/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "debug.h" #include "functions.h" #include "gui.h" #include "table/strings.h" #include "map.h" #include "tile.h" #include "vehicle.h" #include "command.h" #include "pathfind.h" #include "npf.h" #include "station.h" #include "table/train_cmd.h" #include "news.h" #include "engine.h" #include "player.h" #include "sound.h" #include "depot.h" #include "waypoint.h" #include "vehicle_gui.h" #include "train.h" #include "newgrf_callbacks.h" #include "newgrf_engine.h" static bool TrainCheckIfLineEnds(Vehicle *v); static void TrainController(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}; static const byte _state_dir_table[4] = { 0x20, 8, 0x10, 4 }; /** * 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) { Vehicle *u; uint16 weight = 0; for (u = v; u != NULL; u = u->next) { const RailVehicleInfo *rvi = RailVehInfo(u->engine_type); uint16 vweight = (_cargoc.weights[u->cargo_type] * u->cargo_count) / 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 += rvi->weight; // powered wagons have extra weight added if (HASBIT(u->u.rail.flags, VRF_POWEREDWAGON)) vweight += RailVehInfo(v->engine_type)->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; } /** * 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. */ void TrainConsistChanged(Vehicle* v) { const RailVehicleInfo *rvi_v; Vehicle *u; uint16 max_speed = 0xFFFF; uint32 power = 0; EngineID first_engine; assert(v->type == VEH_Train); assert(IsFrontEngine(v) || IsFreeWagon(v)); rvi_v = RailVehInfo(v->engine_type); first_engine = IsFrontEngine(v) ? v->engine_type : INVALID_ENGINE; v->u.rail.cached_total_length = 0; for (u = v; u != NULL; u = u->next) { const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type); uint16 veh_len; // Update the v->first cache. This is faster than having to brute force it later. if (u->first == NULL) u->first = v; // update the 'first engine' u->u.rail.first_engine = (v == u) ? INVALID_ENGINE : first_engine; 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; } } if (!IsArticulatedPart(u)) { // power is the sum of the powers of all engines and powered wagons in the consist power += rvi_u->power; // check if its a powered wagon CLRBIT(u->u.rail.flags, VRF_POWEREDWAGON); if ((rvi_v->pow_wag_power != 0) && (rvi_u->flags & RVI_WAGON) && UsesWagonOverride(u)) { if (HASBIT(rvi_u->callbackmask, CBM_WAGON_POWER)) { uint16 callback = GetCallBackResult(CBID_TRAIN_WAGON_POWER, u->engine_type, u); if (callback != CALLBACK_FAILED) u->u.rail.cached_vis_effect = callback; } if (u->u.rail.cached_vis_effect < 0x40) { /* wagon is powered */ SETBIT(u->u.rail.flags, VRF_POWEREDWAGON); // cache 'powered' status power += rvi_v->pow_wag_power; } } // max speed is the minimum of the speed limits of all vehicles in the consist if (!(rvi_u->flags & RVI_WAGON) || _patches.wagon_speed_limits) if (rvi_u->max_speed != 0 && !UsesWagonOverride(u)) max_speed = min(rvi_u->max_speed, max_speed); } // check the vehicle length (callback) veh_len = CALLBACK_FAILED; if (HASBIT(rvi_u->callbackmask, CBM_VEHICLE_LENGTH)) veh_len = GetCallBackResult(CBID_TRAIN_VEHICLE_LENGTH, u->engine_type, u); if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor; veh_len = 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 u->u.rail.cached_veh_length = 8 - 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_power = power; // recalculate cached weights too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) TrainCargoChanged(v); } /* These two arrays are used for realistic acceleration. XXX: How should they * be interpreted? */ static const byte _curve_neighbours45[8][2] = { {7, 1}, {0, 2}, {1, 3}, {2, 4}, {3, 5}, {4, 6}, {5, 7}, {6, 0}, }; static const byte _curve_neighbours90[8][2] = { {6, 2}, {7, 3}, {0, 4}, {1, 5}, {2, 6}, {3, 7}, {4, 0}, {5, 1}, }; enum AccelType { AM_ACCEL, AM_BRAKE }; static bool TrainShouldStop(const Vehicle* v, TileIndex tile) { const Order* o = &v->current_order; assert(v->type == VEH_Train); assert(IsTileType(v->tile, MP_STATION)); //When does a train drive through a station //first we deal with the "new nonstop handling" if (_patches.new_nonstop && o->flags & OF_NON_STOP && _m[tile].m2 == o->station ) return false; if (v->last_station_visited == _m[tile].m2) return false; if (_m[tile].m2 != o->station && (o->flags & OF_NON_STOP || _patches.new_nonstop)) return false; return true; } //new acceleration static int GetTrainAcceleration(Vehicle *v, bool mode) { const Vehicle *u; int num = 0; //number of vehicles, change this into the number of axles later int power = 0; int mass = 0; int max_speed = 2000; int area = 120; int friction = 35; //[1e-3] int drag_coeff = 20; //[1e-4] int incl = 0; int resistance; int speed = v->cur_speed; //[mph] int force = 0x3FFFFFFF; int pos = 0; int lastpos = -1; int curvecount[2] = {0, 0}; int sum = 0; int numcurve = 0; speed *= 10; speed /= 16; //first find the curve speed limit for (u = v; u->next != NULL; u = u->next, pos++) { int dir = u->direction; int ndir = u->next->direction; int i; for (i = 0; i < 2; i++) { if ( _curve_neighbours45[dir][i] == ndir) { curvecount[i]++; 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 (_curve_neighbours90[dir][0] == ndir || _curve_neighbours90[dir][1] == ndir) { max_speed = 61; } } if (numcurve > 0) sum /= numcurve; 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 = 0xFFFF; } else if (total > 1) { max_speed = 232 - (13 - clamp(sum, 1, 12)) * (13 - clamp(sum, 1, 12)); } } max_speed += (max_speed / 2) * v->u.rail.railtype; if (IsTileType(v->tile, MP_STATION) && IsFrontEngine(v)) { if (TrainShouldStop(v, v->tile)) { int station_length = 0; TileIndex tile = v->tile; int delta_v; max_speed = 120; do { station_length++; tile = TILE_ADD(tile, TileOffsByDir(v->direction / 2)); } while (IsCompatibleTrainStationTile(tile, v->tile)); delta_v = v->cur_speed / (station_length + 1); if (v->max_speed > (v->cur_speed - delta_v)) max_speed = v->cur_speed - (delta_v / 10); max_speed = max(max_speed, 25 * station_length); } } mass = v->u.rail.cached_weight; power = v->u.rail.cached_power * 746; max_speed = min(max_speed, v->u.rail.cached_max_speed); for (u = v; u != NULL; u = u->next) { num++; drag_coeff += 3; if (u->u.rail.track == 0x80) 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; 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] if (speed > 0) { switch (v->u.rail.railtype) { case RAILTYPE_RAIL: case RAILTYPE_MONO: force = power / speed; //[N] force *= 22; force /= 10; break; case RAILTYPE_MAGLEV: force = power / 25; break; } } else { //"kickoff" acceleration 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)); } } static void UpdateTrainAcceleration(Vehicle* v) { uint power = 0; uint weight = 0; assert(IsFrontEngine(v)); weight = v->u.rail.cached_weight; power = v->u.rail.cached_power; v->max_speed = v->u.rail.cached_max_speed; assert(weight != 0); v->acceleration = clamp(power / weight * 4, 1, 255); } int GetTrainImage(const Vehicle *v, byte direction) { int img = v->spritenum; int base; if (is_custom_sprite(img)) { base = GetCustomVehicleSprite(v, direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(img)); if (base != 0) return base; img = orig_rail_vehicle_info[v->engine_type].image_index; } base = _engine_sprite_base[img] + ((direction + _engine_sprite_add[img]) & _engine_sprite_and[img]); if (v->cargo_count >= v->cargo_cap / 2) base += _wagon_full_adder[img]; return base; } extern int _traininfo_vehicle_pitch; void DrawTrainEngine(int x, int y, EngineID engine, uint32 image_ormod) { const RailVehicleInfo *rvi = RailVehInfo(engine); int img = rvi->image_index; uint32 image = 0; if (is_custom_sprite(img)) { image = GetCustomVehicleIcon(engine, 6); if (image == 0) { img = orig_rail_vehicle_info[engine].image_index; } else { y += _traininfo_vehicle_pitch; } } if (image == 0) { image = (6 & _engine_sprite_and[img]) + _engine_sprite_base[img]; } if (rvi->flags & RVI_MULTIHEAD) { DrawSprite(image | image_ormod, x - 14, y); x += 15; image = 0; if (is_custom_sprite(img)) { image = GetCustomVehicleIcon(engine, 2); if (image == 0) img = orig_rail_vehicle_info[engine].image_index; } if (image == 0) { image = ((6 + _engine_sprite_add[img + 1]) & _engine_sprite_and[img + 1]) + _engine_sprite_base[img + 1]; } } DrawSprite(image | image_ormod, x, y); } static uint CountArticulatedParts(const RailVehicleInfo *rvi, EngineID engine_type) { uint16 callback; uint i; if (!HASBIT(rvi->callbackmask, CBM_ARTIC_ENGINE)) return 0; for (i = 1; i < 10; i++) { callback = GetCallBackResult(CBID_TRAIN_ARTIC_ENGINE + (i << 8), engine_type, NULL); if (callback == CALLBACK_FAILED || callback == 0xFF) break; } return