. */
TrainList original_src;
TrainList original_dst;
MakeTrainBackup(original_src, src_head);
MakeTrainBackup(original_dst, dst_head);
/* Also make backup of the original heads as ArrangeTrains can change them.
* For the destination head we do not care if it is the same as the source
* head because in that case it's just a copy. */
Train *original_src_head = src_head;
Train *original_dst_head = (dst_head == src_head ? nullptr : dst_head);
/* We want this information from before the rearrangement, but execute this after the validation.
* original_src_head can't be nullptr; src is by definition != nullptr, so src_head can't be nullptr as
* src->GetFirst() always yields non-nullptr, so eventually original_src_head != nullptr as well. */
bool original_src_head_front_engine = original_src_head->IsFrontEngine();
bool original_dst_head_front_engine = original_dst_head != nullptr && original_dst_head->IsFrontEngine();
/* (Re)arrange the trains in the wanted arrangement. */
ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
if ((flags & DC_AUTOREPLACE) == 0) {
/* If the autoreplace flag is set we do not need to test for the validity
* because we are going to revert the train to its original state. As we
* assume the original state was correct autoreplace can skip this. */
ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
if (ret.Failed()) {
/* Restore the train we had. */
RestoreTrainBackup(original_src);
RestoreTrainBackup(original_dst);
return ret;
}
}
/* do it? */
if (flags & DC_EXEC) {
/* Remove old heads from the statistics */
if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
/* First normalise the sub types of the chains. */
NormaliseSubtypes(src_head);
NormaliseSubtypes(dst_head);
/* There are 14 different cases:
* 1) front engine gets moved to a new train, it stays a front engine.
* a) the 'next' part is a wagon that becomes a free wagon chain.
* b) the 'next' part is an engine that becomes a front engine.
* c) there is no 'next' part, nothing else happens
* 2) front engine gets moved to another train, it is not a front engine anymore
* a) the 'next' part is a wagon that becomes a free wagon chain.
* b) the 'next' part is an engine that becomes a front engine.
* c) there is no 'next' part, nothing else happens
* 3) front engine gets moved to later in the current train, it is not a front engine anymore.
* a) the 'next' part is a wagon that becomes a free wagon chain.
* b) the 'next' part is an engine that becomes a front engine.
* 4) free wagon gets moved
* a) the 'next' part is a wagon that becomes a free wagon chain.
* b) the 'next' part is an engine that becomes a front engine.
* c) there is no 'next' part, nothing else happens
* 5) non front engine gets moved and becomes a new train, nothing else happens
* 6) non front engine gets moved within a train / to another train, nothing happens
* 7) wagon gets moved, nothing happens
*/
if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
/* Cases #2 and #3: the front engine gets trashed. */
CloseWindowById(WC_VEHICLE_VIEW, src->index);
CloseWindowById(WC_VEHICLE_ORDERS, src->index);
CloseWindowById(WC_VEHICLE_REFIT, src->index);
CloseWindowById(WC_VEHICLE_DETAILS, src->index);
CloseWindowById(WC_VEHICLE_TIMETABLE, src->index);
DeleteNewGRFInspectWindow(GSF_TRAINS, src->index);
SetWindowDirty(WC_COMPANY, _current_company);
if (src_head != nullptr && src_head->IsFrontEngine()) {
/* Cases #?b: Transfer order, unit number and other stuff
* to the new front engine. */
src_head->orders = src->orders;
if (src_head->orders != nullptr) src_head->AddToShared(src);
src_head->CopyVehicleConfigAndStatistics(src);
}
/* Remove stuff not valid anymore for non-front engines. */
DeleteVehicleOrders(src);
Company::Get(src->owner)->freeunits[src->type].ReleaseID(src->unitnumber);
src->unitnumber = 0;
src->name.clear();
}
/* We weren't a front engine but are becoming one. So
* we should be put in the default group. */
if (original_src_head != src && dst_head == src) {
SetTrainGroupID(src, DEFAULT_GROUP);
SetWindowDirty(WC_COMPANY, _current_company);
}
/* Add new heads to statistics */
if (src_head != nullptr && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
if (dst_head != nullptr && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
/* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
NormaliseTrainHead(src_head);
NormaliseTrainHead(dst_head);
if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
CheckCargoCapacity(src_head);
CheckCargoCapacity(dst_head);
}
if (src_head != nullptr) src_head->First()->MarkDirty();
if (dst_head != nullptr) dst_head->First()->MarkDirty();
/* We are undoubtedly changing something in the depot and train list. */
InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
} else {
/* We don't want to execute what we're just tried. */
RestoreTrainBackup(original_src);
RestoreTrainBackup(original_dst);
}
return CommandCost();
}
/**
* Sell a (single) train wagon/engine.
* @param flags type of operation
* @param t the train wagon to sell
* @param sell_chain the selling mode
* - sell_chain = false: only sell the single dragged wagon/engine (and any belonging rear-engines)
* - sell_chain = true: 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
* @param backup_order make order backup?
* @param user the user for the order backup.
* @return the cost of this operation or an error
*/
CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, bool sell_chain, bool backup_order, ClientID user)
{
Train *v = Train::From(t)->GetFirstEnginePart();
Train *first = v->First();
if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
/* First make a backup of the order of the train. That way we can do
* whatever we want with the order and later on easily revert. */
TrainList original;
MakeTrainBackup(original, first);
/* We need to keep track of the new head and the head of what we're going to sell. */
Train *new_head = first;
Train *sell_head = nullptr;
/* Split the train in the wanted way. */
ArrangeTrains(&sell_head, nullptr, &new_head, v, sell_chain);
/* We don't need to validate the second train; it's going to be sold. */
CommandCost ret = ValidateTrains(nullptr, nullptr, first, new_head, (flags & DC_AUTOREPLACE) == 0);
if (ret.Failed()) {
/* Restore the train we had. */
RestoreTrainBackup(original);
return ret;
}
if (first->orders == nullptr && !OrderList::CanAllocateItem()) {
/* Restore the train we had. */
RestoreTrainBackup(original);
return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
}
CommandCost cost(EXPENSES_NEW_VEHICLES);
for (Train *part = sell_head; part != nullptr; part = part->Next()) cost.AddCost(-part->value);
/* do it? */
if (flags & DC_EXEC) {
/* First normalise the sub types of the chain. */
NormaliseSubtypes(new_head);
if (v == first && !sell_chain && new_head != nullptr && new_head->IsFrontEngine()) {
if (v->IsEngine()) {
/* We are selling the front engine. In this case we want to
* 'give' the order, unit number and such to the new head. */
new_head->orders = first->orders;
new_head->AddToShared(first);
DeleteVehicleOrders(first);
/* Copy other important data from the front engine */
new_head->CopyVehicleConfigAndStatistics(first);
}
GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit, if required
} else if (v->IsPrimaryVehicle() && backup_order) {
OrderBackup::Backup(v, user);
}
/* We need to update the information about the train. */
NormaliseTrainHead(new_head);
/* We are undoubtedly changing something in the depot and train list. */
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
/* Actually delete the sold 'goods' */
delete sell_head;
} else {
/* We don't want to execute what we're just tried. */
RestoreTrainBackup(original);
}
return cost;
}
void Train::UpdateDeltaXY()
{
/* Set common defaults. */
this->x_offs = -1;
this->y_offs = -1;
this->x_extent = 3;
this->y_extent = 3;
this->z_extent = 6;
this->x_bb_offs = 0;
this->y_bb_offs = 0;
/* Set if flipped and engine is NOT flagged with custom flip handling. */
int flipped = HasBit(this->flags, VRF_REVERSE_DIRECTION) && !HasBit(EngInfo(this->engine_type)->misc_flags, EF_RAIL_FLIPS);
/* If flipped and vehicle length is odd, we need to adjust the bounding box offset slightly. */
int flip_offs = flipped && (this->gcache.cached_veh_length & 1);
Direction dir = this->direction;
if (flipped) dir = ReverseDir(dir);
if (!IsDiagonalDirection(dir)) {
static const int _sign_table[] =
{
/* x, y */
-1, -1, // DIR_N
-1, 1, // DIR_E
1, 1, // DIR_S
1, -1, // DIR_W
};
int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length + flipped) / 2;
/* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
this->x_offs -= half_shorten * _sign_table[dir];
this->y_offs -= half_shorten * _sign_table[dir + 1];
this->x_extent += this->x_bb_offs = half_shorten * _sign_table[dir];
this->y_extent += this->y_bb_offs = half_shorten * _sign_table[dir + 1];
} else {
switch (dir) {
/* Shorten southern corner of the bounding box according the vehicle length
* and center the bounding box on the vehicle. */
case DIR_NE:
this->x_offs = 1 - (this->gcache.cached_veh_length + 1) / 2 + flip_offs;
this->x_extent = this->gcache.cached_veh_length - 1;
this->x_bb_offs = -1;
break;
case DIR_NW:
this->y_offs = 1 - (this->gcache.cached_veh_length + 1) / 2 + flip_offs;
this->y_extent = this->gcache.cached_veh_length - 1;
this->y_bb_offs = -1;
break;
/* Move northern corner of the bounding box down according to vehicle length
* and center the bounding box on the vehicle. */
case DIR_SW:
this->x_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH - flip_offs;
this->x_extent = VEHICLE_LENGTH - 1;
this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
break;
case DIR_SE:
this->y_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH - flip_offs;
this->y_extent = VEHICLE_LENGTH - 1;
this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
break;
default:
NOT_REACHED();
}
}
}
/**
* Mark a train as stuck and stop it if it isn't stopped right now.
