Files
openttd/src/train_cmd.cpp
michi_cc 9a7270d147 (svn r14482) -Codechange: Use a class for saving the current train order when extending the reserved path beyond the current destination during pathfinding.
The class' destructor will make sure that the order is restored on function exit in all cases.
2008-10-18 13:13:27 +00:00

4622 lines
149 KiB
C++

/* $Id$ */
/** @file train_cmd.cpp Handling of trains. */
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "debug.h"
#include "tile_cmd.h"
#include "landscape.h"
#include "gui.h"
#include "station_map.h"
#include "tunnel_map.h"
#include "articulated_vehicles.h"
#include "command_func.h"
#include "pathfind.h"
#include "npf.h"
#include "station_base.h"
#include "news_func.h"
#include "engine_func.h"
#include "engine_base.h"
#include "company_func.h"
#include "company_base.h"
#include "depot_base.h"
#include "depot_func.h"
#include "waypoint.h"
#include "vehicle_gui.h"
#include "train.h"
#include "bridge.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "newgrf_text.h"
#include "direction_func.h"
#include "yapf/yapf.h"
#include "yapf/follow_track.hpp"
#include "cargotype.h"
#include "group.h"
#include "table/sprites.h"
#include "tunnelbridge_map.h"
#include "strings_func.h"
#include "functions.h"
#include "window_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "signal_func.h"
#include "variables.h"
#include "autoreplace_gui.h"
#include "gfx_func.h"
#include "settings_type.h"
#include "order_func.h"
#include "newgrf_station.h"
#include "effectvehicle_func.h"
#include "gamelog.h"
#include "network/network.h"
#include "pbs.h"
#include "table/strings.h"
#include "table/train_cmd.h"
static Track ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
static bool TrainCheckIfLineEnds(Vehicle *v);
static void TrainController(Vehicle *v, Vehicle *nomove, bool update_image);
static TileIndex TrainApproachingCrossingTile(const Vehicle *v);
static void CheckIfTrainNeedsService(Vehicle *v);
static void CheckNextTrainTile(Vehicle *v);
static const byte _vehicle_initial_x_fract[4] = {10, 8, 4, 8};
static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
/**
* Determine the side in which the train will leave the tile
*
* @param direction vehicle direction
* @param track vehicle track bits
* @return side of tile the train will leave
*/
static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
{
static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
DiagDirection diagdir = DirToDiagDir(direction);
/* Determine the diagonal direction in which we will exit this tile */
if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
}
return diagdir;
}
/** Return the cargo weight multiplier to use for a rail vehicle
* @param cargo Cargo type to get multiplier for
* @return Cargo weight multiplier
*/
byte FreightWagonMult(CargoID cargo)
{
if (!GetCargo(cargo)->is_freight) return 1;
return _settings_game.vehicle.freight_trains;
}
/**
* Recalculates the cached total power of a train. Should be called when the consist is changed
* @param v First vehicle of the consist.
*/
void TrainPowerChanged(Vehicle *v)
{
uint32 total_power = 0;
uint32 max_te = 0;
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
RailType railtype = GetRailType(u->tile);
/* Power is not added for articulated parts */
if (!IsArticulatedPart(u)) {
bool engine_has_power = HasPowerOnRail(u->u.rail.railtype, railtype);
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
if (engine_has_power) {
uint16 power = GetVehicleProperty(u, 0x0B, rvi_u->power);
if (power != 0) {
/* Halve power for multiheaded parts */
if (IsMultiheaded(u)) power /= 2;
total_power += power;
/* Tractive effort in (tonnes * 1000 * 10 =) N */
max_te += (u->u.rail.cached_veh_weight * 10000 * GetVehicleProperty(u, 0x1F, rvi_u->tractive_effort)) / 256;
}
}
}
if (HasBit(u->u.rail.flags, VRF_POWEREDWAGON) && HasPowerOnRail(v->u.rail.railtype, railtype)) {
total_power += RailVehInfo(u->u.rail.first_engine)->pow_wag_power;
}
}
if (v->u.rail.cached_power != total_power || v->u.rail.cached_max_te != max_te) {
/* If it has no power (no catenary), stop the train */
if (total_power == 0) v->vehstatus |= VS_STOPPED;
v->u.rail.cached_power = total_power;
v->u.rail.cached_max_te = max_te;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
/**
* Recalculates the cached weight of a train and its vehicles. Should be called each time the cargo on
* the consist changes.
* @param v First vehicle of the consist.
*/
static void TrainCargoChanged(Vehicle *v)
{
uint32 weight = 0;
for (Vehicle *u = v; u != NULL; u = u->Next()) {
uint32 vweight = GetCargo(u->cargo_type)->weight * u->cargo.Count() * FreightWagonMult(u->cargo_type) / 16;
/* Vehicle weight is not added for articulated parts. */
if (!IsArticulatedPart(u)) {
/* vehicle weight is the sum of the weight of the vehicle and the weight of its cargo */
vweight += GetVehicleProperty(u, 0x16, RailVehInfo(u->engine_type)->weight);
}
/* powered wagons have extra weight added */
if (HasBit(u->u.rail.flags, VRF_POWEREDWAGON)) {
vweight += RailVehInfo(u->u.rail.first_engine)->pow_wag_weight;
}
/* consist weight is the sum of the weight of all vehicles in the consist */
weight += vweight;
/* store vehicle weight in cache */
u->u.rail.cached_veh_weight = vweight;
}
/* store consist weight in cache */
v->u.rail.cached_weight = weight;
/* Now update train power (tractive effort is dependent on weight) */
TrainPowerChanged(v);
}
/** Logs a bug in GRF and shows a warning message if this
* is for the first time this happened.
* @param u first vehicle of chain
*/
static void RailVehicleLengthChanged(const Vehicle *u)
{
/* show a warning once for each engine in whole game and once for each GRF after each game load */
const Engine *engine = GetEngine(u->engine_type);
uint32 grfid = engine->grffile->grfid;
GRFConfig *grfconfig = GetGRFConfig(grfid);
if (GamelogGRFBugReverse(grfid, engine->internal_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
SetBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH);
SetDParamStr(0, grfconfig->name);
SetDParam(1, u->engine_type);
ShowErrorMessage(STR_NEWGRF_BROKEN_VEHICLE_LENGTH, STR_NEWGRF_BROKEN, 0, 0);
/* debug output */
char buffer[512];
SetDParamStr(0, grfconfig->name);
GetString(buffer, STR_NEWGRF_BROKEN, lastof(buffer));
DEBUG(grf, 0, "%s", buffer + 3);
SetDParam(1, u->engine_type);
GetString(buffer, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, lastof(buffer));
DEBUG(grf, 0, "%s", buffer + 3);
if (!_networking) _pause_game = -1;
}
}
/** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
void CheckTrainsLengths()
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && v->First() == v && !(v->vehstatus & VS_CRASHED)) {
for (const Vehicle *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
if (u->u.rail.track != TRACK_BIT_DEPOT) {
if ((w->u.rail.track != TRACK_BIT_DEPOT &&
max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->u.rail.cached_veh_length) ||
(w->u.rail.track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
SetDParam(0, v->index);
SetDParam(1, v->owner);
ShowErrorMessage(INVALID_STRING_ID, STR_BROKEN_VEHICLE_LENGTH, 0, 0);
if (!_networking) _pause_game = -1;
}
}
}
}
}
}
/**
* Recalculates the cached stuff of a train. Should be called each time a vehicle is added
* to/removed from the chain, and when the game is loaded.
* Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
* @param v First vehicle of the chain.
* @param same_length should length of vehicles stay the same?
*/
void TrainConsistChanged(Vehicle *v, bool same_length)
{
uint16 max_speed = UINT16_MAX;
assert(v->type == VEH_TRAIN);
assert(IsFrontEngine(v) || IsFreeWagon(v));
const RailVehicleInfo *rvi_v = RailVehInfo(v->engine_type);
EngineID first_engine = IsFrontEngine(v) ? v->engine_type : INVALID_ENGINE;
v->u.rail.cached_total_length = 0;
v->u.rail.compatible_railtypes = RAILTYPES_NONE;
bool train_can_tilt = true;
for (Vehicle *u = v; u != NULL; u = u->Next()) {
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
/* Check the v->first cache. */
assert(u->First() == v);
/* update the 'first engine' */
u->u.rail.first_engine = v == u ? INVALID_ENGINE : first_engine;
u->u.rail.railtype = rvi_u->railtype;
if (IsTrainEngine(u)) first_engine = u->engine_type;
/* Set user defined data to its default value */
u->u.rail.user_def_data = rvi_u->user_def_data;
}
for (Vehicle *u = v; u != NULL; u = u->Next()) {
/* Update user defined data (must be done before other properties) */
u->u.rail.user_def_data = GetVehicleProperty(u, 0x25, u->u.rail.user_def_data);
}
for (Vehicle *u = v; u != NULL; u = u->Next()) {
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
if (!HasBit(EngInfo(u->engine_type)->misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
/* Cache wagon override sprite group. NULL is returned if there is none */
u->u.rail.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->u.rail.first_engine);
/* Reset color map */
u->colormap = PAL_NONE;
if (rvi_u->visual_effect != 0) {
u->u.rail.cached_vis_effect = rvi_u->visual_effect;
} else {
if (IsTrainWagon(u) || IsArticulatedPart(u)) {
/* Wagons and articulated parts have no effect by default */
u->u.rail.cached_vis_effect = 0x40;
} else if (rvi_u->engclass == 0) {
/* Steam is offset by -4 units */
u->u.rail.cached_vis_effect = 4;
} else {
/* Diesel fumes and sparks come from the centre */
u->u.rail.cached_vis_effect = 8;
}
}
/* Check powered wagon / visual effect callback */
if (HasBit(EngInfo(u->engine_type)->callbackmask, CBM_TRAIN_WAGON_POWER)) {
uint16 callback = GetVehicleCallback(CBID_TRAIN_WAGON_POWER, 0, 0, u->engine_type, u);
if (callback != CALLBACK_FAILED) u->u.rail.cached_vis_effect = GB(callback, 0, 8);
}
if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
UsesWagonOverride(u) && !HasBit(u->u.rail.cached_vis_effect, 7)) {
/* wagon is powered */
SetBit(u->u.rail.flags, VRF_POWEREDWAGON); // cache 'powered' status
} else {
ClrBit(u->u.rail.flags, VRF_POWEREDWAGON);
}
if (!IsArticulatedPart(u)) {
/* Do not count powered wagons for the compatible railtypes, as wagons always
have railtype normal */
if (rvi_u->power > 0) {
v->u.rail.compatible_railtypes |= GetRailTypeInfo(u->u.rail.railtype)->powered_railtypes;
}
/* Some electric engines can be allowed to run on normal rail. It happens to all
* existing electric engines when elrails are disabled and then re-enabled */
if (HasBit(u->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
u->u.rail.railtype = RAILTYPE_RAIL;
u->u.rail.compatible_railtypes |= RAILTYPES_RAIL;
}
/* max speed is the minimum of the speed limits of all vehicles in the consist */
if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
uint16 speed = GetVehicleProperty(u, 0x09, rvi_u->max_speed);
if (speed != 0) max_speed = min(speed, max_speed);
}
}
if (u->cargo_type == rvi_u->cargo_type && u->cargo_subtype == 0) {
/* Set cargo capacity if we've not been refitted */
u->cargo_cap = GetVehicleProperty(u, 0x14, rvi_u->capacity);
}
/* check the vehicle length (callback) */
uint16 veh_len = CALLBACK_FAILED;
if (HasBit(EngInfo(u->engine_type)->callbackmask, CBM_VEHICLE_LENGTH)) {
veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
}
if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
veh_len = 8 - Clamp(veh_len, 0, u->Next() == NULL ? 7 : 5); // the clamp on vehicles not the last in chain is stricter, as too short wagons can break the 'follow next vehicle' code
/* verify length hasn't changed */
if (same_length && veh_len != u->u.rail.cached_veh_length) RailVehicleLengthChanged(u);
/* update vehicle length? */
if (!same_length) u->u.rail.cached_veh_length = veh_len;
v->u.rail.cached_total_length += u->u.rail.cached_veh_length;
}
/* store consist weight/max speed in cache */
v->u.rail.cached_max_speed = max_speed;
v->u.rail.cached_tilt = train_can_tilt;
/* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
TrainCargoChanged(v);
if (IsFrontEngine(v)) {
UpdateTrainAcceleration(v);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
enum AccelType {
AM_ACCEL,
AM_BRAKE
};
/** new acceleration*/
static int GetTrainAcceleration(Vehicle *v, bool mode)
{
static const int absolute_max_speed = UINT16_MAX;
int max_speed = absolute_max_speed;
int speed = v->cur_speed * 10 / 16; // km-ish/h -> mp/h
int curvecount[2] = {0, 0};
/*first find the curve speed limit */
int numcurve = 0;
int sum = 0;
int pos = 0;
int lastpos = -1;
for (const Vehicle *u = v; u->Next() != NULL; u = u->Next(), pos++) {
Direction this_dir = u->direction;
Direction next_dir = u->Next()->direction;
DirDiff dirdiff = DirDifference(this_dir, next_dir);
if (dirdiff == DIRDIFF_SAME) continue;
if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
if (lastpos != -1) {
numcurve++;
sum += pos - lastpos;
if (pos - lastpos == 1) {
max_speed = 88;
}
}
lastpos = pos;
}
/*if we have a 90 degree turn, fix the speed limit to 60 */
if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
max_speed = 61;
}
}
if ((curvecount[0] != 0 || curvecount[1] != 0) && max_speed > 88) {
int total = curvecount[0] + curvecount[1];
if (curvecount[0] == 1 && curvecount[1] == 1) {
max_speed = absolute_max_speed;
} else if (total > 1) {
if (numcurve > 0) sum /= numcurve;
max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
}
}
if (max_speed != absolute_max_speed) {
/* Apply the engine's rail type curve speed advantage, if it slowed by curves */
const RailtypeInfo *rti = GetRailTypeInfo(v->u.rail.railtype);
max_speed += (max_speed / 2) * rti->curve_speed;
if (v->u.rail.cached_tilt) {
/* Apply max_speed bonus of 20% for a tilting train */
max_speed += max_speed / 5;
}
}
if (IsTileType(v->tile, MP_STATION) && IsFrontEngine(v)) {
if (v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) {
int station_length = GetStationByTile(v->tile)->GetPlatformLength(v->tile, DirToDiagDir(v->direction));
int st_max_speed = 120;
int delta_v = v->cur_speed / (station_length + 1);
if (v->max_speed > (v->cur_speed - delta_v)) {
st_max_speed = v->cur_speed - (delta_v / 10);
}
st_max_speed = max(st_max_speed, 25 * station_length);
max_speed = min(max_speed, st_max_speed);
}
}
int mass = v->u.rail.cached_weight;
int power = v->u.rail.cached_power * 746;
max_speed = min(max_speed, v->u.rail.cached_max_speed);
int num = 0; //number of vehicles, change this into the number of axles later
int incl = 0;
int drag_coeff = 20; //[1e-4]
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
num++;
drag_coeff += 3;
if (u->u.rail.track == TRACK_BIT_DEPOT) max_speed = min(max_speed, 61);
if (HasBit(u->u.rail.flags, VRF_GOINGUP)) {
incl += u->u.rail.cached_veh_weight * 60; //3% slope, quite a bit actually
} else if (HasBit(u->u.rail.flags, VRF_GOINGDOWN)) {
incl -= u->u.rail.cached_veh_weight * 60;
}
}
v->max_speed = max_speed;
const int area = 120;
const int friction = 35; //[1e-3]
int resistance;
if (v->u.rail.railtype != RAILTYPE_MAGLEV) {
resistance = 13 * mass / 10;
resistance += 60 * num;
resistance += friction * mass * speed / 1000;
resistance += (area * drag_coeff * speed * speed) / 10000;
} else {
resistance = (area * (drag_coeff / 2) * speed * speed) / 10000;
}
resistance += incl;
resistance *= 4; //[N]
/* Due to the mph to m/s conversion below, at speeds below 3 mph the force is
* actually double the train's power */
const int max_te = v->u.rail.cached_max_te; // [N]
int force;
if (speed > 2) {
switch (v->u.rail.railtype) {
case RAILTYPE_RAIL:
case RAILTYPE_ELECTRIC:
case RAILTYPE_MONO:
force = power / speed; //[N]
force *= 22;
force /= 10;
if (mode == AM_ACCEL && force > max_te) force = max_te;
break;
default: NOT_REACHED();
case RAILTYPE_MAGLEV:
force = power / 25;
break;
}
} else {
/* "kickoff" acceleration */
force = (mode == AM_ACCEL && v->u.rail.railtype != RAILTYPE_MAGLEV) ? min(max_te, power) : power;
force = max(force, (mass * 8) + resistance);
}
if (force <= 0) force = 10000;
if (v->u.rail.railtype != RAILTYPE_MAGLEV) force = min(force, mass * 10 * 200);
if (mode == AM_ACCEL) {
return (force - resistance) / (mass * 4);
} else {
return min((-force - resistance) / (mass * 4), -10000 / (mass * 4));
}
}
void UpdateTrainAcceleration(Vehicle *v)
{
assert(IsFrontEngine(v));
v->max_speed = v->u.rail.cached_max_speed;
uint power = v->u.rail.cached_power;
uint weight = v->u.rail.cached_weight;
assert(weight != 0);