i - 1; } static void AddArticulatedParts(const RailVehicleInfo *rvi, Vehicle **vl) { const RailVehicleInfo *rvi_artic; EngineID engine_type; Vehicle *v = vl[0]; Vehicle *u = v; uint16 callback; bool flip_image; uint i; if (!HASBIT(rvi->callbackmask, CBM_ARTIC_ENGINE)) return; for (i = 1; i < 10; i++) { callback = GetCallBackResult(CBID_TRAIN_ARTIC_ENGINE + (i << 8), v->engine_type, NULL); if (callback == CALLBACK_FAILED || callback == 0xFF) return; u->next = vl[i]; u = u->next; engine_type = GB(callback, 0, 7); flip_image = HASBIT(callback, 7); rvi_artic = RailVehInfo(engine_type); // get common values from first engine 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->z_height = v->z_height; u->u.rail.track = v->u.rail.track; u->u.rail.railtype = v->u.rail.railtype; u->build_year = v->build_year; u->vehstatus = v->vehstatus & ~VS_STOPPED; u->u.rail.first_engine = v->engine_type; // get more settings from rail vehicle info u->spritenum = rvi_artic->image_index; if (flip_image) u->spritenum++; u->cargo_type = rvi_artic->cargo_type; u->cargo_cap = rvi_artic->capacity; u->max_speed = 0; u->max_age = 0; u->engine_type = engine_type; u->value = 0; u->type = VEH_Train; u->subtype = 0; SetArticulatedPart(u); u->cur_image = 0xAC2; u->random_bits = VehicleRandomBits(); VehiclePositionChanged(u); } } static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags) { int32 value; const RailVehicleInfo *rvi; uint num_vehicles; SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); rvi = RailVehInfo(engine); value = (rvi->base_cost * _price.build_railwagon) >> 8; num_vehicles = 1 + CountArticulatedParts(rvi, engine); if (!(flags & DC_QUERY_COST)) { Vehicle *vl[11]; // Allow for wagon and upto 10 artic parts. Vehicle* v; int x; int y; if (!AllocateVehicles(vl, num_vehicles)) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); if (flags & DC_EXEC) { Vehicle *u, *w; DiagDirection dir; v = vl[0]; v->spritenum = rvi->image_index; u = NULL; FOR_ALL_VEHICLES(w) { if (w->type == VEH_Train && w->tile == tile && IsFreeWagon(w) && w->engine_type == engine) { u = GetLastVehicleInChain(w); break; } } v->engine_type = engine; dir = GB(_m[tile].m5, 0, 2); v->direction = DiagDirToDir(dir); v->tile = tile; x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir]; y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir]; v->x_pos = x; v->y_pos = y; v->z_pos = GetSlopeZ(x,y); v->owner = _current_player; v->z_height = 6; v->u.rail.track = 0x80; v->vehstatus = VS_HIDDEN | VS_DEFPAL; v->subtype = 0; SetTrainWagon(v); if (u != NULL) { u->next = v; } else { SetFreeWagon(v); } v->cargo_type = rvi->cargo_type; v->cargo_cap = rvi->capacity; v->value = value; // v->day_counter = 0; v->u.rail.railtype = GetEngine(engine)->railtype; v->build_year = _cur_year; v->type = VEH_Train; v->cur_image = 0xAC2; v->random_bits = VehicleRandomBits(); AddArticulatedParts(rvi, vl); _new_wagon_id = v->index; _new_vehicle_id = v->index; VehiclePositionChanged(v); TrainConsistChanged(GetFirstVehicleInChain(v)); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); if (IsLocalPlayer()) { InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train); // updates the replace Train window } } } 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 == 0x80) { if (CmdFailed(DoCommandByTile(0, v->index | (u->index << 16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE))) break; } } } static int32 EstimateTrainCost(const RailVehicleInfo* rvi) { return rvi->base_cost * (_price.build_railvehicle >> 3) >> 5; } static void AddRearEngineToMultiheadedTrain(Vehicle* v, Vehicle* u, bool building) { 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->z_height = 6; u->u.rail.track = 0x80; u->vehstatus = v->vehstatus & ~VS_STOPPED; u->subtype = 0; SetMultiheaded(u); u->spritenum = v->spritenum + 1; u->cargo_type = v->cargo_type; u->cargo_cap = v->cargo_cap; u->u.rail.railtype = v->u.rail.railtype; if (building) v->next = u; u->engine_type = v->engine_type; u->build_year = v->build_year; if (building) v->value >>= 1; u->value = v->value; u->type = VEH_Train; u->cur_image = 0xAC2; u->random_bits = VehicleRandomBits(); VehiclePositionChanged(u); } /** Build a railroad vehicle. * @param x,y tile coordinates (depot) where rail-vehicle is built * @param p1 engine type id * @param p2 bit 0 prevents any free cars from being added to the train */ int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2) { const RailVehicleInfo *rvi; int value; Vehicle *v; UnitID unit_num; Engine *e; TileIndex tile = TileVirtXY(x, y); uint num_vehicles; /* Check if the engine-type is valid (for the player) */ if (!IsEngineBuildable(p1, VEH_Train)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE); /* Check if the train is actually being built in a depot belonging * to the player. Doesn't matter if only the cost is queried */ if (!