* @param v %Train to mark as being stuck.
*/
static void MarkTrainAsStuck(Train *v)
{
if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
/* It is the first time the problem occurred, set the "train stuck" flag. */
SetBit(v->flags, VRF_TRAIN_STUCK);
v->wait_counter = 0;
/* Stop train */
v->cur_speed = 0;
v->subspeed = 0;
v->SetLastSpeed();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
}
/**
* Swap the two up/down flags in two ways:
* - Swap values of \a swap_flag1 and \a swap_flag2, and
* - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
* @param[in,out] swap_flag1 First train flag.
* @param[in,out] swap_flag2 Second train flag.
*/
static void SwapTrainFlags(uint16_t *swap_flag1, uint16_t *swap_flag2)
{
uint16_t flag1 = *swap_flag1;
uint16_t flag2 = *swap_flag2;
/* Clear the flags */
ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
/* Reverse the rail-flags (if needed) */
if (HasBit(flag1, GVF_GOINGUP_BIT)) {
SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
} else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
SetBit(*swap_flag2, GVF_GOINGUP_BIT);
}
if (HasBit(flag2, GVF_GOINGUP_BIT)) {
SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
} else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
SetBit(*swap_flag1, GVF_GOINGUP_BIT);
}
}
/**
* Updates some variables after swapping the vehicle.
* @param v swapped vehicle
*/
static void UpdateStatusAfterSwap(Train *v)
{
/* Reverse the direction. */
if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
/* Call the proper EnterTile function unless we are in a wormhole. */
if (v->track != TRACK_BIT_WORMHOLE) {
VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
} else {
/* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
* is on the last bit of the bridge head (frame == TILE_SIZE - 1).
* If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
* when we shouldn't have. Check if this is the case. */
TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
if (IsTileType(vt, MP_TUNNELBRIDGE)) {
VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
/* We have just left the wormhole, possibly set the
* "goingdown" bit. UpdateInclination() can be used
* because we are at the border of the tile. */
v->UpdatePosition();
v->UpdateInclination(true, true);
return;
}
}
}
v->UpdatePosition();
v->UpdateViewport(true, true);
}
/**
* Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
* @param v Consist to change.
* @param l %Vehicle index in the consist of the first vehicle.
* @param r %Vehicle index in the consist of the second vehicle.
*/
void ReverseTrainSwapVeh(Train *v, int l, int r)
{
Train *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_t tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
a->vehstatus = tmp;
}
Swap(a->track, b->track);
Swap(a->direction, 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->gv_flags, &b->gv_flags);
UpdateStatusAfterSwap(a);
UpdateStatusAfterSwap(b);
} else {
/* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
* This is a little bit redundant way, a->gv_flags will
* be (re)set twice, but it reduces code duplication */
SwapTrainFlags(&a->gv_flags, &a->gv_flags);
UpdateStatusAfterSwap(a);
}
}
/**
* Check if the vehicle is a train
* @param v vehicle on tile
* @return v if it is a train, nullptr otherwise
*/
static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
{
return (v->type == VEH_TRAIN) ? v : nullptr;
}
/**
* Check if a level crossing tile has a train on it
* @param tile tile to test
* @return true if a train is on the crossing
* @pre tile is a level crossing
*/
bool TrainOnCrossing(TileIndex tile)
{
assert(IsLevelCrossingTile(tile));
return HasVehicleOnPos(tile, nullptr, &TrainOnTileEnum);
}
/**
* 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, nullptr otherwise
*/
static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
{
if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return nullptr;
Train *t = Train::From(v);
if (!t->IsFrontEngine()) return nullptr;
TileIndex tile = *(TileIndex *)data;
if (TrainApproachingCrossingTile(t) != tile) return nullptr;
return t;
}
/**
* Finds a vehicle approaching rail-road crossing
* @param tile tile to test
* @return true if a vehicle is approaching the crossing
* @pre tile is a rail-road crossing
*/
static bool TrainApproachingCrossing(TileIndex tile)
{
assert(IsLevelCrossingTile(tile));
DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
TileIndex tile_from = tile + TileOffsByDiagDir(dir);
if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
dir = ReverseDiagDir(dir);
tile_from = tile + TileOffsByDiagDir(dir);
return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
}
/**
* Check if a level crossing should be barred.
* @param tile The tile to check.
* @return True if the crossing should be barred, else false.
*/
static inline bool CheckLevelCrossing(TileIndex tile)
{
/* reserved || train on crossing || train approaching crossing */
return HasCrossingReservation(tile) || TrainOnCrossing(tile) || TrainApproachingCrossing(tile);
}
/**
* Sets a level crossing tile to the correct state.
* @param tile Tile to update.
* @param sound Should we play sound?
* @param force_barred Should we set the crossing to barred?
* @pre tile is a rail-road crossing.
*/
static void UpdateLevelCrossingTile(TileIndex tile, bool sound, bool force_barred)
{
assert(IsLevelCrossingTile(tile));
bool set_barred;
/* We force the crossing to be barred when an adjacent crossing is barred, otherwise let it decide for itself. */
set_barred = force_barred || CheckLevelCrossing(tile);
/* The state has changed */
if (set_barred != IsCrossingBarred(tile)) {
if (set_barred && sound && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
SetCrossingBarred(tile, set_barred);
MarkTileDirtyByTile(tile);
}
}
/**
* Update a level crossing to barred or open (crossing may include multiple adjacent tiles).
* @param tile Tile which causes the update.
* @param sound Should we play sound?
* @param force_bar Should we force the crossing to be barred?
*/
void UpdateLevelCrossing(TileIndex tile, bool sound, bool force_bar)
{
if (!IsLevelCrossingTile(tile)) return;
bool forced_state = force_bar;
const Axis axis = GetCrossingRoadAxis(tile);
const DiagDirection dir1 = AxisToDiagDir(axis);
const DiagDirection dir2 = ReverseDiagDir(dir1);
/* Check if an adjacent crossing is barred. */
for (DiagDirection dir : { dir1, dir2 }) {
for (TileIndex t = tile; !forced_state && t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
forced_state |= CheckLevelCrossing(t);
}
}
/* Now that we know whether all tiles in this crossing should be barred or open,
* we need to update those tiles. We start with the tile itself, then look along the road axis. */
UpdateLevelCrossingTile(tile, sound, forced_state);
for (DiagDirection dir : { dir1, dir2 }) {
for (TileIndex t = TileAddByDiagDir(tile, dir); t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
UpdateLevelCrossingTile(t, sound, forced_state);
}
}
}
/**
* Find adjacent level crossing tiles in this multi-track crossing and mark them dirty.