v->acceleration = Clamp(power / weight * 4, 1, 255);
}
SpriteID Train::GetImage(Direction direction) const
{
uint8 spritenum = this->spritenum;
SpriteID sprite;
if (HasBit(this->u.rail.flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
if (is_custom_sprite(spritenum)) {
sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
if (sprite != 0) return sprite;
spritenum = GetEngine(this->engine_type)->image_index;
}
sprite = _engine_sprite_base[spritenum] + ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]);
if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
return sprite;
}
static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
{
Direction dir = rear_head ? DIR_E : DIR_W;
uint8 spritenum = RailVehInfo(engine)->image_index;
if (is_custom_sprite(spritenum)) {
SpriteID sprite = GetCustomVehicleIcon(engine, dir);
if (sprite != 0) {
y += _traininfo_vehicle_pitch; // TODO Make this per-GRF
return sprite;
}
spritenum = GetEngine(engine)->image_index;
}
if (rear_head) spritenum++;
return ((6 + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
}
void DrawTrainEngine(int x, int y, EngineID engine, SpriteID pal)
{
if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
int yf = y;
int yr = y;
SpriteID spritef = GetRailIcon(engine, false, yf);
SpriteID spriter = GetRailIcon(engine, true, yr);
DrawSprite(spritef, pal, x - 14, yf);
DrawSprite(spriter, pal, x + 15, yr);
} else {
SpriteID sprite = GetRailIcon(engine, false, y);
DrawSprite(sprite, pal, x, y);
}
}
static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
{
const RailVehicleInfo *rvi = RailVehInfo(engine);
CommandCost value(EXPENSES_NEW_VEHICLES, (GetEngineProperty(engine, 0x17, rvi->cost_factor) * _price.build_railwagon) >> 8);
uint num_vehicles = 1 + CountArticulatedParts(engine, false);
if (!(flags & DC_QUERY_COST)) {
/* Check that the wagon can drive on the track in question */
if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
/* Allow for the wagon and the articulated parts, plus one to "terminate" the list. */
Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
if (!Vehicle::AllocateList(vl, num_vehicles))
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
Vehicle *v = vl[0];
v->spritenum = rvi->image_index;
Vehicle *u = NULL;
Vehicle *w;
FOR_ALL_VEHICLES(w) {
if (w->type == VEH_TRAIN && w->tile == tile &&
IsFreeWagon(w) && w->engine_type == engine &&
!HASBITS(w->vehstatus, VS_CRASHED)) { /// do not connect new wagon with crashed/flooded consists
u = GetLastVehicleInChain(w);
break;
}
}
v = new (v) Train();
v->engine_type = engine;
DiagDirection dir = GetRailDepotDirection(tile);
v->direction = DiagDirToDir(dir);
v->tile = tile;
int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x, y);
v->owner = _current_company;
v->u.rail.track = TRACK_BIT_DEPOT;
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
// v->subtype = 0;
SetTrainWagon(v);
if (u != NULL) {
u->SetNext(v);
} else {
SetFreeWagon(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
v->cargo_type = rvi->cargo_type;
// v->cargo_subtype = 0;
v->cargo_cap = rvi->capacity;
v->value = value.GetCost();
// v->day_counter = 0;
v->u.rail.railtype = rvi->railtype;
v->build_year = _cur_year;
v->cur_image = 0xAC2;
v->random_bits = VehicleRandomBits();
v->group_id = DEFAULT_GROUP;
AddArticulatedParts(vl, VEH_TRAIN);
_new_vehicle_id = v->index;
VehiclePositionChanged(v);
TrainConsistChanged(v->First(), false);
UpdateTrainGroupID(v->First());
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
}
GetCompany(_current_company)->num_engines[engine]++;
}
}
return value;
}
/** Move all free vehicles in the depot to the train */
static void NormalizeTrainVehInDepot(const Vehicle *u)
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && IsFreeWagon(v) &&
v->tile == u->tile &&
v->u.rail.track == TRACK_BIT_DEPOT) {
if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
CMD_MOVE_RAIL_VEHICLE)))
break;
}
}
}
static CommandCost EstimateTrainCost(EngineID engine, const RailVehicleInfo *rvi)
{
return CommandCost(EXPENSES_NEW_VEHICLES, GetEngineProperty(engine, 0x17, rvi->cost_factor) * (_price.build_railvehicle >> 3) >> 5);
}
static void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building)
{
u = new (u) Train();
u->direction = v->direction;
u->owner = v->owner;
u->tile = v->tile;
u->x_pos = v->x_pos;
u->y_pos = v->y_pos;
u->z_pos = v->z_pos;
u->u.rail.track = TRACK_BIT_DEPOT;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
// u->subtype = 0;
SetMultiheaded(u);
u->spritenum = v->spritenum + 1;
u->cargo_type = v->cargo_type;
u->cargo_subtype = v->cargo_subtype;
u->cargo_cap = v->cargo_cap;
u->u.rail.railtype = v->u.rail.railtype;
if (building) v->SetNext(u);
u->engine_type = v->engine_type;
u->build_year = v->build_year;
if (building) v->value >>= 1;
u->value = v->value;
u->cur_image = 0xAC2;
u->random_bits = VehicleRandomBits();
VehiclePositionChanged(u);
}
/** Build a railroad vehicle.
* @param tile tile of the depot where rail-vehicle is built
* @param flags type of operation
* @param p1 engine type id
* @param p2 bit 1 prevents any free cars from being added to the train
*/
CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
/* Check if the engine-type is valid (for the company) */
if (!IsEngineBuildable(p1, VEH_TRAIN, _current_company)) return_cmd_error(STR_RAIL_VEHICLE_NOT_AVAILABLE);
/* Check if the train is actually being built in a depot belonging
* to the company. Doesn't matter if only the cost is queried */
if (!(flags & DC_QUERY_COST)) {
if (!IsRailDepotTile(tile)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
}
const RailVehicleInfo *rvi = RailVehInfo(p1);
if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(p1, tile, flags);
CommandCost value = EstimateTrainCost(p1, rvi);
uint num_vehicles =
(rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
CountArticulatedParts(p1, false);
if (!(flags & DC_QUERY_COST)) {
/* Check if depot and new engine uses the same kind of tracks *
* We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
/* Allow for the dual-heads and the articulated parts, plus one to "terminate" the list. */
Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
if (!Vehicle::AllocateList(vl, num_vehicles)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
Vehicle *v = vl[0];
UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
if (unit_num > _settings_game.vehicle.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
DiagDirection dir = GetRailDepotDirection(tile);
int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
v = new (v) Train();
v->unitnumber = unit_num;
v->direction = DiagDirToDir(dir);
v->tile = tile;
v->owner = _current_company;
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x, y);
// v->running_ticks = 0;
v->u.rail.track = TRACK_BIT_DEPOT;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = rvi->cargo_type;
// v->cargo_subtype = 0;
v->cargo_cap = rvi->capacity;
v->max_speed = rvi->max_speed;
v->value = value.GetCost();
v->last_station_visited = INVALID_STATION;
// v->dest_tile = 0;
v->engine_type = p1;
const Engine *e = GetEngine(p1);
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->lifelength * 366;
v->name = NULL;
v->u.rail.railtype = rvi->railtype;
_new_vehicle_id = v->index;
v->service_interval = _settings_game.vehicle.servint_trains;
v->date_of_last_service = _date;
v->build_year = _cur_year;
v->cur_image = 0xAC2;
v->random_bits = VehicleRandomBits();
// v->vehicle_flags = 0;
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
v->group_id = DEFAULT_GROUP;
// v->subtype = 0;
SetFrontEngine(v);
SetTrainEngine(v);
VehiclePositionChanged(v);
if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
SetMultiheaded(v);
AddRearEngineToMultiheadedTrain(vl[0], vl[1], true);
/* Now we need to link the front and rear engines together
* other_multiheaded_part is the pointer that links to the other half of the engine
* vl[0] is the front and vl[1] is the rear
*/
vl[0]->u.rail.other_multiheaded_part = vl[1];
vl[1]->u.rail.other_multiheaded_part = vl[0];
} else {
AddArticulatedParts(vl, VEH_TRAIN);
}
TrainConsistChanged(v, false);
UpdateTrainGroupID(v);
if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
NormalizeTrainVehInDepot(v);
}
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
InvalidateWindow(WC_COMPANY, v->owner);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
}
GetCompany(_current_company)->num_engines[p1]++;
}
}
return value;
}
/* Check if all the wagons of the given train are in a depot, returns the
* number of cars (including loco) then. If not it returns -1 */
int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped)
{
TileIndex tile = v->tile;
/* check if stopped in a depot */
if (!IsRailDepotTile(tile) || v->cur_speed != 0) return -1;
int count = 0;
for (; v != NULL; v = v->Next()) {
/* This count is used by the depot code to determine the number of engines
* in the consist. Exclude articulated parts so that autoreplacing to
* engines with more articulated parts than before works correctly.
*
* Also skip counting rear ends of multiheaded engines */
if (!IsArticulatedPart(v) && !IsRearDualheaded(v)) count++;
if (v->u.rail.track != TRACK_BIT_DEPOT || v->tile != tile ||
(IsFrontEngine(v) && needs_to_be_stopped && !(v->vehstatus & VS_STOPPED))) {
return -1;
}
}
return count;
}
/* Used to check if the train is inside the depot and verifying that the VS_STOPPED flag is set */
int CheckTrainStoppedInDepot(const Vehicle *v)
{
return CheckTrainInDepot(v, true);
}
/* Used to check if the train is inside the depot, but not checking the VS_STOPPED flag */
inline bool CheckTrainIsInsideDepot(const Vehicle *v)
{
return CheckTrainInDepot(v, false) > 0;
}
/**
* Unlink a rail wagon from the consist.
* @param v Vehicle to remove.
* @param first The first vehicle of the consist.
* @return The first vehicle of the consist.
*/
static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
{
/* unlinking the first vehicle of the chain? */
if (v == first) {
v = GetNextVehicle(v);
if (v == NULL) return NULL;
if (IsTrainWagon(v)) SetFreeWagon(v);
return v;
}
Vehicle *u;
for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {}
GetLastEnginePart(u)->SetNext(GetNextVehicle(v));
return first;
}
static Vehicle *FindGoodVehiclePos(const Vehicle *src)
{
Vehicle *dst;
EngineID eng = src->engine_type;
TileIndex tile = src->tile;
FOR_ALL_VEHICLES(dst) {
if (dst->type == VEH_TRAIN && IsFreeWagon(dst) && dst->tile == tile && !HASBITS(dst->vehstatus, VS_CRASHED)) {
/* check so all vehicles in the line have the same engine. */
Vehicle *v = dst;
while (v->engine_type == eng) {
v = v->Next();
if (v == NULL) return dst;
}
}
}
return NULL;
}
/*
* add a vehicle v behind vehicle dest
* use this function since it sets flags as needed
*/
static void AddWagonToConsist(Vehicle *v, Vehicle *dest)
{
UnlinkWagon(v, v->First());
if (dest == NULL) return;
Vehicle *next = dest->Next();
v->SetNext(NULL);
dest->SetNext(v);
v->SetNext(next);
ClearFreeWagon(v);
ClearFrontEngine(v);
}
/*
* move around on the train so rear engines are placed correctly according to the other engines
* always call with the front engine
*/
static void NormaliseTrainConsist(Vehicle *v)
{
if (IsFreeWagon(v)) return;
assert(IsFrontEngine(v));
for (; v != NULL; v = GetNextVehicle(v)) {
if (!IsMultiheaded(v) || !IsTrainEngine(v)) continue;
/* make sure that there are no free cars before next engine */
Vehicle *u;
for (u = v; u->Next() != NULL && !IsTrainEngine(u->Next()); u = u->Next()) {}
if (u == v->u.rail.other_multiheaded_part) continue;
AddWagonToConsist(v->u.rail.other_multiheaded_part, u);
}
}
/** Move a rail vehicle around inside the depot.
* @param tile unused
* @param flags type of operation
* Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
* @param p1 various bitstuffed elements
* - p1 (bit 0 - 15) source vehicle index
* - p1 (bit 16 - 31) what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
* @param p2 (bit 0) move all vehicles following the source vehicle
*/
CommandCost CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
VehicleID s = GB(p1, 0, 16);
VehicleID d = GB(p1, 16, 16);
if (!IsValidVehicleID(s)) return CMD_ERROR;
Vehicle *src = GetVehicle(s);
if (src->type != VEH_TRAIN || !CheckOwnership(src->owner)) return CMD_ERROR;
/* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
if (HASBITS(src->vehstatus, VS_CRASHED)) return CMD_ERROR;
/* if nothing is selected as destination, try and find a matching vehicle to drag to. */
Vehicle *dst;
if (d == INVALID_VEHICLE) {
dst = IsTrainEngine(src) ? NULL : FindGoodVehiclePos(src);
} else {
if (!IsValidVehicleID(d)) return CMD_ERROR;
dst = GetVehicle(d);
if (dst->type != VEH_TRAIN || !CheckOwnership(dst->owner)) return CMD_ERROR;
/* Do not allow appending to crashed vehicles, too */
if (HASBITS(dst->vehstatus, VS_CRASHED)) return CMD_ERROR;
}
/* if an articulated part is being handled, deal with its parent vehicle */
while (IsArticulatedPart(src)) src = src->Previous();
if (dst != NULL) {
while (IsArticulatedPart(dst)) dst = dst->Previous();
}
/* don't move the same vehicle.. */
if (src == dst) return CommandCost();
/* locate the head of the two chains */
Vehicle *src_head = src->First();
Vehicle *dst_head;
if (dst != NULL) {
dst_head = dst->First();
if (dst_head->tile != src_head->tile) return CMD_ERROR;
/* Now deal with articulated part of destination wagon */
dst = GetLastEnginePart(dst);
} else {
dst_head = NULL;
}
if (IsRearDualheaded(src)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
/* when moving all wagons, we can't have the same src_head and dst_head */
if (HasBit(p2, 0) && src_head == dst_head) return CommandCost();
/* check if all vehicles in the source train are stopped inside a depot. */
int src_len = CheckTrainStoppedInDepot(src_head);
if (src_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
if ((flags & DC_AUTOREPLACE) == 0) {
/* Check whether there are more than 'max_len' train units (articulated parts and rear heads do not count) in the new chain */
int max_len = _settings_game.vehicle.mammoth_trains ? 100 : 10;
/* check the destination row if the source and destination aren't the same. */
if (src_head != dst_head) {
int dst_len = 0;
if (dst_head != NULL) {
/* check if all vehicles in the dest train are stopped. */
dst_len = CheckTrainStoppedInDepot(dst_head);
if (dst_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
}
/* We are moving between rows, so only count the wagons from the source
* row that are being moved. */
if (HasBit(p2, 0)) {
const Vehicle *u;
for (u = src_head; u != src && u != NULL; u = GetNextVehicle(u))
src_len--;
} else {
/* If moving only one vehicle, just count that. */
src_len = 1;
}
if (src_len + dst_len > max_len) {
/* Abort if we're adding too many wagons to a train. */
if (dst_head != NULL && IsFrontEngine(dst_head)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
/* Abort if we're making a train on a new row. */
if (dst_head == NULL && IsTrainEngine(src)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
}
} else {
/* Abort if we're creating a new train on an existing row. */
if (src_len > max_len && src == src_head && IsTrainEngine(GetNextVehicle(src_head)))
return_cmd_error(STR_8819_TRAIN_TOO_LONG);
}
}
/* moving a loco to a new line?, then we need to assign a unitnumber. */
if (dst == NULL && !IsFrontEngine(src) && IsTrainEngine(src)) {
UnitID unit_num = ((flags & DC_AUTOREPLACE) != 0 ? 0 : GetFreeUnitNumber(VEH_TRAIN));
if (unit_num > _settings_game.vehicle.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) src->unitnumber = unit_num;
}
/* When we move the front vehicle, the second vehicle might need a unitnumber */
if (!HasBit(p2, 0) && (IsFreeWagon(src) || (IsFrontEngine(src) && dst == NULL)) && (flags & DC_AUTOREPLACE) == 0) {
Vehicle *second = GetNextUnit(src);
if (second != NULL && IsTrainEngine(second) && GetFreeUnitNumber(VEH_TRAIN) > _settings_game.vehicle.max_trains) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
}
/*
* Check whether the vehicles in the source chain are in the destination
* chain. This can easily be done by checking whether the first vehicle
* of the source chain is in the destination chain as the Next/Previous
* pointers always make a doubly linked list of it where the assumption
* v->Next()->Previous() == v holds (assuming v->Next() != NULL).