(flags & DC_QUERY_COST)) { if (!IsTileDepotType(tile, TRANSPORT_RAIL)) return CMD_ERROR; if (!IsTileOwner(tile, _current_player)) return CMD_ERROR; } SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); rvi = RailVehInfo(p1); e = GetEngine(p1); /* Check if depot and new engine uses the same kind of tracks */ if (!IsCompatibleRail(e->railtype, GetRailType(tile))) return CMD_ERROR; if (rvi->flags & RVI_WAGON) return CmdBuildRailWagon(p1, tile, flags); value = EstimateTrainCost(rvi); num_vehicles = (rvi->flags & RVI_MULTIHEAD) ? 2 : 1; num_vehicles += CountArticulatedParts(rvi, p1); if (!(flags & DC_QUERY_COST)) { Vehicle *vl[12]; // Allow for upto 10 artic parts and dual-heads if (!AllocateVehicles(vl, num_vehicles) || IsOrderPoolFull()) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); v = vl[0]; unit_num = GetFreeUnitNumber(VEH_Train); if (unit_num > _patches.max_trains) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); if (flags & DC_EXEC) { DiagDirection dir; v->unitnumber = unit_num; dir = GB(_m[tile].m5, 0, 2); v->direction = DiagDirToDir(dir); v->tile = tile; v->owner = _current_player; v->x_pos = (x |= _vehicle_initial_x_fract[dir]); v->y_pos = (y |= _vehicle_initial_y_fract[dir]); v->z_pos = GetSlopeZ(x,y); v->z_height = 6; v->u.rail.track = 0x80; v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL; v->spritenum = rvi->image_index; v->cargo_type = rvi->cargo_type; v->cargo_cap = rvi->capacity; v->max_speed = rvi->max_speed; v->value = value; v->last_station_visited = INVALID_STATION; v->dest_tile = 0; v->engine_type = p1; v->reliability = e->reliability; v->reliability_spd_dec = e->reliability_spd_dec; v->max_age = e->lifelength * 366; v->string_id = STR_SV_TRAIN_NAME; v->u.rail.railtype = e->railtype; _new_train_id = v->index; _new_vehicle_id = v->index; v->service_interval = _patches.servint_trains; v->date_of_last_service = _date; v->build_year = _cur_year; v->type = VEH_Train; v->cur_image = 0xAC2; v->random_bits = VehicleRandomBits(); v->subtype = 0; SetFrontEngine(v); SetTrainEngine(v); VehiclePositionChanged(v); if (rvi->flags & RVI_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(rvi, vl); } TrainConsistChanged(v); UpdateTrainAcceleration(v); if (!HASBIT(p2, 0)) { // check if the cars should be added to the new vehicle NormalizeTrainVehInDepot(v); } InvalidateWindow(WC_VEHICLE_DEPOT, tile); RebuildVehicleLists(); InvalidateWindow(WC_COMPANY, v->owner); if (IsLocalPlayer()) { InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train); // updates the replace Train window } } } 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, sets the error message to * STR_881A_TRAINS_CAN_ONLY_BE_ALTERED and returns -1 */ int CheckTrainStoppedInDepot(const Vehicle *v) { int count; TileIndex tile = v->tile; /* check if stopped in a depot */ if (!IsTileDepotType(tile, TRANSPORT_RAIL) || v->cur_speed != 0) { _error_message = STR_881A_TRAINS_CAN_ONLY_BE_ALTERED; return -1; } 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 that before works correctly. */ if (!IsArticulatedPart(v)) count++; if (v->u.rail.track != 0x80 || v->tile != tile || (IsFrontEngine(v) && !(v->vehstatus & VS_STOPPED))) { _error_message = STR_881A_TRAINS_CAN_ONLY_BE_ALTERED; return -1; } } return count; } /** * 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) { Vehicle *u; // 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; } for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {} GetLastEnginePart(u)->next = 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) { // 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, GetFirstVehicleInChain(v)); if (dest == NULL) return; v->next = dest->next; dest->next = v; 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) { Vehicle *u; 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 */ 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 x,y unused * @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 */ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2) { VehicleID s = GB(p1, 0, 16); VehicleID d = GB(p1, 16, 16); Vehicle *src, *dst, *src_head, *dst_head; if (!IsVehicleIndex(s)) return CMD_ERROR; src = GetVehicle(s); if (src->type != VEH_Train) return CMD_ERROR; // if nothing is selected as destination, try and find a matching vehicle to drag to. if (d == INVALID_VEHICLE) { dst = NULL; if (!IsTrainEngine(src)) dst = FindGoodVehiclePos(src); } else { dst = GetVehicle(d); } // if an articulated part is being handled, deal with its parent vehicle while (IsArticulatedPart(src)) src = GetPrevVehicleInChain(src); if (dst != NULL) { while (IsArticulatedPart(dst)) dst = GetPrevVehicleInChain(dst); } // don't move the same vehicle.. if (src == dst) return 0; /* the player must be the owner */ if (!CheckOwnership(src->owner) || (dst != NULL && !CheckOwnership(dst->owner))) return CMD_ERROR; /* locate the head of the two chains */ src_head = GetFirstVehicleInChain(src); dst_head = NULL; if (dst != NULL) { dst_head = GetFirstVehicleInChain(dst); // Now deal with articulated part of destination wagon dst = GetLastEnginePart(dst); } if (dst != NULL && IsMultiheaded(dst) && !IsTrainEngine(dst) && IsTrainWagon(src)) { /* We are moving a wagon to the rear part of a multiheaded engine */ if (dst->next == NULL) { /* It's the last one, so we will add the wagon just before the rear engine */ dst = GetPrevVehicleInChain(dst); /* Now if the vehicle we want to link to is the vehicle itself, drop out */ if (dst == src) return CMD_ERROR; // if dst is NULL, it means that dst got a rear multiheaded engine as first engine. We can't use that if (dst == NULL) return CMD_ERROR; } else { /* there are more units on this train, so we will add the wagon after the next one*/ dst = dst->next; } } if (IsTrainEngine(src) && dst_head != NULL) { /* we need to make sure that we didn't place it between a pair of multiheaded engines */ Vehicle *u, *engine = NULL; for (u = dst_head; u != NULL; u = u->next) { if (IsTrainEngine(u) && IsMultiheaded(u) && u->u.rail.other_multiheaded_part != NULL) { engine = u; } if (engine != NULL && engine->u.rail.other_multiheaded_part == u) { engine = NULL; } if (u == dst) { if (engine != NULL) dst = engine->u.rail.other_multiheaded_part; break; } } } if (IsMultiheaded(src) && !IsTrainEngine(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 0; { int src_len = 0; int max_len = _patches.mammoth_trains ? 100 : 9; // check if all vehicles in the source train are stopped inside a depot. src_len = CheckTrainStoppedInDepot(src_head); if (src_len < 0) return CMD_ERROR; // 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; assert(dst_head->tile == src_head->tile); } // 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 = GetFreeUnitNumber(VEH_Train); if (unit_num > _patches.max_trains) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); if (flags & DC_EXEC) src->unitnumber = unit_num; } /* do it? */ if (flags & DC_EXEC) { /* clear the ->first cache */ { Vehicle *u; for (u = src_head; u != NULL; u = u->next) u->first = NULL; for (u = dst_head; u != NULL; u = u->next) u->first = NULL; } if (HASBIT(p2, 0)) { // unlink ALL wagons if (src != src_head) { Vehicle *v = src_head; while (GetNextVehicle(v) != src) v = GetNextVehicle(v); GetLastEnginePart(v)->next = NULL; } else { 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)->next = NULL; } if (dst == NULL) { // 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; } } 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); } 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)->next = dst->next; } dst->next = 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 (HASBIT(p2, 0) && src_head != NULL && src_head != src) { /* if we stole a rear multiheaded engine, we better give it back to the front end */ Vehicle *engine = NULL, *u; for (u = src_head; u != NULL; u = u->next) { if (IsMultiheaded(u)) { if (IsTrainEngine(u)) { engine = u; continue; } /* we got the rear engine to match with the front one */ engine = NULL; } } if (engine != NULL && engine->u.rail.other_multiheaded_part != NULL) { AddWagonToConsist(engine->u.rail.other_multiheaded_part, engine); // previous line set the