* @param tile The tile which causes the update.
* @param road_axis The road axis.
*/
void MarkDirtyAdjacentLevelCrossingTiles(TileIndex tile, Axis road_axis)
{
const DiagDirection dir1 = AxisToDiagDir(road_axis);
const DiagDirection dir2 = ReverseDiagDir(dir1);
for (DiagDirection dir : { dir1, dir2 }) {
const TileIndex t = TileAddByDiagDir(tile, dir);
if (t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
MarkTileDirtyByTile(t);
}
}
}
/**
* Update adjacent level crossing tiles in this multi-track crossing, due to removal of a level crossing tile.
* @param tile The crossing tile which has been or is about to be removed, and which caused the update.
* @param road_axis The road axis.
*/
void UpdateAdjacentLevelCrossingTilesOnLevelCrossingRemoval(TileIndex tile, Axis road_axis)
{
const DiagDirection dir1 = AxisToDiagDir(road_axis);
const DiagDirection dir2 = ReverseDiagDir(dir1);
for (DiagDirection dir : { dir1, dir2 }) {
const TileIndexDiff diff = TileOffsByDiagDir(dir);
bool occupied = false;
for (TileIndex t = tile + diff; t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis; t += diff) {
occupied |= CheckLevelCrossing(t);
}
if (occupied) {
/* Mark the immediately adjacent tile dirty */
const TileIndex t = tile + diff;
if (t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
MarkTileDirtyByTile(t);
}
} else {
/* Unbar the crossing tiles in this direction as necessary */
for (TileIndex t = tile + diff; t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis; t += diff) {
if (IsCrossingBarred(t)) {
/* The crossing tile is barred, unbar it and continue to check the next tile */
SetCrossingBarred(t, false);
MarkTileDirtyByTile(t);
} else {
/* The crossing tile is already unbarred, mark the tile dirty and stop checking */
MarkTileDirtyByTile(t);
break;
}
}
}
}
}
/**
* 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)) {
SetCrossingReservation(tile, true);
UpdateLevelCrossing(tile, true);
}
}
/**
* 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(Train *v)
{
Train *base = v;
Train *first = base; // first vehicle to move
Train *last = v->Last(); // last vehicle to move
uint length = CountVehiclesInChain(v);
while (length > 2) {
last = last->Previous();
first = first->Next();
int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
/* do not update images now
* negative differential will be handled in AdvanceWagonsAfterSwap() */
for (int i = 0; i < differential; i++) TrainController(first, last->Next());
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(Train *v)
{
/* first of all, fix the situation when the train was entering a depot */
Train *dep = v; // last vehicle in front of just left depot
while (dep->Next() != nullptr && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
}
Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
if (leave != nullptr) {
/* '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->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
for (int i = 0; i >= d; i--) TrainController(leave, nullptr); // maybe move it, and maybe let another wagon leave
}
} else {
dep = nullptr; // no vehicle in a depot, so no vehicle leaving a depot
}
Train *base = v;
Train *first = base; // first vehicle to move
Train *last = v->Last(); // 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 correctly
* they have already correct spacing, so we have to make sure they are moved how they should */
bool nomove = (dep == nullptr); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
while (length > 2) {
/* we reached vehicle (originally) in front of a depot, stop now
* (we would move wagons that are already 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->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
/* do not update images now */
for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : nullptr));
base = first; // == base->Next()
length -= 2;
}
}
static bool IsWholeTrainInsideDepot(const Train *v)
{
for (const Train *u = v; u != nullptr; u = u->Next()) {
if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
}
return true;
}
/**
* Turn a train around.
* @param v %Train to turn around.
*/
void ReverseTrainDirection(Train *v)
{
if (IsRailDepotTile(v->tile)) {
if (IsWholeTrainInsideDepot(v)) return;
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
/* Clear path reservation in front if train is not stuck. */
if (!HasBit(v->flags, VRF_TRAIN_STUCK)) 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->flags, VRF_TOGGLE_REVERSE);
ClrBit(v->flags, VRF_REVERSING);
/* recalculate cached data */
v->ConsistChanged(CCF_TRACK);
/* update all images */
for (Train *u = v; u != nullptr; u = u->Next()) u->UpdateViewport(false, false);
/* 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->track == TRACK_BIT_DEPOT) {
/* Can't be stuck here as inside a depot is always a safe tile. */
if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
ClrBit(v->flags, VRF_TRAIN_STUCK);
return;
}
/* VehicleExitDir does not always produce the desired dir for depots and
* tunnels/bridges that is needed for UpdateSignalsOnSegment. */
DiagDirection dir = VehicleExitDir(v->direction, v->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, v->GetVehicleTrackdir()) &&
!IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
/* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), 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);
}
} else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
/* A train not inside a PBS block can't be stuck. */
ClrBit(v->flags, VRF_TRAIN_STUCK);
v->wait_counter = 0;
}
}
/**
* Reverse train.
* @param flags type of operation
* @param veh_id train to reverse
* @param reverse_single_veh if true, reverse a unit in a train (needs to be in a depot)
* @return the cost of this operation or an error
*/
CommandCost CmdReverseTrainDirection(DoCommandFlag flags, VehicleID veh_id, bool reverse_single_veh)
{
Train *v = Train::GetIfValid(veh_id);
if (v == nullptr) return CMD_ERROR;
CommandCost ret = CheckOwnership(v->owner);
if (ret.Failed()) return ret;
if (reverse_single_veh) {
/* turn a single unit around */
if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
}
Train *front = v->First();
/* make sure the vehicle is stopped in the depot */
if (!front->IsStoppedInDepot()) {
return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
}
if (flags & DC_EXEC) {
ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
front->ConsistChanged(CCF_ARRANGE);
SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
SetWindowDirty(WC_VEHICLE_VIEW, front->index);
SetWindowClassesDirty(WC_TRAINS_LIST);
}
} else {
/* turn the whole train around */
if (!v->IsPrimaryVehicle()) return CMD_ERROR;
if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
if (flags & DC_EXEC) {
/* Properly leave the station if we are loading and won't be loading anymore */
if (v->current_order.IsType(OT_LOADING)) {
const Vehicle *last = v;
while (last->Next() != nullptr) last = last->Next();
/* not a station || different station --> leave the station */
if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
v->LeaveStation();
}
}
/* We cancel any 'skip signal at dangers' here */
v->force_proceed = TFP_NONE;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
ToggleBit(v->flags, VRF_REVERSING);
} else {
v->cur_speed = 0;
v->SetLastSpeed();
HideFillingPercent(&v->fill_percent_te_id);
ReverseTrainDirection(v);
}
/* Unbunching data is no longer valid. */
v->ResetDepotUnbunching();
}
}
return CommandCost();
}
/**
* Force a train through a red signal
* @param flags type of operation
* @param veh_id train to ignore the red signal
* @return the cost of this operation or an error
*/
CommandCost CmdForceTrainProceed(DoCommandFlag flags, VehicleID veh_id)
{
Train *t = Train::GetIfValid(veh_id);
if (t == nullptr) return CMD_ERROR;
if (!t->IsPrimaryVehicle()) return CMD_ERROR;
CommandCost ret = CheckOwnership(t->owner);
if (ret.Failed()) return ret;
if (flags & DC_EXEC) {
/* If we are forced to proceed, cancel that order.