*/
bool src_in_dst = false;
for (Vehicle *v = dst_head; !src_in_dst && v != NULL; v = v->Next()) src_in_dst = v == src;
/*
* If the source chain is in the destination chain then the user is
* only reordering the vehicles, thus not attaching a new vehicle.
* Therefor the 'allow wagon attach' callback does not need to be
* called. If it would be called strange things would happen because
* one 'attaches' an already 'attached' vehicle causing more trouble
* than it actually solves (infinite loops and such).
*/
if (dst_head != NULL && !src_in_dst && (flags & DC_AUTOREPLACE) == 0) {
/*
* When performing the 'allow wagon attach' callback, we have to check
* that for each and every wagon, not only the first one. This means
* that we have to test one wagon, attach it to the train and then test
* the next wagon till we have reached the end. We have to restore it
* to the state it was before we 'tried' attaching the train when the
* attaching fails or succeeds because we are not 'only' doing this
* in the DC_EXEC state.
*/
Vehicle *dst_tail = dst_head;
while (dst_tail->Next() != NULL) dst_tail = dst_tail->Next();
Vehicle *orig_tail = dst_tail;
Vehicle *next_to_attach = src;
Vehicle *src_previous = src->Previous();
while (next_to_attach != NULL) {
/* Don't check callback for articulated or rear dual headed parts */
if (!IsArticulatedPart(next_to_attach) && !IsRearDualheaded(next_to_attach)) {
/* Back up and clear the first_engine data to avoid using wagon override group */
EngineID first_engine = next_to_attach->u.rail.first_engine;
next_to_attach->u.rail.first_engine = INVALID_ENGINE;
uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, dst_head->engine_type, next_to_attach, dst_head);
/* Restore original first_engine data */
next_to_attach->u.rail.first_engine = first_engine;
if (callback != CALLBACK_FAILED) {
StringID error = STR_NULL;
if (callback == 0xFD) error = STR_INCOMPATIBLE_RAIL_TYPES;
if (callback < 0xFD) error = GetGRFStringID(GetEngineGRFID(dst_head->engine_type), 0xD000 + callback);
if (error != STR_NULL) {
/*
* The attaching is not allowed. In this case 'next_to_attach'
* can contain some vehicles of the 'source' and the destination
* train can have some too. We 'just' add the to-be added wagons
* to the chain and then split it where it was previously
* separated, i.e. the tail of the original destination train.
* Furthermore the 'previous' link of the original source vehicle needs
* to be restored, otherwise the train goes missing in the depot.
*/
dst_tail->SetNext(next_to_attach);
orig_tail->SetNext(NULL);
if (src_previous != NULL) src_previous->SetNext(src);
return_cmd_error(error);
}
}
}
/* Only check further wagons if told to move the chain */
if (!HasBit(p2, 0)) break;
/*
* Adding a next wagon to the chain so we can test the other wagons.
* First 'take' the first wagon from 'next_to_attach' and move it
* to the next wagon. Then add that to the tail of the destination
* train and update the tail with the new vehicle.
*/
Vehicle *to_add = next_to_attach;
next_to_attach = next_to_attach->Next();
to_add->SetNext(NULL);
dst_tail->SetNext(to_add);
dst_tail = dst_tail->Next();
}
/*
* When we reach this the attaching is allowed. It also means that the
* chain of vehicles to attach is empty, so we do not need to merge that.
* This means only the splitting needs to be done.
* Furthermore the 'previous' link of the original source vehicle needs
* to be restored, otherwise the train goes missing in the depot.
*/
orig_tail->SetNext(NULL);
if (src_previous != NULL) src_previous->SetNext(src);
}
/* do it? */
if (flags & DC_EXEC) {
/* If we move the front Engine and if the second vehicle is not an engine
add the whole vehicle to the DEFAULT_GROUP */
if (IsFrontEngine(src) && !IsDefaultGroupID(src->group_id)) {
Vehicle *v = GetNextVehicle(src);
if (v != NULL && IsTrainEngine(v)) {
v->group_id = src->group_id;
src->group_id = DEFAULT_GROUP;
}
}
if (HasBit(p2, 0)) {
/* unlink ALL wagons */
if (src != src_head) {
Vehicle *v = src_head;
while (GetNextVehicle(v) != src) v = GetNextVehicle(v);
GetLastEnginePart(v)->SetNext(NULL);
} else {
InvalidateWindowData(WC_VEHICLE_DEPOT, src_head->tile); // We removed a line
src_head = NULL;
}
} else {
/* if moving within the same chain, dont use dst_head as it may get invalidated */
if (src_head == dst_head) dst_head = NULL;
/* unlink single wagon from linked list */
src_head = UnlinkWagon(src, src_head);
GetLastEnginePart(src)->SetNext(NULL);
}
if (dst == NULL) {
/* We make a new line in the depot, so we know already that we invalidate the window data */
InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
/* move the train to an empty line. for locomotives, we set the type to TS_Front. for wagons, 4. */
if (IsTrainEngine(src)) {
if (!IsFrontEngine(src)) {
/* setting the type to 0 also involves setting up the orders field. */
SetFrontEngine(src);
assert(src->orders == NULL);
src->num_orders = 0;
/* Decrease the engines number of the src engine_type */
if (!IsDefaultGroupID(src->group_id) && IsValidGroupID(src->group_id)) {
GetGroup(src->group_id)->num_engines[src->engine_type]--;
}
/* If we move an engine to a new line affect it to the DEFAULT_GROUP */
src->group_id = DEFAULT_GROUP;
}
} else {
SetFreeWagon(src);
}
dst_head = src;
} else {
if (IsFrontEngine(src)) {
/* the vehicle was previously a loco. need to free the order list and delete vehicle windows etc. */
DeleteWindowById(WC_VEHICLE_VIEW, src->index);
DeleteVehicleOrders(src);
RemoveVehicleFromGroup(src);
}
if (IsFrontEngine(src) || IsFreeWagon(src)) {
InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
ClearFrontEngine(src);
ClearFreeWagon(src);
src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
}
/* link in the wagon(s) in the chain. */
{
Vehicle *v;
for (v = src; GetNextVehicle(v) != NULL; v = GetNextVehicle(v)) {}
GetLastEnginePart(v)->SetNext(dst->Next());
}
dst->SetNext(src);
}
if (src->u.rail.other_multiheaded_part != NULL) {
if (src->u.rail.other_multiheaded_part == src_head) {
src_head = src_head->Next();
}
AddWagonToConsist(src->u.rail.other_multiheaded_part, src);
}
/* If there is an engine behind first_engine we moved away, it should become new first_engine
* To do this, CmdMoveRailVehicle must be called once more
* we can't loop forever here because next time we reach this line we will have a front engine */
if (src_head != NULL && !IsFrontEngine(src_head) && IsTrainEngine(src_head)) {
/* As in CmdMoveRailVehicle src_head->group_id will be equal to DEFAULT_GROUP
* we need to save the group and reaffect it to src_head */
const GroupID tmp_g = src_head->group_id;
CmdMoveRailVehicle(0, flags, src_head->index | (INVALID_VEHICLE << 16), 1);
SetTrainGroupID(src_head, tmp_g);
src_head = NULL; // don't do anything more to this train since the new call will do it
}
if (src_head != NULL) {
NormaliseTrainConsist(src_head);
TrainConsistChanged(src_head, false);
UpdateTrainGroupID(src_head);
if (IsFrontEngine(src_head)) {
/* Update the refit button and window */
InvalidateWindow(WC_VEHICLE_REFIT, src_head->index);
InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, VVW_WIDGET_REFIT_VEH);
}
/* Update the depot window */
InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
}
if (dst_head != NULL) {
NormaliseTrainConsist(dst_head);
TrainConsistChanged(dst_head, false);
UpdateTrainGroupID(dst_head);
if (IsFrontEngine(dst_head)) {
/* Update the refit button and window */
InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, VVW_WIDGET_REFIT_VEH);
InvalidateWindow(WC_VEHICLE_REFIT, dst_head->index);
}
/* Update the depot window */
InvalidateWindow(WC_VEHICLE_DEPOT, dst_head->tile);
}
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
}
return CommandCost();
}
/** Sell a (single) train wagon/engine.
* @param tile unused
* @param flags type of operation
* @param p1 the wagon/engine index
* @param p2 the selling mode
* - p2 = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
* - p2 = 1: sell the vehicle and all vehicles following it in the chain
* if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
* - p2 = 2: when selling attached locos, rearrange all vehicles after it to separate lines;
* all wagons of the same type will go on the same line. Used by the AI currently
*/
CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
/* Check if we deleted a vehicle window */
Window *w = NULL;
if (!IsValidVehicleID(p1) || p2 > 2) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
while (IsArticulatedPart(v)) v = v->Previous();
Vehicle *first = v->First();
/* make sure the vehicle is stopped in the depot */
if (CheckTrainStoppedInDepot(first) < 0) {
return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
}
if (IsRearDualheaded(v)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
if (flags & DC_EXEC) {
if (v == first && IsFrontEngine(first)) {
DeleteWindowById(WC_VEHICLE_VIEW, first->index);
}
InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
}
CommandCost cost(EXPENSES_NEW_VEHICLES);
switch (p2) {
case 0: case 2: { /* Delete given wagon */
bool switch_engine = false; // update second wagon to engine?
byte ori_subtype = v->subtype; // backup subtype of deleted wagon in case DeleteVehicle() changes
/* 1. Delete the engine, if it is dualheaded also delete the matching
* rear engine of the loco (from the point of deletion onwards) */
Vehicle *rear = (IsMultiheaded(v) &&
IsTrainEngine(v)) ? v->u.rail.other_multiheaded_part : NULL;
if (rear != NULL) {
cost.AddCost(-rear->value);
if (flags & DC_EXEC) {
UnlinkWagon(rear, first);
DeleteDepotHighlightOfVehicle(rear);
delete rear;
}
}
/* 2. We are selling the front vehicle, some special action might be required
* here, so take attention */
if (v == first) {
Vehicle *new_f = GetNextVehicle(first);
/* 2.2 If there are wagons present after the deleted front engine, check
* if the second wagon (which will be first) is an engine. If it is one,
* promote it as a new train, retaining the unitnumber, orders */
if (new_f != NULL && IsTrainEngine(new_f)) {
if (IsTrainEngine(first)) {
/* Let the new front engine take over the setup of the old engine */
switch_engine = true;
if (flags & DC_EXEC) {
/* Make sure the group counts stay correct. */
new_f->group_id = first->group_id;
first->group_id = DEFAULT_GROUP;
/* Copy orders (by sharing) */
new_f->orders = first->orders;
new_f->num_orders = first->num_orders;
new_f->AddToShared(first);
DeleteVehicleOrders(first);
/* Copy other important data from the front engine */
new_f->CopyVehicleConfigAndStatistics(first);
/* If we deleted a window then open a new one for the 'new' train */
if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_f);
}
} else {
/* We are selling a free wagon, and construct a new train at the same time.
* This needs lots of extra checks (e.g. train limit), which are done by first moving
* the remaining vehicles to a new row */
cost.AddCost(DoCommand(0, new_f->index | INVALID_VEHICLE << 16, 1, flags, CMD_MOVE_RAIL_VEHICLE));
if (cost.Failed()) return cost;
}
}
}
/* 3. Delete the requested wagon */
cost.AddCost(-v->value);
if (flags & DC_EXEC) {
first = UnlinkWagon(v, first);
DeleteDepotHighlightOfVehicle(v);
delete v;
/* 4 If the second wagon was an engine, update it to front_engine
* which UnlinkWagon() has changed to TS_Free_Car */
if (switch_engine) SetFrontEngine(first);
/* 5. If the train still exists, update its acceleration, window, etc. */
if (first != NULL) {
NormaliseTrainConsist(first);
TrainConsistChanged(first, false);
UpdateTrainGroupID(first);
if (IsFrontEngine(first)) InvalidateWindow(WC_VEHICLE_REFIT, first->index);
}
/* (6.) Borked AI. If it sells an engine it expects all wagons lined
* up on a new line to be added to the newly built loco. Replace it is.