front engine to the old front. We need to clear that engine->u.rail.other_multiheaded_part->first = NULL; } } /* 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)) { CmdMoveRailVehicle(x, y, flags, src_head->index | (INVALID_VEHICLE << 16), 1); src_head = NULL; // don't do anything more to this train since the new call will do it } if (src_head) { NormaliseTrainConsist(src_head); TrainConsistChanged(src_head); if (IsFrontEngine(src_head)) { UpdateTrainAcceleration(src_head); InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index); /* Update the refit button and window */ InvalidateWindow(WC_VEHICLE_REFIT, src_head->index); InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, 12); } /* Update the depot window */ InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile); }; if (dst_head) { NormaliseTrainConsist(dst_head); TrainConsistChanged(dst_head); if (IsFrontEngine(dst_head)) { UpdateTrainAcceleration(dst_head); InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index); /* Update the refit button and window */ InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, 12); InvalidateWindow(WC_VEHICLE_REFIT, dst_head->index); } /* Update the depot window */ InvalidateWindow(WC_VEHICLE_DEPOT, dst_head->tile); } RebuildVehicleLists(); } return 0; } /** Start/Stop a train. * @param x,y unused * @param p1 train to start/stop * @param p2 unused */ int32 CmdStartStopTrain(int x, int y, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; if (!IsVehicleIndex(p1)) return CMD_ERROR; v = GetVehicle(p1); if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR; if (flags & DC_EXEC) { if (v->vehstatus & VS_STOPPED && v->u.rail.track == 0x80) { DeleteVehicleNews(p1, STR_8814_TRAIN_IS_WAITING_IN_DEPOT); } v->u.rail.days_since_order_progr = 0; v->vehstatus ^= VS_STOPPED; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); } return 0; } /** Sell a (single) train wagon/engine. * @param x,y unused * @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 */ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v, *tmp, *first; Vehicle *new_f = NULL; int32 cost = 0; if (!IsVehicleIndex(p1) || p2 > 2) return CMD_ERROR; v = GetVehicle(p1); if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR; SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); while (IsArticulatedPart(v)) v = GetPrevVehicleInChain(v); first = GetFirstVehicleInChain(v); // make sure the vehicle is stopped in the depot if (CheckTrainStoppedInDepot(first) < 0) return CMD_ERROR; if (IsMultiheaded(v) && !IsTrainEngine(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); } if (IsLocalPlayer() && (p1 == 1 || !(RailVehInfo(v->engine_type)->flags & RVI_WAGON))) { InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train); } InvalidateWindow(WC_VEHICLE_DEPOT, first->tile); RebuildVehicleLists(); } 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 -= rear->value; if (flags & DC_EXEC) { UnlinkWagon(rear, first); DeleteVehicle(rear); } } /* 2. We are selling the first engine, some special action might be required * here, so take attention */ if ((flags & DC_EXEC) && v == first) { new_f = GetNextVehicle(first); /* 2.1 If the first wagon is sold, update the first-> pointers to NULL */ for (tmp = first; tmp != NULL; tmp = tmp->next) tmp->first = NULL; /* 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) { if (IsTrainEngine(new_f)) { switch_engine = true; /* Copy important data from the front engine */ new_f->unitnumber = first->unitnumber; new_f->current_order = first->current_order; new_f->cur_order_index = first->cur_order_index; new_f->orders = first->orders; new_f->num_orders = first->num_orders; first->orders = NULL; // XXX - to not to delete the orders */ if (IsLocalPlayer()) ShowTrainViewWindow(new_f); } } } /* 3. Delete the requested wagon */ cost -= v->value; if (flags & DC_EXEC) { first = UnlinkWagon(v, first); DeleteVehicle(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); if (IsFrontEngine(first)) { InvalidateWindow(WC_VEHICLE_DETAILS, first->index); InvalidateWindow(WC_VEHICLE_REFIT, first->index); UpdateTrainAcceleration(first); } } /* (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, Train_Front)) { for (v = first; v != NULL; v = tmp) { tmp = GetNextVehicle(v); DoCommandByTile(v->tile, v->index | INVALID_VEHICLE << 16, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); } } } } 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 (; 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 -= rear->value; if (flags & DC_EXEC) { first = UnlinkWagon(rear, first); DeleteVehicle(rear); } } } else if (v->u.rail.other_multiheaded_part != NULL) { /* The front to this engine is earlier in this train. Do nothing */ continue; } } cost -= v->value; if (flags & DC_EXEC) { first = UnlinkWagon(v, first); DeleteVehicle(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); if (IsFrontEngine(first)) UpdateTrainAcceleration(first); InvalidateWindow(WC_VEHICLE_DETAILS, first->index); InvalidateWindow(WC_VEHICLE_REFIT, first->index); } } break; } return cost; } static void UpdateTrainDeltaXY(Vehicle *v, 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]; v->x_offs = GB(x, 0, 8); v->y_offs = GB(x, 8, 8); v->sprite_width = GB(x, 16, 8); v->sprite_height = GB(x, 24, 8); } static void UpdateVarsAfterSwap(Vehicle *v) { UpdateTrainDeltaXY(v, v->direction); v->cur_image = GetTrainImage(v, v->direction); BeginVehicleMove(v); VehiclePositionChanged(v); EndVehicleMove(v); } static void SetLastSpeed(Vehicle* v, int spd) { int old = v->u.rail.last_speed; if (spd != old) { v->u.rail.last_speed = spd; if (_patches.vehicle_speed || (old == 0) != (spd == 0)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } } static void SwapTrainFlags(byte *swap_flag1, byte *swap_flag2) { byte flag1, flag2; flag1 = *swap_flag1; 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 variables */ swap_byte(&a->u.rail.track, &b->u.rail.track); swap_byte(&a->direction, &b->direction); /* toggle direction */ if (!(a->u.rail.track & 0x80)) a->direction ^= 4; if (!(b->u.rail.track & 0x80)) b->direction ^= 4; /* swap more variables */ swap_int32(&a->x_pos, &b->x_pos); swap_int32(&a->y_pos, &b->y_pos); swap_tile(&a->tile, &b->tile); swap_byte(&a->z_pos, &b->z_pos); SwapTrainFlags(&a->u.rail.flags, &b->u.rail.flags); /* update other vars */ UpdateVarsAfterSwap(a); UpdateVarsAfterSwap(b); VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos); VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos); } else { if (!(a->u.rail.track & 0x80)) a->direction ^= 4; UpdateVarsAfterSwap(a); VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos); } } /* Check if the vehicle is a train and is on the tile we are testing */ static void *TestTrainOnCrossing(Vehicle *v, void *data) { if (v->tile != *(const TileIndex*)data || v->type != VEH_Train) return NULL; return v; } static void DisableTrainCrossing(TileIndex tile) { if (IsTileType(tile, MP_STREET) && IsLevelCrossing(tile) && VehicleFromPos(tile, &tile, TestTrainOnCrossing) == NULL && // empty? GB(_m[tile].m5, 2, 1) != 0) { // Lights on? SB(_m[tile].m5, 2, 1, 0); // Switch lights off MarkTileDirtyByTile(tile); } } /** * Advances wagons for train reversing, needed for variable length wagons. * Needs to be called once before the train is reversed, and once after it. * @param v First vehicle in chain * @param before Set to true for the call before reversing, false otherwise */ static void AdvanceWagons(Vehicle *v, bool before) { Vehicle* base; Vehicle* first; int length; base = v; first = base->next; length = CountVehiclesInChain(v); while (length > 2) { Vehicle* last; int differential; int i; // find pairwise matching wagon // start<>end, start+1<>end-1, ... */ last = first; for (i = length - 3; i > 0; i--) last = last->next; differential = last->u.rail.cached_veh_length - base->u.rail.cached_veh_length; if (before) differential *= -1; if (differential > 0) { Vehicle* tempnext; // disconnect last car to make sure only this subset moves tempnext = last->next; last->next = NULL; for (i = 0; i < differential; i++) TrainController(first); last->next = tempnext; } base = first; first = first->next; length -= 2; } } static void ReverseTrainDirection(Vehicle *v) { int l = 0, r = -1; Vehicle *u; if (IsTileDepotType(v->tile, TRANSPORT_RAIL)) InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); /* Check if we were approaching a rail/road-crossing */ { TileIndex tile = v->tile; int t; /* Determine the diagonal direction in which we will exit this tile */ t = v->direction >> 1; if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[t]) { t = (t - 1) & 3; } /* Calculate next tile */ tile += TileOffsByDir(t); /* Check