* If we are marked stuck we would want to force the train
* to proceed to the next signal. In the other cases we
* would like to pass the signal at danger and run till the
* next signal we encounter. */
t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
SetWindowDirty(WC_VEHICLE_VIEW, t->index);
/* Unbunching data is no longer valid. */
t->ResetDepotUnbunching();
}
return CommandCost();
}
/**
* Try to find a depot nearby.
* @param v %Train that wants a depot.
* @param max_distance Maximal search distance.
* @return Information where the closest train depot is located.
* @pre The given vehicle must not be crashed!
*/
static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
{
assert(!(v->vehstatus & VS_CRASHED));
if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
PBSTileInfo origin = FollowTrainReservation(v);
if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
default: NOT_REACHED();
}
}
ClosestDepot Train::FindClosestDepot()
{
FindDepotData tfdd = FindClosestTrainDepot(this, 0);
if (tfdd.best_length == UINT_MAX) return ClosestDepot();
return ClosestDepot(tfdd.tile, GetDepotIndex(tfdd.tile), tfdd.reverse);
}
/** Play a sound for a train leaving the station. */
void Train::PlayLeaveStationSound(bool force) const
{
static const SoundFx sfx[] = {
SND_04_DEPARTURE_STEAM,
SND_0A_DEPARTURE_TRAIN,
SND_0A_DEPARTURE_TRAIN,
SND_47_DEPARTURE_MONORAIL,
SND_41_DEPARTURE_MAGLEV
};
if (PlayVehicleSound(this, VSE_START, force)) return;
SndPlayVehicleFx(sfx[RailVehInfo(this->engine_type)->engclass], this);
}
/**
* Check if the train is on the last reserved tile and try to extend the path then.
* @param v %Train that needs its path extended.
*/
static void CheckNextTrainTile(Train *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 are inside a depot. */
if (v->track == TRACK_BIT_DEPOT) return;
switch (v->current_order.GetType()) {
/* Exit if we reached our destination depot. */
case OT_GOTO_DEPOT:
if (v->tile == v->dest_tile) return;
break;
case OT_GOTO_WAYPOINT:
/* If we reached our waypoint, make sure we see that. */
if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
break;
case OT_NOTHING:
case OT_LEAVESTATION:
case OT_LOADING:
/* Exit if the current order doesn't have a destination, but the train has orders. */
if (v->GetNumOrders() > 0) return;
break;
default:
break;
}
/* Exit if we are on a station tile and are going to stop. */
if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
Trackdir td = v->GetVehicleTrackdir();
/* 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 (Rail90DegTurnDisallowed(GetTileRailType(ft.m_old_tile), GetTileRailType(ft.m_new_tile))) {
tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
}
ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, nullptr, false);
}
}
}
}
/**
* Will the train stay in the depot the next tick?
* @param v %Train to check.
* @return True if it stays in the depot, false otherwise.
*/
static bool CheckTrainStayInDepot(Train *v)
{
/* bail out if not all wagons are in the same depot or not in a depot at all */
for (const Train *u = v; u != nullptr; u = u->Next()) {
if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
}
/* if the train got no power, then keep it in the depot */
if (v->gcache.cached_power == 0) {
v->vehstatus |= VS_STOPPED;
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
return true;
}
/* Check if we should wait here for unbunching. */
if (v->IsWaitingForUnbunching()) return true;
SigSegState seg_state;
if (v->force_proceed == TFP_NONE) {
/* force proceed was not pressed */
if (++v->wait_counter < 37) {
SetWindowClassesDirty(WC_TRAINS_LIST);
return true;
}
v->wait_counter = 0;
seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
/* Full and no PBS signal in block or depot reserved, can't exit. */
SetWindowClassesDirty(WC_TRAINS_LIST);
return true;
}
} else {
seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
}
/* We are leaving a depot, but have to go to the exact same one; re-enter. */
if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
/* Service when depot has no reservation. */
if (!HasDepotReservation(v->tile)) VehicleEnterDepot(v);
return true;
}
/* Only leave when we can reserve a path to our destination. */
if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
/* No path and no force proceed. */
SetWindowClassesDirty(WC_TRAINS_LIST);
MarkTrainAsStuck(v);
return true;
}
SetDepotReservation(v->tile, true);
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
VehicleServiceInDepot(v);
v->LeaveUnbunchingDepot();
v->PlayLeaveStationSound();
SetWindowClassesDirty(WC_TRAINS_LIST);
v->track = TRACK_BIT_X;
if (v->direction & 2) v->track = TRACK_BIT_Y;
v->vehstatus &= ~VS_HIDDEN;
v->cur_speed = 0;
v->UpdateViewport(true, true);
v->UpdatePosition();
UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
v->UpdateAcceleration();
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
return false;
}
/**
* Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
* @param v %Train owning the reservation.
* @param tile Tile with reservation to clear.
* @param track_dir Track direction to clear.
*/
static void ClearPathReservation(const Train *v, 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);
if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
/* Free the reservation only if no other train is on the tiles. */
SetTunnelBridgeReservation(tile, false);
SetTunnelBridgeReservation(end, false);
if (_settings_client.gui.show_track_reservation) {
if (IsBridge(tile)) {
MarkBridgeDirty(tile);
} else {
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(end);
}
}
}
}
} else if (IsRailStationTile(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)) {
SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
}
} else {
/* Any other tile */
UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
}
}
/**
* Free the reserved path in front of a vehicle.
* @param v %Train owning the reserved path.
*/
void FreeTrainTrackReservation(const Train *v)
{
assert(v->IsFrontEngine());
TileIndex tile = v->tile;
Trackdir td = v->GetVehicleTrackdir();
bool free_tile = !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
/* Can't be holding a reservation if we enter a depot. */
if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
if (v->track == TRACK_BIT_DEPOT) {
/* Front engine is in a depot. We enter if some part is not in the depot. */
for (const Train *u = v; u != nullptr; u = u->Next()) {
if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
}
}
/* Don't free reservation if it's not ours. */
if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
while (ft.Follow(tile, td)) {
tile = ft.m_new_tile;
TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
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 && GetStationIndex(ft.m_new_tile) == station_id) && !ft.m_is_tunnel && !ft.m_is_bridge)) ClearPathReservation(v, tile, td);
free_tile = true;
}
}
static const uint8_t _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 }},
};
/**
* 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[out] path_found Whether a path has been found or not.
* @param do_track_reservation Path reservation is requested
* @param[out] dest State and destination of the requested path
* @param[out] final_dest Final tile of the best path found
* @return The best track the train should follow
*/
static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest, TileIndex *final_dest)
{
if (final_dest != nullptr) *final_dest = INVALID_TILE;
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_NPF: return NPFTrainChooseTrack(v, path_found, do_track_reservation, dest);
case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest, final_dest);
default: NOT_REACHED();
}
}
/**
* 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 Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
{
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 (Rail90DegTurnDisallowed(GetTileRailType(ft.m_old_tile), GetTileRailType(ft.m_new_tile))) {
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) && !IsPlainRail(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 != nullptr) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
if (enterdir != nullptr) *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, _settings_game.pf.forbid_90_deg)) {
bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
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 (Rail90DegTurnDisallowed(GetTileRailType(ft.m_old_tile), GetTileRailType(ft.m_new_tile))) {
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_railtype 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 Train *v, TileIndex tile, Trackdir td, bool override_railtype)
{
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_railtype);
case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_railtype);
default: NOT_REACHED();
}
}
/** This class will save the current order of a vehicle and restore it on destruction. */
class VehicleOrderSaver {
private:
Train *v;
Order old_order;
TileIndex old_dest_tile;
StationID old_last_station_visited;
VehicleOrderID index;
bool suppress_implicit_orders;
bool restored;
public:
VehicleOrderSaver(Train *_v) :
v(_v),
old_order(_v->current_order),
old_dest_tile(_v->dest_tile),
old_last_station_visited(_v->last_station_visited),
index(_v->cur_real_order_index),
suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS)),
restored(false)
{
}
/**
* Restore the saved order to the vehicle.