* Totally braindead cause building a new engine adds all loco-less
* engines to its train anyways */
if (p2 == 2 && HasBit(ori_subtype, TS_FRONT)) {
for (v = first; v != NULL;) {
Vehicle *tmp = GetNextVehicle(v);
DoCommand(v->tile, v->index | INVALID_VEHICLE << 16, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
v = tmp;
}
}
}
} break;
case 1: { /* Delete wagon and all wagons after it given certain criteria */
/* Start deleting every vehicle after the selected one
* If we encounter a matching rear-engine to a front-engine
* earlier in the chain (before deletion), leave it alone */
for (Vehicle *tmp; v != NULL; v = tmp) {
tmp = GetNextVehicle(v);
if (IsMultiheaded(v)) {
if (IsTrainEngine(v)) {
/* We got a front engine of a multiheaded set. Now we will sell the rear end too */
Vehicle *rear = v->u.rail.other_multiheaded_part;
if (rear != NULL) {
cost.AddCost(-rear->value);
/* If this is a multiheaded vehicle with nothing
* between the parts, tmp will be pointing to the
* rear part, which is unlinked from the train and
* deleted here. However, because tmp has already
* been set it needs to be updated now so that the
* loop never sees the rear part. */
if (tmp == rear) tmp = GetNextVehicle(tmp);
if (flags & DC_EXEC) {
first = UnlinkWagon(rear, first);
DeleteDepotHighlightOfVehicle(rear);
delete rear;
}
}
} else if (v->u.rail.other_multiheaded_part != NULL) {
/* The front to this engine is earlier in this train. Do nothing */
continue;
}
}
cost.AddCost(-v->value);
if (flags & DC_EXEC) {
first = UnlinkWagon(v, first);
DeleteDepotHighlightOfVehicle(v);
delete v;
}
}
/* 3. If it is still a valid train after selling, update its acceleration and cached values */
if (flags & DC_EXEC && first != NULL) {
NormaliseTrainConsist(first);
TrainConsistChanged(first, false);
UpdateTrainGroupID(first);
InvalidateWindow(WC_VEHICLE_REFIT, first->index);
}
} break;
}
return cost;
}
void Train::UpdateDeltaXY(Direction direction)
{
#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
static const uint32 _delta_xy_table[8] = {
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
};
#undef MKIT
uint32 x = _delta_xy_table[direction];
this->x_offs = GB(x, 0, 8);
this->y_offs = GB(x, 8, 8);
this->x_extent = GB(x, 16, 8);
this->y_extent = GB(x, 24, 8);
this->z_extent = 6;
}
static void UpdateVarsAfterSwap(Vehicle *v)
{
v->UpdateDeltaXY(v->direction);
v->cur_image = v->GetImage(v->direction);
BeginVehicleMove(v);
VehiclePositionChanged(v);
EndVehicleMove(v);
}
static inline void SetLastSpeed(Vehicle *v, int spd)
{
int old = v->u.rail.last_speed;
if (spd != old) {
v->u.rail.last_speed = spd;
if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) {
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
}
/** Mark a train as stuck and stop it if it isn't stopped right now. */
static void MarkTrainAsStuck(Vehicle *v)
{
if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
/* It is the first time the problem occured, set the "train stuck" flag. */
SetBit(v->u.rail.flags, VRF_TRAIN_STUCK);
v->load_unload_time_rem = 0;
/* Stop train */
v->cur_speed = 0;
v->subspeed = 0;
SetLastSpeed(v, 0);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
{
uint16 flag1 = *swap_flag1;
uint16 flag2 = *swap_flag2;
/* Clear the flags */
ClrBit(*swap_flag1, VRF_GOINGUP);
ClrBit(*swap_flag1, VRF_GOINGDOWN);
ClrBit(*swap_flag2, VRF_GOINGUP);
ClrBit(*swap_flag2, VRF_GOINGDOWN);
/* Reverse the rail-flags (if needed) */
if (HasBit(flag1, VRF_GOINGUP)) {
SetBit(*swap_flag2, VRF_GOINGDOWN);
} else if (HasBit(flag1, VRF_GOINGDOWN)) {
SetBit(*swap_flag2, VRF_GOINGUP);
}
if (HasBit(flag2, VRF_GOINGUP)) {
SetBit(*swap_flag1, VRF_GOINGDOWN);
} else if (HasBit(flag2, VRF_GOINGDOWN)) {
SetBit(*swap_flag1, VRF_GOINGUP);
}
}
static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
{
Vehicle *a, *b;
/* locate vehicles to swap */
for (a = v; l != 0; l--) a = a->Next();
for (b = v; r != 0; r--) b = b->Next();
if (a != b) {
/* swap the hidden bits */
{
uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
a->vehstatus = tmp;
}
Swap(a->u.rail.track, b->u.rail.track);
Swap(a->direction, b->direction);
/* toggle direction */
if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
if (b->u.rail.track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
Swap(a->x_pos, b->x_pos);
Swap(a->y_pos, b->y_pos);
Swap(a->tile, b->tile);
Swap(a->z_pos, b->z_pos);
SwapTrainFlags(&a->u.rail.flags, &b->u.rail.flags);
/* update other vars */
UpdateVarsAfterSwap(a);
UpdateVarsAfterSwap(b);
/* call the proper EnterTile function unless we are in a wormhole */
if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
if (b->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
} else {
if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
UpdateVarsAfterSwap(a);
if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
}
/* Update train's power incase tiles were different rail type */
TrainPowerChanged(v);
}
/**
* Check if the vehicle is a train
* @param v vehicle on tile
* @return v if it is a train, NULL otherwise
*/
static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
{
return (v->type == VEH_TRAIN) ? v : NULL;
}
/**
* Checks if a train is approaching a rail-road crossing
* @param v vehicle on tile
* @param data tile with crossing we are testing
* @return v if it is approaching a crossing, NULL otherwise
*/
static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
{
/* not a train || not front engine || crashed */
if (v->type != VEH_TRAIN || !IsFrontEngine(v) || v->vehstatus & VS_CRASHED) return NULL;
TileIndex tile = *(TileIndex*)data;
if (TrainApproachingCrossingTile(v) != tile) return NULL;
return v;
}
/**
* Finds a vehicle approaching rail-road crossing
* @param tile tile to test
* @return 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);
}
/**
* Sets correct crossing state
* @param tile tile to update
* @param sound should we play sound?
* @pre tile is a rail-road crossing
*/
void UpdateLevelCrossing(TileIndex tile, bool sound)
{
assert(IsLevelCrossingTile(tile));
/* train on crossing || train approaching crossing || reserved */
bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || GetCrossingReservation(tile);
if (new_state != IsCrossingBarred(tile)) {
if (new_state && sound) {
SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
}
SetCrossingBarred(tile, new_state);
MarkTileDirtyByTile(tile);
}
}
/**
* Bars crossing and plays ding-ding sound if not barred already
* @param tile tile with crossing
* @pre tile is a rail-road crossing
*/
static inline void MaybeBarCrossingWithSound(TileIndex tile)
{
if (!IsCrossingBarred(tile)) {
BarCrossing(tile);
SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
MarkTileDirtyByTile(tile);
}
}
/**
* Advances wagons for train reversing, needed for variable length wagons.
* This one is called before the train is reversed.
* @param v First vehicle in chain
*/
static void AdvanceWagonsBeforeSwap(Vehicle *v)
{
Vehicle *base = v;
Vehicle *first = base; // first vehicle to move
Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move
uint length = CountVehiclesInChain(v);
while (length > 2) {
last = last->Previous();
first = first->Next();
int differential = base->u.rail.cached_veh_length - last->u.rail.cached_veh_length;
/* do not update images now
* negative differential will be handled in AdvanceWagonsAfterSwap() */
for (int i = 0; i < differential; i++) TrainController(first, last->Next(), false);
base = first; // == base->Next()
length -= 2;
}
}
/**
* Advances wagons for train reversing, needed for variable length wagons.
* This one is called after the train is reversed.
* @param v First vehicle in chain
*/
static void AdvanceWagonsAfterSwap(Vehicle *v)
{
/* first of all, fix the situation when the train was entering a depot */
Vehicle *dep = v; // last vehicle in front of just left depot
while (dep->Next() != NULL && (dep->u.rail.track == TRACK_BIT_DEPOT || dep->Next()->u.rail.track != TRACK_BIT_DEPOT)) {
dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
}
Vehicle *leave = dep->Next(); // first vehicle in a depot we are leaving now
if (leave != NULL) {
/* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
int d = TicksToLeaveDepot(dep);
if (d <= 0) {
leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
leave->u.rail.track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
for (int i = 0; i >= d; i--) TrainController(leave, NULL, false); // maybe move it, and maybe let another wagon leave
}
} else {
dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
}
Vehicle *base = v;
Vehicle *first = base; // first vehicle to move
Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move
uint length = CountVehiclesInChain(v);
/* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
* they have already correct spacing, so we have to make sure they are moved how they should */
bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
while (length > 2) {
/* we reached vehicle (originally) in front of a depot, stop now
* (we would move wagons that are alredy moved with new wagon length) */
if (base == dep) break;
/* the last wagon was that one leaving a depot, so do not move it anymore */
if (last == dep) nomove = true;
last = last->Previous();
first = first->Next();
int differential = last->u.rail.cached_veh_length - base->u.rail.cached_veh_length;
/* do not update images now */
for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL), false);
base = first; // == base->Next()
length -= 2;
}
}
static void ReverseTrainDirection(Vehicle *v)
{
if (IsRailDepotTile(v->tile)) {
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
/* Clear path reservation in front. */
FreeTrainTrackReservation(v);
/* Check if we were approaching a rail/road-crossing */
TileIndex crossing = TrainApproachingCrossingTile(v);
/* count number of vehicles */
int r = CountVehiclesInChain(v) - 1; // number of vehicles - 1
AdvanceWagonsBeforeSwap(v);
/* swap start<>end, start+1<>end-1, ... */
int l = 0;
do {
ReverseTrainSwapVeh(v, l++, r--);
} while (l <= r);
AdvanceWagonsAfterSwap(v);
if (IsRailDepotTile(v->tile)) {
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
ToggleBit(v->u.rail.flags, VRF_TOGGLE_REVERSE);
ClrBit(v->u.rail.flags, VRF_REVERSING);
/* recalculate cached data */
TrainConsistChanged(v, true);
/* update all images */
for (Vehicle *u = v; u != NULL; u = u->Next()) u->cur_image = u->GetImage(u->direction);
/* update crossing we were approaching */
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
/* maybe we are approaching crossing now, after reversal */
crossing = TrainApproachingCrossingTile(v);
if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
/* If we are inside a depot after reversing, don't bother with path reserving. */
if (v->u.rail.track & TRACK_BIT_DEPOT) {
/* Can't be stuck here as inside a depot is always a safe tile. */
if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
return;
}
/* TrainExitDir does not always produce the desired dir for depots and
* tunnels/bridges that is needed for UpdateSignalsOnSegment. */
DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
/* If we are currently on a tile with conventional signals, we can't treat the
* current tile as a safe tile or we would enter a PBS block without a reservation. */
bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
HasSignalOnTrackdir(v->tile, GetVehicleTrackdir(v)) &&
!IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->u.rail.track))));
if (IsRailwayStationTile(v->tile)) SetRailwayStationPlatformReservation(v->tile, TrackdirToExitdir(GetVehicleTrackdir(v)), true);
if (TryPathReserve(v, false, first_tile_okay)) {
/* Do a look-ahead now in case our current tile was already a safe tile. */
CheckNextTrainTile(v);
} else if (v->current_order.GetType() != OT_LOADING) {
/* Do not wait for a way out when we're still loading */
MarkTrainAsStuck(v);
}
}
}
/** Reverse train.
* @param tile unused
* @param flags type of operation
* @param p1 train to reverse
* @param p2 if true, reverse a unit in a train (needs to be in a depot)
*/
CommandCost CmdReverseTrainDirection(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
if (p2 != 0) {
/* turn a single unit around */
if (IsMultiheaded(v) || HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_ARTIC_ENGINE)) {
return_cmd_error(STR_ONLY_TURN_SINGLE_UNIT);
}
Vehicle *front = v->First();
/* make sure the vehicle is stopped in the depot */
if (CheckTrainStoppedInDepot(front) < 0) {
return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
}
if (flags & DC_EXEC) {
ToggleBit(v->u.rail.flags, VRF_REVERSE_DIRECTION);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
} else {
/* turn the whole train around */
if (v->vehstatus & VS_CRASHED || v->breakdown_ctr != 0) return CMD_ERROR;
if (flags & DC_EXEC) {
if (_settings_game.vehicle.realistic_acceleration && v->cur_speed != 0) {
ToggleBit(v->u.rail.flags, VRF_REVERSING);
} else {
v->cur_speed = 0;
SetLastSpeed(v, 0);
HideFillingPercent(&v->fill_percent_te_id);
ReverseTrainDirection(v);
}
}
}
return CommandCost();
}
/** Force a train through a red signal
* @param tile unused
* @param flags type of operation
* @param p1 train to ignore the red signal
* @param p2 unused
*/
CommandCost CmdForceTrainProceed(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
if (flags & DC_EXEC) v->u.rail.force_proceed = 0x50;
return CommandCost();
}
/** Refits a train to the specified cargo type.
* @param tile unused
* @param flags type of operation
* @param p1 vehicle ID of the train to refit
* param p2 various bitstuffed elements
* - p2 = (bit 0-7) - the new cargo type to refit to
* - p2 = (bit 8-15) - the new cargo subtype to refit to
* - p2 = (bit 16) - refit only this vehicle
* @return cost of refit or error
*/
CommandCost CmdRefitRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
CargoID new_cid = GB(p2, 0, 8);
byte new_subtype = GB(p2, 8, 8);
bool only_this = HasBit(p2, 16);
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
if (CheckTrainStoppedInDepot(v) < 0) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE);
/* Check cargo */
if (new_cid >= NUM_CARGO) return CMD_ERROR;
CommandCost cost(EXPENSES_TRAIN_RUN);
uint num = 0;
do {
/* XXX: We also refit all the attached wagons en-masse if they
* can be refitted. This is how TTDPatch does it. TODO: Have
* some nice [Refit] button near each wagon. --pasky */
if (!CanRefitTo(v->engine_type, new_cid)) continue;
if (v->cargo_cap != 0) {
uint16 amount = CALLBACK_FAILED;
if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
/* Back up the vehicle's cargo type */
CargoID temp_cid = v->cargo_type;
byte temp_subtype = v->cargo_subtype;
v->cargo_type = new_cid;
v->cargo_subtype = new_subtype;
/* Check the refit capacity callback */
amount = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
/* Restore the original cargo type */
v->cargo_type = temp_cid;
v->cargo_subtype = temp_subtype;
}
if (amount == CALLBACK_FAILED) { // callback failed or not used, use default
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
CargoID old_cid = rvi->cargo_type;
/* normally, the capacity depends on the cargo type, a rail vehicle can
* carry twice as much mail/goods as normal cargo, and four times as
* many passengers
*/
amount = rvi->capacity;
switch (old_cid) {
case CT_PASSENGERS: break;
case CT_MAIL:
case CT_GOODS: amount *= 2; break;
default: amount *= 4; break;
}
switch (new_cid) {
case CT_PASSENGERS: break;
case CT_MAIL:
case CT_GOODS: amount /= 2; break;
default: amount /= 4; break;
}
}
if (amount != 0) {
if (new_cid != v->cargo_type) {
cost.AddCost(GetRefitCost(v->engine_type));
}
num += amount;
if (flags & DC_EXEC) {
v->cargo.Truncate((v->cargo_type == new_cid) ? amount : 0);
v->cargo_type = new_cid;
v->cargo_cap = amount;
v->cargo_subtype = new_subtype;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
}
}
}
} while ((v = v->Next()) != NULL && !only_this);
_returned_refit_capacity = num;
/* Update the train's cached variables */
if (flags & DC_EXEC) TrainConsistChanged(GetVehicle(p1)->First(), false);
return cost;
}
struct TrainFindDepotData {
uint best_length;
TileIndex tile;
Owner owner;
/**
* true if reversing is necessary for the train to get to this depot
* This value is unused when new depot finding and NPF are both disabled
*/
bool reverse;
};
static bool NtpCallbFindDepot(TileIndex tile, TrainFindDepotData *tfdd, int track, uint length)
{
if (IsTileType(tile, MP_RAILWAY) &&
IsTileOwner(tile, tfdd->owner) &&
IsRailDepot(tile)) {
/* approximate number of tiles by dividing by DIAG_FACTOR */
tfdd->best_length = length / DIAG_FACTOR;
tfdd->tile = tile;
return true;
}
return false;
}
/** returns the tile of a depot to goto to. The given vehicle must not be
* crashed! */
static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
{
assert(!(v->vehstatus & VS_CRASHED));
TrainFindDepotData tfdd;
tfdd.owner = v->owner;
tfdd.reverse = false;
if (IsRailDepotTile(v->tile)) {
tfdd.tile = v->tile;
tfdd.best_length = 0;
return tfdd;
}
PBSTileInfo origin = FollowTrainReservation(v);
if (IsRailDepotTile(origin.tile)) {
tfdd.tile = origin.tile;
tfdd.best_length = 0;
return tfdd;
}
tfdd.best_length = UINT_MAX;
uint8 pathfinder = _settings_game.pf.pathfinder_for_trains;
if ((_settings_game.pf.reserve_paths || HasReservedTracks(v->tile, v->u.rail.track)) && pathfinder == VPF_NTP) pathfinder = VPF_NPF;
switch (pathfinder) {
case VPF_YAPF: { /* YAPF */
bool found = YapfFindNearestRailDepotTwoWay(v, max_distance, NPF_INFINITE_PENALTY, &tfdd.tile, &tfdd.reverse);
tfdd.best_length = found ? max_distance / 2 : UINT_MAX; // some fake distance or NOT_FOUND
} break;
case VPF_NPF: { /* NPF */
const Vehicle *last = GetLastVehicleInChain(v);
Trackdir trackdir = GetVehicleTrackdir(v);
Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
assert(trackdir != INVALID_TRACKDIR);
NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes, NPF_INFINITE_PENALTY);
if (ftd.best_bird_dist == 0) {
/* Found target */
tfdd.tile = ftd.node.tile;
/* Our caller expects a number of tiles, so we just approximate that
* number by this. It might not be completely what we want, but it will
* work for now :-) We can possibly change this when the old pathfinder
* is removed. */
tfdd.best_length = ftd.best_path_dist / NPF_TILE_LENGTH;
if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) tfdd.reverse = true;
}
} break;
default:
case VPF_NTP: { /* NTP */
/* search in the forward direction first. */
DiagDirection i = TrainExitDir(v->direction, v->u.rail.track);
NewTrainPathfind(v->tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
if (tfdd.best_length == UINT_MAX){
tfdd.reverse = true;
/* search in backwards direction */
i = TrainExitDir(ReverseDir(v->direction), v->u.rail.track);
NewTrainPathfind(v->tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
}
} break;
}
return tfdd;
}
bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
{
TrainFindDepotData tfdd = FindClosestTrainDepot(this, 0);
if (tfdd.best_length == UINT_MAX) return false;
if (location != NULL) *location = tfdd.tile;
if (destination != NULL) *destination = GetDepotByTile(tfdd.tile)->index;
if (reverse != NULL) *reverse = tfdd.reverse;
return true;
}
/** Send a train to a depot
* @param tile unused
* @param flags type of operation
* @param p1 train to send to the depot
* @param p2 various bitmasked elements
* - p2 bit 0-3 - DEPOT_ flags (see vehicle.h)
* - p2 bit 8-10 - VLW flag (for mass goto depot)
*/
CommandCost CmdSendTrainToDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (p2 & DEPOT_MASS_SEND) {
/* Mass goto depot requested */
if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
}
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_TRAIN) return CMD_ERROR;
return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
}
void OnTick_Train()
{
_age_cargo_skip_counter = (_age_cargo_skip_counter == 0) ? 184 : (_age_cargo_skip_counter - 1);
}
static const int8 _vehicle_smoke_pos[8] = {
1, 1, 1, 0, -1, -1, -1, 0
};
static void HandleLocomotiveSmokeCloud(const Vehicle *v)
{
bool sound = false;
if (v->vehstatus & VS_TRAIN_SLOWING || v->load_unload_time_rem != 0 || v->cur_speed < 2) {
return;
}
const Vehicle *u = v;
do {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
int effect_offset = GB(v->u.rail.cached_vis_effect, 0, 4) - 8;
byte effect_type = GB(v->u.rail.cached_vis_effect, 4, 2);
bool disable_effect = HasBit(v->u.rail.cached_vis_effect, 6);
/* no smoke? */
if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
disable_effect ||
v->vehstatus & VS_HIDDEN) {
continue;
}
/* No smoke in depots or tunnels */
if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
/* No sparks for electric vehicles on nonelectrified tracks */
if (!HasPowerOnRail(v->u.rail.railtype, GetTileRailType(v->tile))) continue;
if (effect_type == 0) {
/* Use default effect type for engine class. */
effect_type = rvi->engclass;
} else {
effect_type--;
}
int x = _vehicle_smoke_pos[v->direction] * effect_offset;
int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
if (HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
x = -x;
y = -y;
}
switch (effect_type) {
case 0:
/* steam smoke. */
if (GB(v->tick_counter, 0, 4) == 0) {
CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
sound = true;
}
break;
case 1:
/* diesel smoke */
if (u->cur_speed <= 40 && Chance16(15, 128)) {
CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
sound = true;
}
break;
case 2:
/* blue spark */
if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
sound = true;
}
break;
default:
break;
}
} while ((v = v->Next()) != NULL);
if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
}
void Train::PlayLeaveStationSound() const
{
static const SoundFx sfx[] = {
SND_04_TRAIN,
SND_0A_TRAIN_HORN,
SND_0A_TRAIN_HORN,
SND_47_MAGLEV_2,
SND_41_MAGLEV
};
if (PlayVehicleSound(this, VSE_START)) return;
EngineID engtype = this->engine_type;
SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
}
/** Check if the train is on the last reserved tile and try to extend the path then. */
static void CheckNextTrainTile(Vehicle *v)
{
/* Don't do any look-ahead if path_backoff_interval is 255. */
if (_settings_game.pf.path_backoff_interval == 255) return;
/* Exit if we reached our destination depot or are inside a depot. */
if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || v->u.rail.track & TRACK_BIT_DEPOT) return;
/* Exit if we are on a station tile and are going to stop. */
if (IsRailwayStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
/* Exit if the current order doesn't have a destination, but the train has orders. */
if ((v->current_order.IsType(OT_NOTHING) || v->current_order.IsType(OT_LEAVESTATION)) && v->num_orders > 0) return;
Trackdir td = GetVehicleTrackdir(v);
/* On a tile with a red non-pbs signal, don't look ahead. */
if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
!IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
CFollowTrackRail ft(v);
if (!ft.Follow(v->tile, td)) return;
if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
/* Next tile is not reserved. */
if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
/* If the next tile is a PBS signal, try to make a reservation. */
TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
}
ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
}
}
}
}
static bool CheckTrainStayInDepot(Vehicle *v)
{
/* bail out if not all wagons are in the same depot or not in a depot at all */
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
if (u->u.rail.track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
}
/* if the train got no power, then keep it in the depot */
if (v->u.rail.cached_power == 0) {
v->vehstatus |= VS_STOPPED;
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
return true;
}
SigSegState seg_state;
if (v->u.rail.force_proceed == 0) {
/* force proceed was not pressed */
if (++v->load_unload_time_rem < 37) {
InvalidateWindowClasses(WC_TRAINS_LIST);
return true;
}
v->load_unload_time_rem = 0;
seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
if (seg_state == SIGSEG_FULL || GetDepotWaypointReservation(v->tile)) {
/* Full and no PBS signal in block or depot reserved, can't exit. */
InvalidateWindowClasses(WC_TRAINS_LIST);
return true;
}
} else {
seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
}
/* Only leave when we can reserve a path to our destination. */
if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->u.rail.force_proceed == 0) {
/* No path and no force proceed. */
InvalidateWindowClasses(WC_TRAINS_LIST);
MarkTrainAsStuck(v);
return true;
}
SetDepotWaypointReservation(v->tile, true);
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
VehicleServiceInDepot(v);
InvalidateWindowClasses(WC_TRAINS_LIST);
v->PlayLeaveStationSound();
v->u.rail.track = TRACK_BIT_X;
if (v->direction & 2) v->u.rail.track = TRACK_BIT_Y;
v->vehstatus &= ~VS_HIDDEN;
v->cur_speed = 0;
v->UpdateDeltaXY(v->direction);
v->cur_image = v->GetImage(v->direction);
VehiclePositionChanged(v);
UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
UpdateTrainAcceleration(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
return false;
}
/** Clear the reservation of a tile that was just left by a wagon on track_dir. */
static void ClearPathReservation(const Vehicle *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 (!HasVehicleOnTunnelBridge(tile, end, v)) {
/* 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) {
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(end);
}
}
}
} else if (IsRailwayStationTile(tile)) {
TileIndex new_tile = TileAddByDiagDir(tile, dir);
/* If the new tile is not a further tile of the same station, we
* clear the reservation for the whole platform. */
if (!IsCompatibleTrainStationTile(new_tile, tile)) {
SetRailwayStationPlatformReservation(tile, ReverseDiagDir(dir), false);
}
} else {
/* Any other tile */
UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
}
}
/** Free the reserved path in front of a vehicle. */
void FreeTrainTrackReservation(const Vehicle *v, TileIndex origin, Trackdir orig_td)
{
assert(IsFrontEngine(v));
TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
Trackdir td = orig_td != INVALID_TRACKDIR ? orig_td : GetVehicleTrackdir(v);
bool free_tile = tile != v->tile || !(IsRailwayStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
StationID station_id = IsRailwayStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
/* Don't free reservation if it's not ours. */
if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
CFollowTrackRail ft(v, GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes);
while (ft.Follow(tile, td)) {
tile = ft.m_new_tile;
TrackdirBits bits = (TrackdirBits)(ft.m_new_td_bits & (GetReservedTrackbits(tile) * 0x101));
td = RemoveFirstTrackdir(&bits);
assert(bits == TRACKDIR_BIT_NONE);
if (!IsValidTrackdir(td)) break;
if (IsTileType(tile, MP_RAILWAY)) {
if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
/* Conventional signal along trackdir: remove reservation and stop. */
UnreserveRailTrack(tile, TrackdirToTrack(td));
break;
}
if (HasPbsSignalOnTrackdir(tile, td)) {
if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
/* Red PBS signal? Can't be our reservation, would be green then. */
break;
} else {
/* Turn the signal back to red. */
SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
MarkTileDirtyByTile(tile);
}
} else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
break;
}
}
/* Don't free first station/bridge/tunnel if we are on it. */
if (free_tile || (!(ft.m_is_station && GetStationIndex(ft.m_new_tile) == station_id) && !ft.m_is_tunnel && !ft.m_is_bridge)) ClearPathReservation(v, tile, td);
free_tile = true;
}
}
/** Check for station tiles */
struct TrainTrackFollowerData {
TileIndex dest_coords;
StationID station_index; ///< station index we're heading for
uint best_bird_dist;
uint best_track_dist;
TrackdirByte best_track;
};
static bool NtpCallbFindStation(TileIndex tile, TrainTrackFollowerData *ttfd, Trackdir track, uint length)
{
/* heading for nowhere? */
if (ttfd->dest_coords == 0) return false;
/* did we reach the final station? */
if ((ttfd->station_index == INVALID_STATION && tile == ttfd->dest_coords) || (
IsTileType(tile, MP_STATION) &&
IsRailwayStation(tile) &&
GetStationIndex(tile) == ttfd->station_index
)) {
/* We do not check for dest_coords if we have a station_index,
* because in that case the dest_coords are just an
* approximation of where the station is */
/* found station */
ttfd->best_track = track;
ttfd->best_bird_dist = 0;
return true;
} else {
/* didn't find station, keep track of the best path so far. */
uint dist = DistanceManhattan(tile, ttfd->dest_coords);
if (dist < ttfd->best_bird_dist) {
ttfd->best_bird_dist = dist;
ttfd->best_track = track;
}
return false;
}
}
static void FillWithStationData(TrainTrackFollowerData *fd, const Vehicle *v)
{
fd->dest_coords = v->dest_tile;
fd->station_index = v->current_order.IsType(OT_GOTO_STATION) ? v->current_order.GetDestination() : INVALID_STATION;
}
static const byte _initial_tile_subcoord[6][4][3] = {
{{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
{{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
{{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
{{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
{{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
{{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
};
static const byte _search_directions[6][4] = {
{ 0, 9, 2, 9 }, ///< track 1
{ 9, 1, 9, 3 }, ///< track 2
{ 9, 0, 3, 9 }, ///< track upper
{ 1, 9, 9, 2 }, ///< track lower
{ 3, 2, 9, 9 }, ///< track left
{ 9, 9, 1, 0 }, ///< track right
};
static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
/**
* Perform pathfinding for a train.
*
* @param v The train
* @param tile The tile the train is about to enter
* @param enterdir Diagonal direction the train is coming from
* @param tracks Usable tracks on the new tile
* @param path_not_found [out] Set to false if the pathfinder couldn't find a way to the destination
* @param do_track_reservation
* @param dest [out]
* @return The best track the train should follow
*/
static Track DoTrainPathfind(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
{
Track best_track;
#ifdef PF_BENCHMARK
TIC()
#endif
if (path_not_found) *path_not_found = false;
uint8 pathfinder = _settings_game.pf.pathfinder_for_trains;
if (do_track_reservation && pathfinder == VPF_NTP) pathfinder = VPF_NPF;
switch (pathfinder) {
case VPF_YAPF: { /* YAPF */
Trackdir trackdir = YapfChooseRailTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
if (trackdir != INVALID_TRACKDIR) {
best_track = TrackdirToTrack(trackdir);
} else {
best_track = FindFirstTrack(tracks);
}
} break;
case VPF_NPF: { /* NPF */
void *perf = NpfBeginInterval();
NPFFindStationOrTileData fstd;
NPFFillWithOrderData(&fstd, v, do_track_reservation);
PBSTileInfo origin = FollowTrainReservation(v);
assert(IsValidTrackdir(origin.trackdir));
NPFFoundTargetData ftd = NPFRouteToStationOrTile(origin.tile, origin.trackdir, true, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes);
if (dest != NULL) {
dest->tile = ftd.node.tile;
dest->trackdir = (Trackdir)ftd.node.direction;
dest->okay = ftd.res_okay;
}
if (ftd.best_trackdir == INVALID_TRACKDIR) {
/* We are already at our target. Just do something
* @todo maybe display error?
* @todo: go straight ahead if possible? */
best_track = FindFirstTrack(tracks);
} else {
/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
* the direction we need to take to get there, if ftd.best_bird_dist is not 0,
* we did not find our target, but ftd.best_trackdir contains the direction leading
* to the tile closest to our target. */
if (ftd.best_bird_dist != 0 && path_not_found != NULL) *path_not_found = true;
/* Discard enterdir information, making it a normal track */
best_track = TrackdirToTrack(ftd.best_trackdir);
}
int time = NpfEndInterval(perf);
DEBUG(yapf, 4, "[NPFT] %d us - %d rounds - %d open - %d closed -- ", time, 0, _aystar_stats_open_size, _aystar_stats_closed_size);
} break;
default:
case VPF_NTP: { /* NTP */
void *perf = NpfBeginInterval();
TrainTrackFollowerData fd;
FillWithStationData(&fd, v);
/* New train pathfinding */
fd.best_bird_dist = UINT_MAX;
fd.best_track_dist = UINT_MAX;
fd.best_track = INVALID_TRACKDIR;
NewTrainPathfind(tile - TileOffsByDiagDir(enterdir), v->dest_tile,
v->u.rail.compatible_railtypes, enterdir, (NTPEnumProc*)NtpCallbFindStation, &fd);
/* check whether the path was found or only 'guessed' */
if (fd.best_bird_dist != 0 && path_not_found != NULL) *path_not_found = true;
if (fd.best_track == INVALID_TRACKDIR) {
/* blaha */
best_track = FindFirstTrack(tracks);
} else {
best_track = TrackdirToTrack(fd.best_track);
}
int time = NpfEndInterval(perf);
DEBUG(yapf, 4, "[NTPT] %d us - %d rounds - %d open - %d closed -- ", time, 0, 0, 0);
} break;
}
#ifdef PF_BENCHMARK
TOC("PF time = ", 1)
#endif
return best_track;
}
/**
* Extend a train path as far as possible. Stops on encountering a safe tile,
* another reservation or a track choice.
* @return INVALID_TILE indicates that the reservation failed.
*/
static PBSTileInfo ExtendTrainReservation(const Vehicle *v, TrackBits *new_tracks, DiagDirection *enterdir)
{
bool no_90deg_turns = _settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg;
PBSTileInfo origin = FollowTrainReservation(v);
CFollowTrackRail ft(v);
TileIndex tile = origin.tile;
Trackdir cur_td = origin.trackdir;
while (ft.Follow(tile, cur_td)) {
if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
/* Possible signal tile. */
if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
}
if (no_90deg_turns) {
ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
}
/* Station, depot or waypoint are a possible target. */
bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRailTile(ft.m_new_tile));
if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
/* Choice found or possible target encountered.
* On finding a possible target, we need to stop and let the pathfinder handle the
* remaining path. This is because we don't know if this target is in one of our
* orders, so we might cause pathfinding to fail later on if we find a choice.