*/
void Restore()
{
this->v->current_order = this->old_order;
this->v->dest_tile = this->old_dest_tile;
this->v->last_station_visited = this->old_last_station_visited;
SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
this->restored = true;
}
/**
* Restore the saved order to the vehicle, if Restore() has not already been called.
*/
~VehicleOrderSaver()
{
if (!this->restored) this->Restore();
}
/**
* Set the current vehicle order to the next order in the order list.
* @param skip_first Shall the first (i.e. active) order be skipped?
* @return True if a suitable next order could be found.
*/
bool SwitchToNextOrder(bool skip_first)
{
if (this->v->GetNumOrders() == 0) return false;
if (skip_first) ++this->index;
int depth = 0;
do {
/* Wrap around. */
if (this->index >= this->v->GetNumOrders()) this->index = 0;
Order *order = this->v->GetOrder(this->index);
assert(order != nullptr);
switch (order->GetType()) {
case OT_GOTO_DEPOT:
/* Skip service in depot orders when the train doesn't need service. */
if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
[[fallthrough]];
case OT_GOTO_STATION:
case OT_GOTO_WAYPOINT:
this->v->current_order = *order;
return UpdateOrderDest(this->v, order, 0, true);
case OT_CONDITIONAL: {
VehicleOrderID next = ProcessConditionalOrder(order, this->v);
if (next != INVALID_VEH_ORDER_ID) {
depth++;
this->index = next;
/* Don't increment next, so no break here. */
continue;
}
break;
}
default:
break;
}
/* Don't increment inside the while because otherwise conditional
* orders can lead to an infinite loop. */
++this->index;
depth++;
} while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
return false;
}
};
/* choose a track */
static Track ChooseTrainTrack(Train *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;
TileIndex final_dest = INVALID_TILE;
assert((tracks & ~TRACK_BIT_MASK) == 0);
if (got_reservation != nullptr) *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) {
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.okay) {
/* Got a valid reservation that ends at a safe target, quick exit. */
if (got_reservation != nullptr) *got_reservation = true;
if (changed_signal) MarkTileDirtyByTile(tile);
TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
return best_track;
}
/* 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);
}
/* Save the current train order. The destructor will restore the old order on function exit. */
VehicleOrderSaver orders(v);
/* If the current tile is the destination of the current order and
* a reservation was requested, advance to the next order.
* Don't advance on a depot order as depots are always safe end points
* for a path and no look-ahead is necessary. This also avoids a
* problem with depot orders not part of the order list when the
* order list itself is empty. */
if (v->current_order.IsType(OT_LEAVESTATION)) {
orders.SwitchToNextOrder(false);
} else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
v->current_order.IsType(OT_GOTO_STATION) ?
IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
v->tile == v->dest_tile))) {
orders.SwitchToNextOrder(true);
}
if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
/* Pathfinders are able to tell that route was only 'guessed'. */
bool path_found = true;
TileIndex new_tile = res_dest.tile;
Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest, &final_dest);
if (new_tile == tile) best_track = next_track;
v->HandlePathfindingResult(path_found);
}
/* 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(v->GetVehicleTrackdir()));
if (got_reservation != nullptr) *got_reservation = true;
if (changed_signal) MarkTileDirtyByTile(tile);
} else {
FreeTrainTrackReservation(v);
if (mark_stuck) MarkTrainAsStuck(v);
}
return best_track;
}
if (got_reservation != nullptr) *got_reservation = true;
/* Reservation target found and free, check if it is safe. */
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 (Rail90DegTurnDisallowed(GetTileRailType(res_dest.tile), GetTileRailType(next_tile))) {
reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
}
/* Get next order with destination. */
if (orders.SwitchToNextOrder(true)) {
PBSTileInfo cur_dest;
bool path_found;
DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest, nullptr);
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 != nullptr) *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 != nullptr) *got_reservation = false;
changed_signal = false;
}
break;
}
TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
if (changed_signal) MarkTileDirtyByTile(tile);
orders.Restore();
if (v->current_order.IsType(OT_GOTO_DEPOT) &&
(v->current_order.GetDepotActionType() & ODATFB_NEAREST_DEPOT) &&
final_dest != INVALID_TILE && IsRailDepotTile(final_dest)) {
v->current_order.SetDestination(GetDepotIndex(final_dest));
v->dest_tile = final_dest;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
return best_track;
}
/**
* Try to reserve a path to a safe position.
*
* @param v The vehicle
* @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
* @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
* @return True if a path could be reserved.
*/
bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
{
assert(v->IsFrontEngine());
/* 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->track == TRACK_BIT_DEPOT) {
if (HasDepotReservation(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;
}
}
Vehicle *other_train = nullptr;
PBSTileInfo origin = FollowTrainReservation(v, &other_train);
/* The path we are driving on is already blocked by some other train.
* This can only happen in certain situations when mixing path and
* block signals or when changing tracks and/or signals.
* Exit here as doing any further reservations will probably just
* make matters worse. */
if (other_train != nullptr && other_train->index != v->index) {
if (mark_as_stuck) MarkTrainAsStuck(v);
return false;
}
/* 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->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
ClrBit(v->flags, VRF_TRAIN_STUCK);
return true;
}
/* If we are in a depot, tentatively reserve the depot. */
if (v->track == TRACK_BIT_DEPOT) {
SetDepotReservation(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(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
if (Rail90DegTurnDisallowed(GetTileRailType(origin.tile), GetTileRailType(new_tile))) 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->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
return false;
}
if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
v->wait_counter = 0;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
ClrBit(v->flags, VRF_TRAIN_STUCK);
return true;
}
static bool CheckReverseTrain(const Train *v)
{
if (_settings_game.difficulty.line_reverse_mode != 0 ||
v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
!(v->direction & 1)) {
return false;
}
assert(v->track != TRACK_BIT_NONE);
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_NPF: return NPFTrainCheckReverse(v);
case VPF_YAPF: return YapfTrainCheckReverse(v);
default: NOT_REACHED();
}
}
/**
* Get the location of the next station to visit.
* @param station Next station to visit.
* @return Location of the new station.
*/
TileIndex Train::GetOrderStationLocation(StationID station)
{
if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
const Station *st = Station::Get(station);
if (!(st->facilities & FACIL_TRAIN)) {
/* The destination station has no trainstation tiles. */
this->IncrementRealOrderIndex();
return 0;
}
return st->xy;
}
/** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
void Train::MarkDirty()
{
Train *v = this;
do {
v->colourmap = PAL_NONE;
v->UpdateViewport(true, false);
} while ((v = v->Next()) != nullptr);
/* need to update acceleration and cached values since the goods on the train changed. */
this->CargoChanged();
this->UpdateAcceleration();
}
/**
* This function looks at the vehicle and updates its speed (cur_speed
* and subspeed) variables. Furthermore, it returns the distance that
* the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
* the distance to drive before moving a step on the map.
* @return distance to drive.
*/
int Train::UpdateSpeed()
{
switch (_settings_game.vehicle.train_acceleration_model) {
default: NOT_REACHED();
case AM_ORIGINAL:
return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed());
case AM_REALISTIC:
return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
}
}
/**
* Trains enters a station, send out a news item if it is the first train, and start loading.
* @param v Train that entered the station.
* @param station Station visited.
*/
static void TrainEnterStation(Train *v, StationID station)
{
v->last_station_visited = station;
/* check if a train ever visited this station before */
Station *st = Station::Get(station);
if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
st->had_vehicle_of_type |= HVOT_TRAIN;
SetDParam(0, st->index);
AddVehicleNewsItem(
STR_NEWS_FIRST_TRAIN_ARRIVAL,
v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
v->index,
st->index
);
AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
}
v->force_proceed = TFP_NONE;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
v->BeginLoading();
TriggerStationRandomisation(st, v->tile, SRT_TRAIN_ARRIVES);
TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
}
/* Check if the vehicle is compatible with the specified tile */
static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
{
return IsTileOwner(tile, v->owner) &&
(!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
}
/** Data structure for storing engine speed changes of an acceleration type. */
struct AccelerationSlowdownParams {
uint8_t small_turn; ///< Speed change due to a small turn.
uint8_t large_turn; ///< Speed change due to a large turn.
uint8_t z_up; ///< Fraction to remove when moving up.
uint8_t z_down; ///< Fraction to add when moving down.
};
/** Speed update fractions for each acceleration type. */
static const AccelerationSlowdownParams _accel_slowdown[] = {
/* normal accel */
{256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
{256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
{0, 256 / 2, 256 / 4, 2}, ///< maglev
};
/**
* Modify the speed of the vehicle due to a change in altitude.
* @param v %Train to update.
* @param old_z Previous height.
*/
static inline void AffectSpeedByZChange(Train *v, int old_z)
{
if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
if (old_z < v->z_pos) {
v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
} else {
uint16_t spd = v->cur_speed + asp->z_down;
if (spd <= v->gcache.cached_max_track_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;
}
/** Tries to reserve track under whole train consist. */
void Train::ReserveTrackUnderConsist() const
{
for (const Train *u = this; u != nullptr; u = u->Next()) {
switch (u->track) {
case TRACK_BIT_WORMHOLE:
TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
break;
case TRACK_BIT_DEPOT:
break;
default:
TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
break;
}
}
}
/**
* The train vehicle crashed!
* Update its status and other parts around it.
* @param flooded Crash was caused by flooding.
* @return Number of people killed.
*/
uint Train::Crash(bool flooded)
{
uint pass = 0;
if (this->IsFrontEngine()) {
pass += 2; // driver
/* Remove the reserved path in front of the train if it is not stuck.
* Also clear all reserved tracks the train is currently on. */
if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
for (const Train *v = this; v != nullptr; v = v->Next()) {
ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
/* ClearPathReservation will not free the wormhole exit
* if the train has just entered the wormhole. */
SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
}
}
/* we may need to update crossing we were approaching,
* but must be updated after the train has been marked crashed */
TileIndex crossing = TrainApproachingCrossingTile(this);
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
/* Remove the loading indicators (if any) */
HideFillingPercent(&this->fill_percent_te_id);
}
pass += this->GroundVehicleBase::Crash(flooded);
this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
return pass;
}
/**
* Marks train as crashed and creates an AI event.
* Doesn't do anything if the train is crashed already.
* @param v first vehicle of chain
* @return number of victims (including 2 drivers; zero if train was already crashed)
*/
static uint TrainCrashed(Train *v)
{
uint num = 0;
/* do not crash train twice */
if (!(v->vehstatus & VS_CRASHED)) {
num = v->Crash();
AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
}
/* Try to re-reserve track under already crashed train too.
* Crash() clears the reservation! */
v->ReserveTrackUnderConsist();
return num;
}
/** Temporary data storage for testing collisions. */
struct TrainCollideChecker {
Train *v; ///< %Vehicle we are testing for collision.
uint num; ///< Total number of victims if train collided.
};
/**
* Collision test function.
* @param v %Train vehicle to test collision with.
* @param data %Train being examined.
* @return \c nullptr (always continue search)
*/
static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
{
TrainCollideChecker *tcc = (TrainCollideChecker*)data;
/* not a train or in depot */
if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return nullptr;
/* do not crash into trains of another company. */
if (v->owner != tcc->v->owner) return nullptr;
/* get first vehicle now to make most usual checks faster */
Train *coll = Train::From(v)->First();
/* can't collide with own wagons */
if (coll == tcc->v) return nullptr;
int x_diff = v->x_pos - tcc->v->x_pos;
int y_diff = v->y_pos - tcc->v->y_pos;
/* Do fast calculation to check whether trains are not in close vicinity
* and quickly reject trains distant enough for any collision.
* Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
* Differences are then ORed and then we check for any higher bits */
uint hash = (y_diff + 7) | (x_diff + 7);
if (hash & ~15) return nullptr;
/* Slower check using multiplication */
int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return nullptr;
/* Happens when there is a train under bridge next to bridge head */
if (abs(v->z_pos - tcc->v->z_pos) > 5) return nullptr;
/* crash both trains */
tcc->num += TrainCrashed(tcc->v);
tcc->num += TrainCrashed(coll);
return nullptr; // continue searching
}
/**
* 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.
* @param v %Train to test.
*/
static bool CheckTrainCollision(Train *v)
{
/* can't collide in depot */
if (v->track == TRACK_BIT_DEPOT) return false;
assert(v->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->track == TRACK_BIT_WORMHOLE) {
FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
} else {
FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
}
/* any dead -> no crash */
if (tcc.num == 0) return false;
SetDParam(0, tcc.num);
AddTileNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->tile);
ModifyStationRatingAround(v->tile, v->owner, -160, 30);
if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_TRAIN_COLLISION, v);
return true;
}
static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
{
if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return nullptr;
Train *t = Train::From(v);
DiagDirection exitdir = *(DiagDirection *)data;
/* not front engine of a train, inside wormhole or depot, crashed */
if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return nullptr;
if (t->cur_speed > 5 || VehicleExitDir(t->direction, t->track) != exitdir) return nullptr;
return t;
}
/**
* Move a vehicle chain one movement stop forwards.
* @param v First vehicle to move.
* @param nomove Stop moving this and all following vehicles.
* @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
* @return True if the vehicle could be moved forward, false otherwise.
*/
bool TrainController(Train *v, Vehicle *nomove, bool reverse)
{
Train *first = v->First();
Train *prev;
bool direction_changed = false; // has direction of any part changed?
/* 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?
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
if (v->track != TRACK_BIT_WORMHOLE) {
/* Not inside tunnel */
if (gp.old_tile == gp.new_tile) {
/* Staying in the old tile */
if (v->track == TRACK_BIT_DEPOT) {
/* Inside depot */
gp.x = v->x_pos;
gp.y = v->y_pos;
} else {
/* Not inside depot */
/* Reverse when we are at the end of the track already, do not move to the new position */
if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
uint32_t 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)) {
/* The new position is the end of the platform */
TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
}
}
} else {
/* A new tile is about to be entered. */
/* Determine what direction we're entering the new tile from */
enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
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 (Rail90DegTurnDisallowed(GetTileRailType(gp.old_tile), GetTileRailType(gp.new_tile)) && prev == nullptr) {
/* We allow wagons to make 90 deg turns, because forbid_90_deg
* can be switched on halfway a turn */
bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
}
if (bits == TRACK_BIT_NONE) goto invalid_rail;
/* Check if the new tile constrains 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 == nullptr) {
/* 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, nullptr, true));
assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
/* For each signal we find decrease the counter by one.
* We start at two, so the first signal we pass decreases
* this to one, then if we reach the next signal it is
* decreased to zero and we won't pass that new signal. */
Trackdir dir = FindFirstTrackdir(trackdirbits);
if (HasSignalOnTrackdir(gp.new_tile, dir) ||
(HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir)) &&
GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS)) {
/* However, we do not want to be stopped by PBS signals
* entered via the back. */
v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
}
}
/* Check if it's a red signal and that force proceed is not clicked. */
if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
/* In front of a red signal */
Trackdir i = FindFirstTrackdir(trackdirbits);
/* Don't handle stuck trains here. */
if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * Ticks::DAY_TICKS * 2) return false;
} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * Ticks::DAY_TICKS * 2) {
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 (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
}
}
/* If we would reverse but are currently in a PBS block and
* reversing of stuck trains is disabled, don't reverse.
* This does not apply if the reason for reversing is a one-way
* signal blocking us, because a train would then be stuck forever. */
if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
v->wait_counter = 0;
return false;
}
goto reverse_train_direction;
} else {
TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
}
} else {
/* The wagon is active, simply follow the prev vehicle. */
if (prev->tile == gp.new_tile) {
/* Choose the same track as prev */
if (prev->track == TRACK_BIT_WORMHOLE) {
/* Vehicles entering tunnels enter the wormhole earlier than for bridges.