* This failure would cause a bogous call to TryReserveSafePath which might reserve
* a wrong path not leading to our next destination. */
if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
/* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
* actually starts its search at the first unreserved tile. */
if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
/* Choice found, path valid but not okay. Save info about the choice tile as well. */
if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
if (enterdir) *enterdir = ft.m_exitdir;
return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
}
tile = ft.m_new_tile;
cur_td = FindFirstTrackdir(ft.m_new_td_bits);
if (IsSafeWaitingPosition(v, tile, cur_td, true, no_90deg_turns)) {
bool wp_free = IsWaitingPositionFree(v, tile, cur_td, no_90deg_turns);
if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
/* Safe position is all good, path valid and okay. */
return PBSTileInfo(tile, cur_td, true);
}
if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
}
if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
/* End of line, path valid and okay. */
return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
}
/* Sorry, can't reserve path, back out. */
tile = origin.tile;
cur_td = origin.trackdir;
TileIndex stopped = ft.m_old_tile;
Trackdir stopped_td = ft.m_old_td;
while (tile != stopped || cur_td != stopped_td) {
if (!ft.Follow(tile, cur_td)) break;
if (no_90deg_turns) {
ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
}
assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
tile = ft.m_new_tile;
cur_td = FindFirstTrackdir(ft.m_new_td_bits);
UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
}
/* Path invalid. */
return PBSTileInfo();
}
/**
* Try to reserve any path to a safe tile, ignoring the vehicle's destination.
* Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
*
* @param v The vehicle.
* @param tile The tile the search should start from.
* @param td The trackdir the search should start from.
* @param override_tailtype Whether all physically compatible railtypes should be followed.
* @return True if a path to a safe stopping tile could be reserved.
*/
static bool TryReserveSafeTrack(const Vehicle* v, TileIndex tile, Trackdir td, bool override_tailtype)
{
if (_settings_game.pf.pathfinder_for_trains == VPF_YAPF) {
return YapfRailFindNearestSafeTile(v, tile, td, override_tailtype);
} else {
return NPFRouteToSafeTile(v, tile, td, override_tailtype).res_okay;
}
}
/** This class will save the current order of a vehicle and restore it on destruction. */
class VehicleOrderSaver
{
private:
Vehicle *v;
Order old_order;
TileIndex old_dest_tile;
VehicleOrderID index;
public:
VehicleOrderSaver(Vehicle *_v) : v(_v), old_order(_v->current_order), old_dest_tile(_v->dest_tile), index(_v->cur_order_index)
{
}
~VehicleOrderSaver()
{
this->v->current_order = this->old_order;
this->v->dest_tile = this->old_dest_tile;
}
/**
* Set the current vehicle order to the next order in the order list.
* @return True if a suitable next order could be found.
*/
bool SwitchToNextOrder()
{
++this->index;
do {
/* Wrap around. */
if (this->index >= this->v->num_orders) this->index = 0;
Order *order = GetVehicleOrder(this->v, this->index);
assert(order != NULL);
switch (order->GetType()) {
case OT_GOTO_DEPOT:
/* Skip service in depot orders when the train doesn't need service. */
if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
case OT_GOTO_STATION:
case OT_GOTO_WAYPOINT:
this->v->current_order = *order;
UpdateOrderDest(this->v, order);
return true;
case OT_CONDITIONAL: {
VehicleOrderID next = ProcessConditionalOrder(order, this->v);
if (next != INVALID_VEH_ORDER_ID) {
this->index = next;
continue;
}
break;
}
default:
break;
}
} while (++this->index != this->v->cur_order_index);
return false;
}
};
/* choose a track */
static Track ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
{
Track best_track = INVALID_TRACK;
bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
bool changed_signal = false;
assert((tracks & ~TRACK_BIT_MASK) == 0);
if (got_reservation != NULL) *got_reservation = false;
/* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
/* Do we have a suitable reserved track? */
if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
/* Quick return in case only one possible track is available */
if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
Track track = FindFirstTrack(tracks);
/* We need to check for signals only here, as a junction tile can't have signals. */
if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
do_track_reservation = true;
changed_signal = true;
SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
} else if (!do_track_reservation) {
return track;
}
best_track = track;
}
PBSTileInfo res_dest(tile, INVALID_TRACKDIR, false);
DiagDirection dest_enterdir = enterdir;
if (do_track_reservation) {
/* Check if the train needs service here, so it has a chance to always find a depot.
* Also check if the current order is a service order so we don't reserve a path to
* the destination but instead to the next one if service isn't needed. */
CheckIfTrainNeedsService(v);
if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
if (res_dest.tile == INVALID_TILE) {
/* Reservation failed? */
if (mark_stuck) MarkTrainAsStuck(v);
if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
return FindFirstTrack(tracks);
}
}
if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
/* Pathfinders are able to tell that route was only 'guessed'. */
bool path_not_found = false;
TileIndex new_tile = res_dest.tile;
Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest);
if (new_tile == tile) best_track = next_track;
/* handle "path not found" state */
if (path_not_found) {
/* PF didn't find the route */
if (!HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
/* it is first time the problem occurred, set the "path not found" flag */
SetBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
/* and notify user about the event */
if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_LOST,
NS_ADVICE,
v->index,
0);
}
}
} else {
/* route found, is the train marked with "path not found" flag? */
if (HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
/* clear the flag as the PF's problem was solved */
ClrBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
/* can we also delete the "News" item somehow? */
}
}
}
/* No track reservation requested -> finished. */
if (!do_track_reservation) return best_track;
/* A path was found, but could not be reserved. */
if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
if (mark_stuck) MarkTrainAsStuck(v);
FreeTrainTrackReservation(v);
return best_track;
}
/* No possible reservation target found, we are probably lost. */
if (res_dest.tile == INVALID_TILE) {
/* Try to find any safe destination. */
PBSTileInfo origin = FollowTrainReservation(v);
if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
best_track = FindFirstTrack(res);
TryReserveRailTrack(v->tile, TrackdirToTrack(GetVehicleTrackdir(v)));
if (got_reservation != NULL) *got_reservation = true;
if (changed_signal) MarkTileDirtyByTile(tile);
} else {
FreeTrainTrackReservation(v);
if (mark_stuck) MarkTrainAsStuck(v);
}
return best_track;
}
if (got_reservation != NULL) *got_reservation = true;
/* Save the current train order. The destructor will restore the old order on function exit. */
VehicleOrderSaver orders(v);
/* 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 (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
}
/* Get next order with destination. */
if (orders.SwitchToNextOrder()) {
PBSTileInfo cur_dest;
DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, true, &cur_dest);
if (cur_dest.tile != INVALID_TILE) {
res_dest = cur_dest;
if (res_dest.okay) continue;
/* Path found, but could not be reserved. */
FreeTrainTrackReservation(v);
if (mark_stuck) MarkTrainAsStuck(v);
if (got_reservation != NULL) *got_reservation = false;
changed_signal = false;
break;
}
}
/* No order or no safe position found, try any position. */
if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
FreeTrainTrackReservation(v);
if (mark_stuck) MarkTrainAsStuck(v);
if (got_reservation != NULL) *got_reservation = false;
changed_signal = false;
}
break;
}
TryReserveRailTrack(v->tile, TrackdirToTrack(GetVehicleTrackdir(v)));
if (changed_signal) MarkTileDirtyByTile(tile);
return best_track;
}
/**
* Try to reserve a path to a safe position.
*
* @param v The vehicle
* @return True if a path could be reserved
*/
bool TryPathReserve(Vehicle *v, bool mark_as_stuck, bool first_tile_okay)
{
assert(v->type == VEH_TRAIN && IsFrontEngine(v));
/* We have to handle depots specially as the track follower won't look
* at the depot tile itself but starts from the next tile. If we are still
* inside the depot, a depot reservation can never be ours. */
if (v->u.rail.track & TRACK_BIT_DEPOT) {
if (GetDepotWaypointReservation(v->tile)) {
if (mark_as_stuck) MarkTrainAsStuck(v);
return false;
} else {
/* Depot not reserved, but the next tile might be. */
TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
}
}
/* Special check if we are in front of a two-sided conventional signal. */
DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
TileIndex next_tile = TileAddByDiagDir(v->tile, dir);
if (IsTileType(next_tile, MP_RAILWAY) && HasReservedTracks(next_tile, DiagdirReachesTracks(dir))) {
/* Can have only one reserved trackdir. */
Trackdir td = FindFirstTrackdir((TrackdirBits)(GetReservedTrackbits(next_tile) * 0x101 & DiagdirReachesTrackdirs(dir)));
if (HasSignalOnTrackdir(next_tile, td) && HasSignalOnTrackdir(next_tile, ReverseTrackdir(td)) &&
!IsPbsSignal(GetSignalType(next_tile, TrackdirToTrack(td)))) {
/* Signal already reserved, is not ours. */
if (mark_as_stuck) MarkTrainAsStuck(v);
return false;
}
}
bool other_train = false;
PBSTileInfo origin = FollowTrainReservation(v, &other_train);
/* If we have a reserved path and the path ends at a safe tile, we are finished already. */
if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
/* Can't be stuck then. */
if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
return true;
}
/* The path we are driving on is alread blocked by some other train.
* This can only happen when tracks and signals are changed. A crash
* is probably imminent, don't do any further reservation because
* it might cause stale reservations. */
if (other_train && v->tile != origin.tile) {
if (mark_as_stuck) MarkTrainAsStuck(v);
return false;
}
/* If we are in a depot, tentativly reserve the depot. */
if (v->u.rail.track & TRACK_BIT_DEPOT) {
SetDepotWaypointReservation(v->tile, true);
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
}
DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
TileIndex new_tile = TileAddByDiagDir(origin.tile, exitdir);
TrackBits reachable = TrackdirBitsToTrackBits((TrackdirBits)GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0) & DiagdirReachesTrackdirs(exitdir));
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
bool res_made = false;
ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
if (!res_made) {
/* Free the depot reservation as well. */
if (v->u.rail.track & TRACK_BIT_DEPOT) SetDepotWaypointReservation(v->tile, false);
return false;
}
if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
return true;
}
static bool CheckReverseTrain(Vehicle *v)
{
if (_settings_game.difficulty.line_reverse_mode != 0 ||
v->u.rail.track == TRACK_BIT_DEPOT || v->u.rail.track == TRACK_BIT_WORMHOLE ||
!(v->direction & 1)) {
return false;
}
TrainTrackFollowerData fd;
FillWithStationData(&fd, v);
uint reverse_best = 0;
assert(v->u.rail.track);
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_YAPF: /* YAPF */
reverse_best = YapfCheckReverseTrain(v);
break;
case VPF_NPF: { /* NPF */
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
Vehicle *last = GetLastVehicleInChain(v);
NPFFillWithOrderData(&fstd, v);
Trackdir trackdir = GetVehicleTrackdir(v);
Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
assert(trackdir != INVALID_TRACKDIR);
assert(trackdir_rev != INVALID_TRACKDIR);
ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes);
if (ftd.best_bird_dist != 0) {
/* We didn't find anything, just keep on going straight ahead */
reverse_best = false;
} else {
if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) {
reverse_best = true;
} else {
reverse_best = false;
}
}
} break;
default:
case VPF_NTP: { /* NTP */
int i = _search_directions[FindFirstTrack(v->u.rail.track)][DirToDiagDir(v->direction)];
int best_track = -1;
uint reverse = 0;
uint best_bird_dist = 0;
uint best_track_dist = 0;
for (;;) {
fd.best_bird_dist = UINT_MAX;
fd.best_track_dist = UINT_MAX;
NewTrainPathfind(v->tile, v->dest_tile, v->u.rail.compatible_railtypes, (DiagDirection)(reverse ^ i), (NTPEnumProc*)NtpCallbFindStation, &fd);
if (best_track != -1) {
if (best_bird_dist != 0) {
if (fd.best_bird_dist != 0) {
/* neither reached the destination, pick the one with the smallest bird dist */
if (fd.best_bird_dist > best_bird_dist) goto bad;
if (fd.best_bird_dist < best_bird_dist) goto good;
} else {
/* we found the destination for the first time */
goto good;
}
} else {
if (fd.best_bird_dist != 0) {
/* didn't find destination, but we've found the destination previously */
goto bad;
} else {
/* both old & new reached the destination, compare track length */
if (fd.best_track_dist > best_track_dist) goto bad;
if (fd.best_track_dist < best_track_dist) goto good;
}
}
/* if we reach this position, there's two paths of equal value so far.
* pick one randomly. */
int r = GB(Random(), 0, 8);
if (_pick_track_table[i] == (v->direction & 3)) r += 80;
if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
if (r <= 127) goto bad;
}
good:;
best_track = i;
best_bird_dist = fd.best_bird_dist;
best_track_dist = fd.best_track_dist;
reverse_best = reverse;
bad:;
if (reverse != 0) break;
reverse = 2;
}
} break;
}
return reverse_best != 0;
}
TileIndex Train::GetOrderStationLocation(StationID station)
{
if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
const Station *st = GetStation(station);
if (!(st->facilities & FACIL_TRAIN)) {
/* The destination station has no trainstation tiles. */
this->cur_order_index++;
return 0;
}
return st->xy;
}
void Train::MarkDirty()
{
Vehicle *v = this;
do {
v->cur_image = v->GetImage(v->direction);
MarkSingleVehicleDirty(v);
} while ((v = v->Next()) != NULL);
/* need to update acceleration and cached values since the goods on the train changed. */
TrainCargoChanged(this);
UpdateTrainAcceleration(this);
}
/**
* This function looks at the vehicle and updates it's speed (cur_speed
* and subspeed) variables. Furthermore, it returns the distance that
* the train can drive this tick. This distance is expressed as 256 * n,
* where n is the number of straight (long) tracks the train can
* traverse. This means that moving along a straight track costs 256
* "speed" and a diagonal track costs 192 "speed".
* @param v The vehicle to update the speed of.
* @return distance to drive.
*/
static int UpdateTrainSpeed(Vehicle *v)
{
uint accel;
if (v->vehstatus & VS_STOPPED || HasBit(v->u.rail.flags, VRF_REVERSING) || HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
if (_settings_game.vehicle.realistic_acceleration) {
accel = GetTrainAcceleration(v, AM_BRAKE) * 2;
} else {
accel = v->acceleration * -2;
}
} else {
if (_settings_game.vehicle.realistic_acceleration) {
accel = GetTrainAcceleration(v, AM_ACCEL);
} else {
accel = v->acceleration;
}
}
uint spd = v->subspeed + accel * 2;
v->subspeed = (byte)spd;
{
int tempmax = v->max_speed;
if (v->cur_speed > v->max_speed)
tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
v->cur_speed = spd = Clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
}
/* Scale speed by 3/4. Previously this was only done when the train was
* facing diagonally and would apply to however many moves the train made
* regardless the of direction actually moved in. Now it is always scaled,
* 256 spd is used to go straight and 192 is used to go diagonally
* (3/4 of 256). This results in the same effect, but without the error the
* previous method caused.
*
* The scaling is done in this direction and not by multiplying the amount
* to be subtracted by 4/3 so that the leftover speed can be saved in a
* byte in v->progress.