* However, just choose the track into the wormhole. */
assert(IsTunnel(prev->tile));
chosen_track = bits;
} else {
chosen_track = prev->track;
}
} else {
/* Choose the track that leads to the tile where prev is.
* This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
* I.e. when the tile between them has only space for a single vehicle like
* 1) horizontal/vertical track tiles and
* 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
* Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
*/
static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
{TRACK_BIT_X, TRACK_BIT_LOWER, TRACK_BIT_NONE, TRACK_BIT_LEFT },
{TRACK_BIT_UPPER, TRACK_BIT_Y, TRACK_BIT_LEFT, TRACK_BIT_NONE },
{TRACK_BIT_NONE, TRACK_BIT_RIGHT, TRACK_BIT_X, TRACK_BIT_UPPER},
{TRACK_BIT_RIGHT, TRACK_BIT_NONE, TRACK_BIT_LOWER, TRACK_BIT_Y }
};
DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
assert(IsValidDiagDirection(exitdir));
chosen_track = _connecting_track[enterdir][exitdir];
}
chosen_track &= 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 uint8_t *b = _initial_tile_subcoord[FindFirstBit(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_t 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 (v->IsFrontEngine() && 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() == nullptr) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
v->tile = gp.new_tile;
if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
v->First()->ConsistChanged(CCF_TRACK);
}
v->track = chosen_track;
assert(v->track);
}
/* We need to update signal status, but after the vehicle position hash
* has been updated by UpdateInclination() */
update_signals_crossing = true;
if (chosen_dir != v->direction) {
if (prev == nullptr && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
DirDiff diff = DirDifference(v->direction, chosen_dir);
v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
}
direction_changed = true;
v->direction = chosen_dir;
}
if (v->IsFrontEngine()) {
v->wait_counter = 0;
/* If we are approaching a crossing that is reserved, play the sound now. */
TileIndex crossing = TrainApproachingCrossingTile(v);
if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
/* Always try to extend the reservation when entering a tile. */
CheckNextTrainTile(v);
}
if (HasBit(r, VETS_ENTERED_STATION)) {
/* The new position is the location where we want to stop */
TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
}
}
} else {
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 (v->IsFrontEngine()) {
TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
CheckNextTrainTile(v);
}
/* Prevent v->UpdateInclination() being called with wrong parameters.
* This could happen if the train was reversed inside the tunnel/bridge. */
if (gp.old_tile == gp.new_tile) {
gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
}
} else {
v->x_pos = gp.x;
v->y_pos = gp.y;
v->UpdatePosition();
if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
continue;
}
}
/* update image of train, as well as delta XY */
v->UpdateDeltaXY();
v->x_pos = gp.x;
v->y_pos = gp.y;
v->UpdatePosition();
/* update the Z position of the vehicle */
int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
if (prev == nullptr) {
/* This is the first vehicle in the train */
AffectSpeedByZChange(v, old_z);
}
if (update_signals_crossing) {
if (v->IsFrontEngine()) {
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->track) &&
!TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
!TryPathReserve(v)) {
MarkTrainAsStuck(v);
}
}
}
/* Signals can only change when the first
* (above) or the last vehicle moves. */
if (v->Next() == nullptr) {
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 (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
}
if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
return true;
invalid_rail:
/* We've reached end of line?? */
if (prev != nullptr) FatalError("Disconnecting train");
reverse_train_direction:
if (reverse) {
v->wait_counter = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
}
return false;
}
/**
* Collect trackbits of all crashed train vehicles on a tile
* @param v Vehicle passed from Find/HasVehicleOnPos()
* @param data trackdirbits for the result
* @return nullptr to iterate over all vehicles on the tile.
*/
static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
{
TrackBits *trackbits = (TrackBits *)data;
if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
TrackBits train_tbits = Train::From(v)->track;
if (train_tbits == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->track contains no useful value then. */
*trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
} else if (train_tbits != TRACK_BIT_DEPOT) {
*trackbits |= train_tbits;
}
}
return nullptr;
}
static bool IsRailStationPlatformOccupied(TileIndex tile)
{
TileIndexDiff delta = (GetRailStationAxis(tile) == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
for (TileIndex t = tile; IsCompatibleTrainStationTile(t, tile); t -= delta) {
if (HasVehicleOnPos(t, nullptr, &TrainOnTileEnum)) return true;
}
for (TileIndex t = tile + delta; IsCompatibleTrainStationTile(t, tile); t += delta) {
if (HasVehicleOnPos(t, nullptr, &TrainOnTileEnum)) return true;
}
return false;
}
/**
* 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(Train *v)
{
Train *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 physically be removed */
Train *u = v;
for (; v->Next() != nullptr; v = v->Next()) u = v;
u->SetNext(nullptr);
if (first != v) {
/* Recalculate cached train properties */
first->ConsistChanged(CCF_ARRANGE);
/* Update the depot window if the first vehicle is in depot -
* if v == first, then it is updated in PreDestructor() */
if (first->track == TRACK_BIT_DEPOT) {
SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
}
v->last_station_visited = first->last_station_visited; // for PreDestructor
}
/* 'v' shouldn't be accessed after it has been deleted */
TrackBits trackbits = v->track;
TileIndex tile = v->tile;
Owner owner = v->owner;
delete v;
v = nullptr; // make sure nobody will try to read 'v' anymore
if (trackbits == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->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;
FindVehicleOnPos(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 : SetTrackBitIterator(remaining_trackbits)) TryReserveRailTrack(tile, t);
}
/* check if the wagon was on a road/rail-crossing */
if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
if (IsRailStationTile(tile)) {
bool occupied = IsRailStationPlatformOccupied(tile);
DiagDirection dir = AxisToDiagDir(GetRailStationAxis(tile));
SetRailStationPlatformReservation(tile, dir, occupied);
SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), occupied);
}
/* Update signals */
if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
} else {
SetSignalsOnBothDir(tile, track, owner);
}
}
/**
* Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
* @param v First crashed vehicle.
*/
static void ChangeTrainDirRandomly(Train *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)]);
/* Refrain from updating the z position of the vehicle when on
* a bridge, because UpdateInclination() will put the vehicle under
* the bridge in that case */
if (v->track != TRACK_BIT_WORMHOLE) {
v->UpdatePosition();
v->UpdateInclination(false, true);
} else {
v->UpdateViewport(false, true);
}
}
} while ((v = v->Next()) != nullptr);
}
/**
* Handle a crashed train.
* @param v First train vehicle.
* @return %Vehicle chain still exists.
*/
static bool HandleCrashedTrain(Train *v)
{
int state = ++v->crash_anim_pos;
if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
}
uint32_t 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()) != nullptr);
}
if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
if (state >= 4440 && !(v->tick_counter & 0x1F)) {
bool ret = v->Next() != nullptr;
DeleteLastWagon(v);
return ret;
}
return true;
}
/** Maximum speeds for train that is broken down or approaching line end */
static const uint16_t _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
* @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
* @return true iff we did NOT have to reverse
*/
static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
{
/* 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. Make sure the vehicle's front
* does not cross the tile boundary when we do reverse, but as the vehicle's
* location is based on their center, use half a vehicle's length as offset.
* Multiply the half-length by two for straight directions to compensate that
* we only get odd x offsets there. */
if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
/* we are too near the tile end, reverse now */
v->cur_speed = 0;
if (reverse) ReverseTrainDirection(v);
return false;
}
/* slow down */
v->vehstatus |= VS_TRAIN_SLOWING;
uint16_t 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 Train *v)
{
/* Exit if inside a tunnel/bridge or a depot */
if (v->track == TRACK_BIT_WORMHOLE || v->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 Train *v)
{
assert(v->IsFrontEngine());
assert(!(v->vehstatus & VS_CRASHED));
if (!TrainCanLeaveTile(v)) return INVALID_TILE;
DiagDirection dir = VehicleExitDir(v->direction, v->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
* @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
* @return true iff we did NOT have to reverse
*/
static bool TrainCheckIfLineEnds(Train *v, bool reverse)
{
/* First, handle broken down train */
int t = v->breakdown_ctr;
if (t > 1) {
v->vehstatus |= VS_TRAIN_SLOWING;
uint16_t 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 = VehicleExitDir(v->direction, v->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 (Rail90DegTurnDisallowed(GetTileRailType(v->tile), GetTileRailType(tile))) {
bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
}
/* no suitable trackbits at all || unusable rail (wrong type or owner) */
if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
return TrainApproachingLineEnd(v, false, reverse);
}
/* approaching red signal */
if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
/* approaching a rail/road crossing? then make it red */
if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
return true;
}
static bool TrainLocoHandler(Train *v, bool mode)
{
/* train has crashed? */
if (v->vehstatus & VS_CRASHED) {
return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
}
if (v->force_proceed != TFP_NONE) {
ClrBit(v->flags, VRF_TRAIN_STUCK);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
/* train is broken down? */
if (v->HandleBreakdown()) return true;
if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
ReverseTrainDirection(v);
}
/* exit if train is stopped */
if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
if (ProcessOrders(v) && CheckReverseTrain(v)) {
v->wait_counter = 0;
v->cur_speed = 0;
v->subspeed = 0;
ClrBit(v->flags, VRF_LEAVING_STATION);
ReverseTrainDirection(v);
return true;
} else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
/* Try to reserve a path when leaving the station as we
* might not be marked as wanting a reservation, e.g.
* when an overlength train gets turned around in a station. */
DiagDirection dir = VehicleExitDir(v->direction, v->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) {
TryPathReserve(v, true, true);
}
ClrBit(v->flags, VRF_LEAVING_STATION);
}
v->HandleLoading(mode);
if (v->current_order.IsType(OT_LOADING)) return true;
if (CheckTrainStayInDepot(v)) return true;
if (!mode) v->ShowVisualEffect();
/* We had no order but have an order now, do look ahead. */
if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
CheckNextTrainTile(v);
}
/* Handle stuck trains. */
if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
++v->wait_counter;
/* Should we try reversing this tick if still stuck? */
bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * Ticks::DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
if (!TryPathReserve(v)) {
/* Still stuck. */
if (turn_around) ReverseTrainDirection(v);
if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * Ticks::DAY_TICKS) {
/* Show message to player. */
if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
SetDParam(0, v->index);
AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
}
v->wait_counter = 0;
}
/* Exit if force proceed not pressed, else reset stuck flag anyway. */
if (v->force_proceed == TFP_NONE) return true;
ClrBit(v->flags, VRF_TRAIN_STUCK);
v->wait_counter = 0;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
}
if (v->current_order.IsType(OT_LEAVESTATION)) {
v->current_order.Free();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
return true;
}
int j = v->UpdateSpeed();
/* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
/* If we manually stopped, we're not force-proceeding anymore. */
v->force_proceed = TFP_NONE;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
}
int adv_spd = v->GetAdvanceDistance();
if (j < adv_spd) {
/* if the vehicle has speed 0, update the last_speed field. */
if (v->cur_speed == 0) v->SetLastSpeed();
} else {
TrainCheckIfLineEnds(v);
/* Loop until the train has finished moving. */
for (;;) {
j -= adv_spd;
TrainController(v, nullptr);
/* Don't continue to move if the train crashed. */
if (CheckTrainCollision(v)) break;
/* Determine distance to next map position */
adv_spd = v->GetAdvanceDistance();
/* No more moving this tick */
if (j < adv_spd || v->cur_speed == 0) break;
OrderType order_type = v->current_order.GetType();
/* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
(v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
IsTileType(v->tile, MP_STATION) &&
v->current_order.GetDestination() == GetStationIndex(v->tile)) {
ProcessOrders(v);
}
}
v->SetLastSpeed();
}
for (Train *u = v; u != nullptr; u = u->Next()) {
if ((u->vehstatus & VS_HIDDEN) != 0) continue;
u->UpdateViewport(false, false);
}
if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
return true;
}
/**
* Get running cost for the train consist.
* @return Yearly running costs.
*/
Money Train::GetRunningCost() const
{
Money cost = 0;
const Train *v = this;
do {
const Engine *e = v->GetEngine();
if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
if (cost_factor == 0) continue;
/* Halve running cost for multiheaded parts */
if (v->IsMultiheaded()) cost_factor /= 2;
cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
} while ((v = v->GetNextVehicle()) != nullptr);
return cost;
}
/**
* Update train vehicle data for a tick.
* @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
*/
bool Train::Tick()
{
this->tick_counter++;
if (this->IsFrontEngine()) {
PerformanceAccumulator framerate(PFE_GL_TRAINS);
if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
this->current_order_time++;
if (!TrainLocoHandler(this, false)) return false;
return TrainLocoHandler(this, true);
} else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
/* Delete flooded standalone wagon chain */
if (++this->crash_anim_pos >= 4400) {
delete this;
return false;
}
}
return true;
}
/**
* Check whether a train needs service, and if so, find a depot or service it.
* @return v %Train to check.
*/
static void CheckIfTrainNeedsService(Train *v)
{
if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsChainInDepot()) {
VehicleServiceInDepot(v);
return;
}
uint max_penalty;
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break;
case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
default: NOT_REACHED();
}
FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
/* Only go to the depot if it is not too far out of our way. */
if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
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();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
return;
}
DepotID depot = GetDepotIndex(tfdd.tile);
if (v->current_order.IsType(OT_GOTO_DEPOT) &&
v->current_order.GetDestination() != depot &&
!Chance16(3, 16)) {
return;
}
SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE, ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS, ODATFB_NEAREST_DEPOT);
v->dest_tile = tfdd.tile;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
/** Calendar day handler. */
void Train::OnNewCalendarDay()
{
AgeVehicle(this);
}
/** Economy day handler. */
void Train::OnNewEconomyDay()
{
EconomyAgeVehicle(this);
if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
if (this->IsFrontEngine()) {
CheckVehicleBreakdown(this);
CheckIfTrainNeedsService(this);
CheckOrders(this);
/* update destination */
if (this->current_order.IsType(OT_GOTO_STATION)) {
TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
if (tile != INVALID_TILE) this->dest_tile = tile;
}
if (this->running_ticks != 0) {
/* running costs */
CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (CalendarTime::DAYS_IN_YEAR * Ticks::DAY_TICKS));
this->profit_this_year -= cost.GetCost();
this->running_ticks = 0;
SubtractMoneyFromCompanyFract(this->owner, cost);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
SetWindowClassesDirty(WC_TRAINS_LIST);
}
}
}
/**
* Get the tracks of the train vehicle.
* @return Current tracks of the vehicle.
*/
Trackdir Train::GetVehicleTrackdir() const
{
if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
if (this->track == TRACK_BIT_DEPOT) {
/* We'll assume the train is facing outwards */
return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
}
if (this->track == TRACK_BIT_WORMHOLE) {
/* train in tunnel or on bridge, so just use its direction and assume a diagonal track */
return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
}
return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
}
uint16_t Train::GetMaxWeight() const
{
uint16_t weight = CargoSpec::Get(this->cargo_type)->WeightOfNUnitsInTrain(this->GetEngine()->DetermineCapacity(this));
/* Vehicle weight is not added for articulated parts. */
if (!this->IsArticulatedPart()) {
weight += GetVehicleProperty(this, PROP_TRAIN_WEIGHT, RailVehInfo(this->engine_type)->weight);
}
/* Powered wagons have extra weight added. */
if (HasBit(this->flags, VRF_POWEREDWAGON)) {
weight += RailVehInfo(this->gcache.first_engine)->pow_wag_weight;
}
return weight;
}