*/
int scaled_spd = spd * 3 >> 2;
scaled_spd += v->progress;
v->progress = 0; // set later in TrainLocoHandler or TrainController
return scaled_spd;
}
static void TrainEnterStation(Vehicle *v, StationID station)
{
v->last_station_visited = station;
/* check if a train ever visited this station before */
Station *st = GetStation(station);
if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
st->had_vehicle_of_type |= HVOT_TRAIN;
SetDParam(0, st->index);
AddNewsItem(
STR_8801_CITIZENS_CELEBRATE_FIRST,
v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
v->index,
st->index
);
}
v->BeginLoading();
StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
}
static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
{
byte old_z = v->z_pos;
v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
if (new_tile) {
ClrBit(v->u.rail.flags, VRF_GOINGUP);
ClrBit(v->u.rail.flags, VRF_GOINGDOWN);
if (v->u.rail.track == TRACK_BIT_X || v->u.rail.track == TRACK_BIT_Y) {
/* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
* To check whether the current tile is sloped, and in which
* direction it is sloped, we get the 'z' at the center of
* the tile (middle_z) and the edge of the tile (old_z),
* which we then can compare. */
static const int HALF_TILE_SIZE = TILE_SIZE / 2;
static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
/* For some reason tunnel tiles are always given as sloped :(
* But they are not sloped... */
if (middle_z != v->z_pos && !IsTunnelTile(TileVirtXY(v->x_pos, v->y_pos))) {
SetBit(v->u.rail.flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
}
}
}
VehiclePositionChanged(v);
EndVehicleMove(v);
return old_z;
}
static const Direction _new_vehicle_direction_table[11] = {
DIR_N , DIR_NW, DIR_W , INVALID_DIR,
DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
DIR_E , DIR_SE, DIR_S
};
static inline Direction GetNewVehicleDirectionByTile(TileIndex new_tile, TileIndex old_tile)
{
uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 +
TileX(new_tile) - TileX(old_tile) + 1;
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
static inline int GetDirectionToVehicle(const Vehicle *v, int x, int y)
{
byte offs;
x -= v->x_pos;
if (x >= 0) {
offs = (x > 2) ? 0 : 1;
} else {
offs = (x < -2) ? 2 : 1;
}
y -= v->y_pos;
if (y >= 0) {
offs += ((y > 2) ? 0 : 1) * 4;
} else {
offs += ((y < -2) ? 2 : 1) * 4;
}
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
/* Check if the vehicle is compatible with the specified tile */
static inline bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
{
return
IsTileOwner(tile, v->owner) && (
!IsFrontEngine(v) ||
HasBit(v->u.rail.compatible_railtypes, GetRailType(tile))
);
}
struct RailtypeSlowdownParams {
byte small_turn, large_turn;
byte z_up; // fraction to remove when moving up
byte z_down; // fraction to remove when moving down
};
static const RailtypeSlowdownParams _railtype_slowdown[] = {
// normal accel
{256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
{256 / 4, 256 / 2, 256 / 4, 2}, ///< electrified
{256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
{0, 256 / 2, 256 / 4, 2}, ///< maglev
};
/** Modify the speed of the vehicle due to a turn */
static inline void AffectSpeedByDirChange(Vehicle *v, Direction new_dir)
{
if (_settings_game.vehicle.realistic_acceleration) return;
DirDiff diff = DirDifference(v->direction, new_dir);
if (diff == DIRDIFF_SAME) return;
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
}
/** Modify the speed of the vehicle due to a change in altitude */
static inline void AffectSpeedByZChange(Vehicle *v, byte old_z)
{
if (old_z == v->z_pos || _settings_game.vehicle.realistic_acceleration) return;
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
if (old_z < v->z_pos) {
v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
} else {
uint16 spd = v->cur_speed + rsp->z_down;
if (spd <= v->max_speed) v->cur_speed = spd;
}
}
static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
{
if (IsTileType(tile, MP_RAILWAY) &&
GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
Trackdir trackdir = FindFirstTrackdir(tracks);
if (UpdateSignalsOnSegment(tile, TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
/* A PBS block with a non-PBS signal facing us? */
if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
}
}
return false;
}
static void SetVehicleCrashed(Vehicle *v)
{
if (v->u.rail.crash_anim_pos != 0) return;
/* Free a possible path reservation and try to mark all tiles occupied by the train reserved. */
if (IsFrontEngine(v)) {
/* Remove all reservations, also the ones currently under the train
* and any railway station paltform reservation. */
FreeTrainTrackReservation(v);
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
ClearPathReservation(u, u->tile, GetVehicleTrackdir(u));
if (IsTileType(u->tile, MP_TUNNELBRIDGE)) {
/* ClearPathReservation will not free the wormhole exit
* if the train has just entered the wormhole. */
SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(u->tile), false);
}
}
}
/* we may need to update crossing we were approaching */
TileIndex crossing = TrainApproachingCrossingTile(v);
v->u.rail.crash_anim_pos++;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (v->u.rail.track == TRACK_BIT_DEPOT) {
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
for (; v != NULL; v = v->Next()) {
v->vehstatus |= VS_CRASHED;
MarkSingleVehicleDirty(v);
}
/* must be updated after the train has been marked crashed */
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
}
static uint CountPassengersInTrain(const Vehicle *v)
{
uint num = 0;
for (; v != NULL; v = v->Next()) {
if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) num += v->cargo.Count();
}
return num;
}
struct TrainCollideChecker {
Vehicle *v; ///< vehicle we are testing for collision
uint num; ///< number of dead if train collided
};
static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
{
TrainCollideChecker *tcc = (TrainCollideChecker*)data;
if (v->type != VEH_TRAIN) return NULL;
/* get first vehicle now to make most usual checks faster */
Vehicle *coll = v->First();
/* can't collide with own wagons && can't crash in depot && the same height level */
if (coll != tcc->v && v->u.rail.track != TRACK_BIT_DEPOT && abs(v->z_pos - tcc->v->z_pos) < 6) {
int x_diff = v->x_pos - tcc->v->x_pos;
int y_diff = v->y_pos - tcc->v->y_pos;
/* needed to disable possible crash of competitor train in station by building diagonal track at its end */
if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
if (!(tcc->v->vehstatus & VS_CRASHED)) {
/* two drivers + passengers killed in train tcc->v (if it was not crashed already) */
tcc->num += 2 + CountPassengersInTrain(tcc->v);
SetVehicleCrashed(tcc->v);
}
if (!(coll->vehstatus & VS_CRASHED)) {
/* two drivers + passengers killed in train coll (if it was not crashed already) */
tcc->num += 2 + CountPassengersInTrain(coll);
SetVehicleCrashed(coll);
}
/* Try to reserve all tiles directly under the crashed trains.
* As there might be more than two trains involved, we have to do that for all vehicles */
const Vehicle *u;
FOR_ALL_VEHICLES(u) {
if (u->type == VEH_TRAIN && HASBITS(u->vehstatus, VS_CRASHED) && (u->u.rail.track & TRACK_BIT_DEPOT) == TRACK_BIT_NONE) {
TrackBits trackbits = u->u.rail.track;
if ((trackbits & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(u->tile));
}
TryReserveRailTrack(u->tile, TrackBitsToTrack(trackbits));
}
}
}
return NULL;
}
/**
* Checks whether the specified train has a collision with another vehicle. If
* so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
* Reports the incident in a flashy news item, modifies station ratings and
* plays a sound.
*/
static void CheckTrainCollision(Vehicle *v)
{
/* can't collide in depot */
if (v->u.rail.track == TRACK_BIT_DEPOT) return;
assert(v->u.rail.track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
TrainCollideChecker tcc;
tcc.v = v;
tcc.num = 0;
/* find colliding vehicles */
if (v->u.rail.track == TRACK_BIT_WORMHOLE) {
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;
SetDParam(0, tcc.num);
AddNewsItem(STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL,
NS_ACCIDENT_VEHICLE,
v->index,
0
);
ModifyStationRatingAround(v->tile, v->owner, -160, 30);
SndPlayVehicleFx(SND_13_BIG_CRASH, v);
}
static Vehicle *CheckVehicleAtSignal(Vehicle *v, void *data)
{
DiagDirection exitdir = *(DiagDirection *)data;
/* front engine of a train, not inside wormhole or depot, not crashed */
if (v->type == VEH_TRAIN && IsFrontEngine(v) && (v->u.rail.track & TRACK_BIT_MASK) != 0 && !(v->vehstatus & VS_CRASHED)) {
if (v->cur_speed <= 5 && TrainExitDir(v->direction, v->u.rail.track) == exitdir) return v;
}
return NULL;
}
static void TrainController(Vehicle *v, Vehicle *nomove, bool update_image)
{
Vehicle *prev;
/* For every vehicle after and including the given vehicle */
for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
DiagDirection enterdir = DIAGDIR_BEGIN;
bool update_signals_crossing = false; // will we update signals or crossing state?
BeginVehicleMove(v);
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
if (v->u.rail.track != TRACK_BIT_WORMHOLE) {
/* Not inside tunnel */
if (gp.old_tile == gp.new_tile) {
/* Staying in the old tile */
if (v->u.rail.track == TRACK_BIT_DEPOT) {
/* Inside depot */
gp.x = v->x_pos;
gp.y = v->y_pos;
} else {
/* Not inside depot */
if (IsFrontEngine(v) && !TrainCheckIfLineEnds(v)) return;
uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (HasBit(r, VETS_CANNOT_ENTER)) {
goto invalid_rail;
}
if (HasBit(r, VETS_ENTERED_STATION)) {
TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
return;
}
if (v->Next() == NULL && IsRailDepotTile(v->tile) && HasBit(r, VETS_ENTERED_WORMHOLE)) {
SetDepotWaypointReservation(v->tile, false);
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
}
if (v->current_order.IsType(OT_LEAVESTATION)) {
v->current_order.Free();
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
} else {
/* A new tile is about to be entered. */
/* Determine what direction we're entering the new tile from */
Direction dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile);
enterdir = DirToDiagDir(dir);
assert(IsValidDiagDirection(enterdir));
/* Get the status of the tracks in the new tile and mask
* away the bits that aren't reachable. */
TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg && prev == NULL) {
/* We allow wagons to make 90 deg turns, because forbid_90_deg
* can be switched on halfway a turn */
bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
}
if (bits == TRACK_BIT_NONE) goto invalid_rail;
/* Check if the new tile contrains tracks that are compatible
* with the current train, if not, bail out. */
if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
TrackBits chosen_track;
if (prev == NULL) {
/* Currently the locomotive is active. Determine which one of the
* available tracks to choose */
chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
/* Check if it's a red signal and that force proceed is not clicked. */
if (red_signals & chosen_track && v->u.rail.force_proceed == 0) {
/* In front of a red signal */
Trackdir i = FindFirstTrackdir(trackdirbits);
/* Don't handle stuck trains here. */
if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) return;
if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255 - 100;
if (++v->load_unload_time_rem < _settings_game.pf.wait_oneway_signal * 20) return;
} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255 - 10;
if (++v->load_unload_time_rem < _settings_game.pf.wait_twoway_signal * 73) {
DiagDirection exitdir = TrackdirToExitdir(i);
TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
exitdir = ReverseDiagDir(exitdir);
/* check if a train is waiting on the other side */
if (!HasVehicleOnPos(o_tile, &exitdir, &CheckVehicleAtSignal)) return;
}
}
/* If we would reverse but are currently in a PBS block and
* reversing of stuck trains is disabled, don't reverse. */
if (_settings_game.pf.wait_for_pbs_path == 255 && UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
v->load_unload_time_rem = 0;
return;
}
goto reverse_train_direction;
} else {
TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
}
} else {
static const TrackBits _matching_tracks[8] = {
TRACK_BIT_LEFT | TRACK_BIT_RIGHT, TRACK_BIT_X,
TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y,
TRACK_BIT_LEFT | TRACK_BIT_RIGHT, TRACK_BIT_X,
TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y
};
/* The wagon is active, simply follow the prev vehicle. */
chosen_track = (TrackBits)(byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits);
}
/* Make sure chosen track is a valid track */
assert(
chosen_track == TRACK_BIT_X || chosen_track == TRACK_BIT_Y ||
chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
chosen_track == TRACK_BIT_LEFT || chosen_track == TRACK_BIT_RIGHT);
/* Update XY to reflect the entrance to the new tile, and select the direction to use */
const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
gp.x = (gp.x & ~0xF) | b[0];
gp.y = (gp.y & ~0xF) | b[1];
Direction chosen_dir = (Direction)b[2];
/* Call the landscape function and tell it that the vehicle entered the tile */
uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (HasBit(r, VETS_CANNOT_ENTER)) {
goto invalid_rail;
}
if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
Track track = FindFirstTrack(chosen_track);
Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
if (IsFrontEngine(v) && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
MarkTileDirtyByTile(gp.new_tile);
}
/* Clear any track reservation when the last vehicle leaves the tile */
if (v->Next() == NULL) ClearPathReservation(v, v->tile, GetVehicleTrackdir(v));
v->tile = gp.new_tile;
if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
TrainPowerChanged(v->First());
}
v->u.rail.track = chosen_track;
assert(v->u.rail.track);
}
/* We need to update signal status, but after the vehicle position hash
* has been updated by AfterSetTrainPos() */
update_signals_crossing = true;
if (prev == NULL) AffectSpeedByDirChange(v, chosen_dir);
v->direction = chosen_dir;
if (IsFrontEngine(v)) {
v->load_unload_time_rem = 0;
/* If we are approching a crossing that is reserved, play the sound now. */
TileIndex crossing = TrainApproachingCrossingTile(v);
if (crossing != INVALID_TILE && GetCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
/* Always try to extend the reservation when entering a tile. */
CheckNextTrainTile(v);
}
}
} else {
/* In a tunnel or on a bridge
* - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
* - for bridges, only the middle part - without the bridge heads */
if (!(v->vehstatus & VS_HIDDEN)) {
v->cur_speed =
min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
}
if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
/* Perform look-ahead on tunnel exit. */
if (IsFrontEngine(v)) {
TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
CheckNextTrainTile(v);
}
} else {
v->x_pos = gp.x;
v->y_pos = gp.y;
VehiclePositionChanged(v);
if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v);
continue;
}
}
/* update image of train, as well as delta XY */
v->UpdateDeltaXY(v->direction);
if (update_image) v->cur_image = v->GetImage(v->direction);
v->x_pos = gp.x;
v->y_pos = gp.y;
/* update the Z position of the vehicle */
byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
if (prev == NULL) {
/* This is the first vehicle in the train */
AffectSpeedByZChange(v, old_z);
}
if (update_signals_crossing) {
if (IsFrontEngine(v)) {
if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
/* We are entering a block with PBS signals right now, but
* not through a PBS signal. This means we don't have a
* reservation right now. As a conventional signal will only
* ever be green if no other train is in the block, getting
* a path should always be possible. If the player built
* such a strange network that it is not possible, the train
* will be marked as stuck and the player has to deal with
* the problem. */
if ((!HasReservedTracks(gp.new_tile, v->u.rail.track) &&
!TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->u.rail.track))) ||
!TryPathReserve(v)) {
MarkTrainAsStuck(v);
}
}
}
/* Signals can only change when the first
* (above) or the last vehicle moves. */
if (v->Next() == NULL) {
TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
}
}
/* Do not check on every tick to save some computing time. */
if (IsFrontEngine(v) && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
}
return;
invalid_rail:
/* We've reached end of line?? */
if (prev != NULL) error("Disconnecting train");
reverse_train_direction:
v->load_unload_time_rem = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
}
/** Collect trackbits of all crashed train vehicles on a tile
* @param v Vehicle passed from Find/HasVehicleOnPos()
* @param data trackdirbits for the result
* @return NULL 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) {
if ((v->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
*trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
} else {
*trackbits |= v->u.rail.track;
}
}
return NULL;
}
/**
* Deletes/Clears the last wagon of a crashed train. It takes the engine of the
* train, then goes to the last wagon and deletes that. Each call to this function
* will remove the last wagon of a crashed train. If this wagon was on a crossing,
* or inside a tunnel/bridge, recalculate the signals as they might need updating
* @param v the Vehicle of which last wagon is to be removed
*/
static void DeleteLastWagon(Vehicle *v)
{
Vehicle *first = v->First();
/* Go to the last wagon and delete the link pointing there
* *u is then the one-before-last wagon, and *v the last
* one which will physicially be removed */
Vehicle *u = v;
for (; v->Next() != NULL; v = v->Next()) u = v;
u->SetNext(NULL);
if (first == v) {
/* Removing front vehicle (the last to go) */
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
InvalidateWindow(WC_COMPANY, v->owner);
} else {
/* Recalculate cached train properties */
TrainConsistChanged(first, false);
/* Update the depot window if the first vehicle is in depot -
* if v == first, then it is updated in PreDestructor() */
if (first->u.rail.track == TRACK_BIT_DEPOT) {
InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
}
}
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
MarkSingleVehicleDirty(v);
/* 'v' shouldn't be accessed after it has been deleted */
TrackBits trackbits = v->u.rail.track;
TileIndex tile = v->tile;
Owner owner = v->owner;
delete v;
v = NULL; // make sure nobody will try to read 'v' anymore
if ((trackbits & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
}
Track track = TrackBitsToTrack(trackbits);
if (HasReservedTracks(tile, trackbits)) {
UnreserveRailTrack(tile, track);
/* If there are still crashed vehicles on the tile, give the track reservation to them */
TrackBits remaining_trackbits = TRACK_BIT_NONE;
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 = TRACK_BEGIN; t < TRACK_END; t++) {
if (HasBit(remaining_trackbits, t)) {
TryReserveRailTrack(tile, t);
}
}
}
/* check if the wagon was on a road/rail-crossing */
if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
/* Update signals */
if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
} else {
SetSignalsOnBothDir(tile, track, owner);
}
}
static void ChangeTrainDirRandomly(Vehicle *v)
{
static const DirDiff delta[] = {
DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
};
do {
/* We don't need to twist around vehicles if they're not visible */
if (!(v->vehstatus & VS_HIDDEN)) {
v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
BeginVehicleMove(v);
v->UpdateDeltaXY(v->direction);
v->cur_image = v->GetImage(v->direction);
/* Refrain from updating the z position of the vehicle when on
* a bridge, because AfterSetTrainPos will put the vehicle under
* the bridge in that case */
if (v->u.rail.track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
}
} while ((v = v->Next()) != NULL);
}
static void HandleCrashedTrain(Vehicle *v)
{
int state = ++v->u.rail.crash_anim_pos;
if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
}
uint32 r;
if (state <= 200 && Chance16R(1, 7, r)) {
int index = (r * 10 >> 16);
Vehicle *u = v;
do {
if (--index < 0) {
r = Random();
CreateEffectVehicleRel(u,
GB(r, 8, 3) + 2,
GB(r, 16, 3) + 2,
GB(r, 0, 3) + 5,
EV_EXPLOSION_SMALL);
break;
}
} while ((u = u->Next()) != NULL);
}
if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
if (state >= 4440 && !(v->tick_counter & 0x1F)) {
DeleteLastWagon(v);
InvalidateWindow(WC_REPLACE_VEHICLE, (v->group_id << 16) | VEH_TRAIN);
}
}
static void HandleBrokenTrain(Vehicle *v)
{
if (v->breakdown_ctr != 1) {
v->breakdown_ctr = 1;
v->cur_speed = 0;
if (v->breakdowns_since_last_service != 255)
v->breakdowns_since_last_service++;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
}
if (!(v->vehstatus & VS_HIDDEN)) {
Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2;
}
}
if (!(v->tick_counter & 3)) {
if (!--v->breakdown_delay) {
v->breakdown_ctr = 0;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
}
}
}
/** Maximum speeds for train that is broken down or approaching line end */
static const uint16 _breakdown_speeds[16] = {
225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
};
/**
* Train is approaching line end, slow down and possibly reverse
*
* @param v front train engine
* @param signal not line end, just a red signal
* @return true iff we did NOT have to reverse
*/
static bool TrainApproachingLineEnd(Vehicle *v, bool signal)
{
/* Calc position within the current tile */
uint x = v->x_pos & 0xF;
uint y = v->y_pos & 0xF;
/* for diagonal directions, 'x' will be 0..15 -
* for other directions, it will be 1, 3, 5, ..., 15 */
switch (v->direction) {
case DIR_N : x = ~x + ~y + 25; break;
case DIR_NW: x = y; /* FALLTHROUGH */
case DIR_NE: x = ~x + 16; break;
case DIR_E : x = ~x + y + 9; break;
case DIR_SE: x = y; break;
case DIR_S : x = x + y - 7; break;
case DIR_W : x = ~y + x + 9; break;
default: break;
}
/* do not reverse when approaching red signal */
if (!signal && x + 4 >= TILE_SIZE) {
/* we are too near the tile end, reverse now */
v->cur_speed = 0;
ReverseTrainDirection(v);
return false;
}
/* slow down */
v->vehstatus |= VS_TRAIN_SLOWING;
uint16 break_speed = _breakdown_speeds[x & 0xF];
if (break_speed < v->cur_speed) v->cur_speed = break_speed;
return true;
}
/**
* Determines whether train would like to leave the tile
* @param v train to test
* @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
*/
static bool TrainCanLeaveTile(const Vehicle *v)
{
/* Exit if inside a tunnel/bridge or a depot */
if (v->u.rail.track == TRACK_BIT_WORMHOLE || v->u.rail.track == TRACK_BIT_DEPOT) return false;
TileIndex tile = v->tile;
/* entering a tunnel/bridge? */
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
DiagDirection dir = GetTunnelBridgeDirection(tile);
if (DiagDirToDir(dir) == v->direction) return false;
}
/* entering a depot? */
if (IsRailDepotTile(tile)) {
DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
if (DiagDirToDir(dir) == v->direction) return false;
}
return true;
}
/**
* Determines whether train is approaching a rail-road crossing
* (thus making it barred)
* @param v front engine of train
* @return TileIndex of crossing the train is approaching, else INVALID_TILE
* @pre v in non-crashed front engine
*/
static TileIndex TrainApproachingCrossingTile(const Vehicle *v)
{
assert(IsFrontEngine(v));
assert(!(v->vehstatus & VS_CRASHED));
if (!TrainCanLeaveTile(v)) return INVALID_TILE;
DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
TileIndex tile = v->tile + TileOffsByDiagDir(dir);
/* not a crossing || wrong axis || unusable rail (wrong type or owner) */
if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
!CheckCompatibleRail(v, tile)) {
return INVALID_TILE;
}
return tile;
}
/**
* Checks for line end. Also, bars crossing at next tile if needed
*
* @param v vehicle we are checking
* @return true iff we did NOT have to reverse
*/
static bool TrainCheckIfLineEnds(Vehicle *v)
{
/* First, handle broken down train */
int t = v->breakdown_ctr;
if (t > 1) {
v->vehstatus |= VS_TRAIN_SLOWING;
uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
if (break_speed < v->cur_speed) v->cur_speed = break_speed;
} else {
v->vehstatus &= ~VS_TRAIN_SLOWING;
}
if (!TrainCanLeaveTile(v)) return true;
/* Determine the non-diagonal direction in which we will exit this tile */
DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
/* Calculate next tile */
TileIndex tile = v->tile + TileOffsByDiagDir(dir);
/* Determine the track status on the next tile */
TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
/* We are sure the train is not entering a depot, it is detected above */
/* mask unreachable track bits if we are forbidden to do 90deg turns */
TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
}
/* no suitable trackbits at all || unusable rail (wrong type or owner) */
if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
return TrainApproachingLineEnd(v, false);
}
/* approaching red signal */
if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
/* approaching a rail/road crossing? then make it red */
if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
return true;
}
static void TrainLocoHandler(Vehicle *v, bool mode)
{
/* train has crashed? */
if (v->vehstatus & VS_CRASHED) {
if (!mode) HandleCrashedTrain(v);
return;
}
if (v->u.rail.force_proceed != 0) {
v->u.rail.force_proceed--;
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
/* train is broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenTrain(v);
return;
}
if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
}
if (HasBit(v->u.rail.flags, VRF_REVERSING) && v->cur_speed == 0) {
ReverseTrainDirection(v);
}
/* exit if train is stopped */
if (v->vehstatus & VS_STOPPED && v->cur_speed == 0) return;
bool valid_order = v->current_order.IsValid() && v->current_order.GetType() != OT_CONDITIONAL;
if (ProcessOrders(v) && CheckReverseTrain(v)) {
v->load_unload_time_rem = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
return;
}
v->HandleLoading(mode);
if (v->current_order.IsType(OT_LOADING)) return;
if (CheckTrainStayInDepot(v)) return;
if (!mode) HandleLocomotiveSmokeCloud(v);
/* We had no order but have an order now, do look ahead. */
if (!valid_order && v->current_order.IsValid()) {
CheckNextTrainTile(v);
}
/* Handle stuck trains. */
if (!mode && HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
++v->load_unload_time_rem;
/* Should we try reversing this tick if still stuck? */
bool turn_around = v->load_unload_time_rem % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
if (!turn_around && v->load_unload_time_rem % _settings_game.pf.path_backoff_interval != 0 && v->u.rail.force_proceed == 0) return;
if (!TryPathReserve(v)) {
/* Still stuck. */
if (turn_around) ReverseTrainDirection(v);
if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK) && v->load_unload_time_rem > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
/* Show message to player. */
if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_STUCK,
NS_ADVICE,
v->index,
0);
}
v->load_unload_time_rem = 0;
}
/* Exit if force proceed not pressed, else reset stuck flag anyway. */
if (v->u.rail.force_proceed == 0) return;
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
v->load_unload_time_rem = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
int j = UpdateTrainSpeed(v);
/* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
if (v->cur_speed == 0 && v->u.rail.last_speed == 0 && v->vehstatus & VS_STOPPED) {
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
int adv_spd = (v->direction & 1) ? 192 : 256;
if (j < adv_spd) {
/* if the vehicle has speed 0, update the last_speed field. */
if (v->cur_speed == 0) SetLastSpeed(v, v->cur_speed);
} else {
TrainCheckIfLineEnds(v);
/* Loop until the train has finished moving. */
do {
j -= adv_spd;
TrainController(v, NULL, true);
CheckTrainCollision(v);
/* 192 spd used for going straight, 256 for going diagonally. */
adv_spd = (v->direction & 1) ? 192 : 256;
} while (j >= adv_spd);
SetLastSpeed(v, v->cur_speed);
}
if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
}
Money Train::GetRunningCost() const
{
Money cost = 0;
const Vehicle *v = this;
do {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
byte cost_factor = GetVehicleProperty(v, 0x0D, rvi->running_cost);
if (cost_factor == 0) continue;
/* Halve running cost for multiheaded parts */
if (IsMultiheaded(v)) cost_factor /= 2;
cost += cost_factor * GetPriceByIndex(rvi->running_cost_class);
} while ((v = GetNextVehicle(v)) != NULL);
return cost;
}
void Train::Tick()
{
if (_age_cargo_skip_counter == 0) this->cargo.AgeCargo();
this->tick_counter++;
if (IsFrontEngine(this)) {
if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
this->current_order_time++;
TrainLocoHandler(this, false);
/* make sure vehicle wasn't deleted. */
if (this->type == VEH_TRAIN && IsFrontEngine(this))
TrainLocoHandler(this, true);
} else if (IsFreeWagon(this) && HASBITS(this->vehstatus, VS_CRASHED)) {
/* Delete flooded standalone wagon chain */
if (++this->u.rail.crash_anim_pos >= 4400) DeleteVehicleChain(this);
}
}
static void CheckIfTrainNeedsService(Vehicle *v)
{
static const uint MAX_ACCEPTABLE_DEPOT_DIST = 16;
if (_settings_game.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsInDepot()) {
VehicleServiceInDepot(v);
return;
}
TrainFindDepotData tfdd = FindClosestTrainDepot(v, MAX_ACCEPTABLE_DEPOT_DIST);
/* Only go to the depot if it is not too far out of our way. */
if (tfdd.best_length == UINT_MAX || tfdd.best_length > MAX_ACCEPTABLE_DEPOT_DIST) {
if (v->current_order.IsType(OT_GOTO_DEPOT)) {
/* If we were already heading for a depot but it has
* suddenly moved farther away, we continue our normal
* schedule? */
v->current_order.MakeDummy();
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
return;
}
const Depot *depot = GetDepotByTile(tfdd.tile);
if (v->current_order.IsType(OT_GOTO_DEPOT) &&
v->current_order.GetDestination() != depot->index &&
!Chance16(3, 16)) {
return;
}
v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
v->dest_tile = tfdd.tile;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
void Train::OnNewDay()
{
if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
if (IsFrontEngine(this)) {
CheckVehicleBreakdown(this);
AgeVehicle(this);
CheckIfTrainNeedsService(this);
CheckOrders(this);
/* update destination */
if (this->current_order.IsType(OT_GOTO_STATION)) {
TileIndex tile = GetStation(this->current_order.GetDestination())->train_tile;
if (tile != 0) this->dest_tile = tile;
}
if (this->running_ticks != 0) {
/* running costs */
CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (364 * DAY_TICKS));
this->profit_this_year -= cost.GetCost();
this->running_ticks = 0;
SubtractMoneyFromCompanyFract(this->owner, cost);
InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
InvalidateWindowClasses(WC_TRAINS_LIST);
}
} else if (IsTrainEngine(this)) {
/* Also age engines that aren't front engines */
AgeVehicle(this);
}
}
void TrainsYearlyLoop()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
/* show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
if (_settings_client.gui.train_income_warn && v->owner == _local_company && v->age >= 730 && v->GetDisplayProfitThisYear() < 0) {
SetDParam(1, v->GetDisplayProfitThisYear());
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_UNPROFITABLE,
NS_ADVICE,
v->index,
0);
}
v->profit_last_year = v->profit_this_year;
v->profit_this_year = 0;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
}
void InitializeTrains()
{
_age_cargo_skip_counter = 1;
}
/*
* Link front and rear multiheaded engines to each other
* This is done when loading a savegame
*/
void ConnectMultiheadedTrains()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
v->u.rail.other_multiheaded_part = NULL;
}
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) {
/* Two ways to associate multiheaded parts to each other:
* sequential-matching: Trains shall be arranged to look like <..>..<..>..<..>..
* bracket-matching: Free vehicle chains shall be arranged to look like ..<..<..>..<..>..>..
*
* Note: Old savegames might contain chains which do not comply with these rules, e.g.
* - the front and read parts have invalid orders
* - different engine types might be combined
* - there might be different amounts of front and rear parts.
*
* Note: The multiheaded parts need to be matched exactly like they are matched on the server, else desyncs will occur.
* This is why two matching strategies are needed.
*/
bool sequential_matching = IsFrontEngine(v);
for (Vehicle *u = v; u != NULL; u = GetNextVehicle(u)) {
if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one
if (IsMultiheaded(u)) {
if (!IsTrainEngine(u)) {
/* we got a rear car without a front car. We will convert it to a front one */
SetTrainEngine(u);
u->spritenum--;
}
/* Find a matching back part */
EngineID eid = u->engine_type;
Vehicle *w;
if (sequential_matching) {
for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) {
if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
/* we found a car to partner with this engine. Now we will make sure it face the right way */
if (IsTrainEngine(w)) {
ClearTrainEngine(w);
w->spritenum++;
}
break;
}
} else {
uint stack_pos = 0;
for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) {
if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
if (IsTrainEngine(w)) {
stack_pos++;
} else {
if (stack_pos == 0) break;
stack_pos--;
}
}
}
if (w != NULL) {
w->u.rail.other_multiheaded_part = u;
u->u.rail.other_multiheaded_part = w;
} else {
/* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
ClearMultiheaded(u);
}
}
}
}
}
}
/**
* Converts all trains to the new subtype format introduced in savegame 16.2
* It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found
*/
void ConvertOldMultiheadToNew()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
SetBit(v->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
}
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
if (HasBit(v->subtype, 7) && ((v->subtype & ~0x80) == 0 || (v->subtype & ~0x80) == 4)) {
for (Vehicle *u = v; u != NULL; u = u->Next()) {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
ClrBit(u->subtype, 7);
switch (u->subtype) {
case 0: /* TS_Front_Engine */
if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u);
SetFrontEngine(u);
SetTrainEngine(u);
break;
case 1: /* TS_Artic_Part */
u->subtype = 0;
SetArticulatedPart(u);
break;
case 2: /* TS_Not_First */
u->subtype = 0;
if (rvi->railveh_type == RAILVEH_WAGON) {
// normal wagon
SetTrainWagon(u);
break;
}
if (rvi->railveh_type == RAILVEH_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
// rear end of a multiheaded engine
SetMultiheaded(u);
break;
}
if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u);
SetTrainEngine(u);
break;
case 4: /* TS_Free_Car */
u->subtype = 0;
SetTrainWagon(u);
SetFreeWagon(u);
break;
default: NOT_REACHED(); break;
}
}
}
}
}
}