if the train left a rail/road-crossing */ DisableTrainCrossing(tile); } // count number of vehicles u = v; do r++; while ( (u = u->next) != NULL ); AdvanceWagons(v, true); /* swap start<>end, start+1<>end-1, ... */ do { ReverseTrainSwapVeh(v, l++, r--); } while (l <= r); AdvanceWagons(v, false); if (IsTileDepotType(v->tile, TRANSPORT_RAIL)) InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); CLRBIT(v->u.rail.flags, VRF_REVERSING); } /** Reverse train. * @param x,y unused * @param p1 train to reverse * @param p2 unused */ int32 CmdReverseTrainDirection(int x, int y, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; if (!IsVehicleIndex(p1)) return CMD_ERROR; v = GetVehicle(p1); if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR; _error_message = STR_EMPTY; // if (v->u.rail.track & 0x80 || IsTileDepotType(v->tile, TRANSPORT_RAIL)) // return CMD_ERROR; if (v->u.rail.crash_anim_pos != 0 || v->breakdown_ctr != 0) return CMD_ERROR; if (flags & DC_EXEC) { if (_patches.realistic_acceleration && v->cur_speed != 0) { TOGGLEBIT(v->u.rail.flags, VRF_REVERSING); } else { v->cur_speed = 0; SetLastSpeed(v, 0); ReverseTrainDirection(v); } } return 0; } /** Force a train through a red signal * @param x,y unused * @param p1 train to ignore the red signal * @param p2 unused */ int32 CmdForceTrainProceed(int x, int y, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; if (!IsVehicleIndex(p1)) return CMD_ERROR; 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 0; } /** Refits a train to the specified cargo type. * @param x,y unused * @param p1 vehicle ID of the train to refit * @param p2 the new cargo type to refit to (p2 & 0xFF) */ int32 CmdRefitRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2) { CargoID new_cid = GB(p2, 0, 8); Vehicle *v; int32 cost; uint num; if (!IsVehicleIndex(p1)) return CMD_ERROR; 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); /* Check cargo */ if (new_cid > NUM_CARGO) return CMD_ERROR; SET_EXPENSES_TYPE(EXPENSES_TRAIN_RUN); cost = 0; 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) { const RailVehicleInfo *rvi = RailVehInfo(v->engine_type); uint16 amount = CALLBACK_FAILED; if (HASBIT(rvi->callbackmask, CBM_REFIT_CAPACITY)) { /* Check the 'refit capacity' callback */ CargoID temp_cid = v->cargo_type; v->cargo_type = new_cid; amount = GetCallBackResult(CBID_VEHICLE_REFIT_CAPACITY, v->engine_type, v); v->cargo_type = temp_cid; } if (amount == CALLBACK_FAILED) { // callback failed or not used, use default 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 += _price.build_railvehicle >> 8; num += amount; if (flags & DC_EXEC) { v->cargo_count = 0; v->cargo_type = new_cid; v->cargo_cap = amount; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); } } } } while ((v = v->next) != NULL); _returned_refit_capacity = num; return cost; } typedef struct TrainFindDepotData { uint best_length; TileIndex tile; PlayerID owner; /** * true if reversing is necessary for the train to get to this depot * This value is unused when new depot finding and NPF are both disabled */ bool reverse; } TrainFindDepotData; static bool NtpCallbFindDepot(TileIndex tile, TrainFindDepotData *tfdd, int track, uint length) { if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, tfdd->owner)) { if ((_m[tile].m5 & 0xFC) == 0xC0) { tfdd->best_length = length; 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) { TrainFindDepotData tfdd; TileIndex tile = v->tile; assert(!(v->vehstatus & VS_CRASHED)); tfdd.owner = v->owner; tfdd.best_length = (uint)-1; tfdd.reverse = false; if (IsTileDepotType(tile, TRANSPORT_RAIL)){ tfdd.tile = tile; tfdd.best_length = 0; return tfdd; } if (v->u.rail.track == 0x40) tile = GetVehicleOutOfTunnelTile(v); if (_patches.new_pathfinding_all) { NPFFoundTargetData ftd; Vehicle* last = GetLastVehicleInChain(v); Trackdir trackdir = GetVehicleTrackdir(v); Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last)); assert (trackdir != INVALID_TRACKDIR); ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, last->tile, trackdir_rev, TRANSPORT_RAIL, v->owner, v->u.rail.railtype, 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; } } else { // search in the forward direction first. DiagDirection i; i = DirToDiagDir(v->direction); if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) i = (i + 3) & 3; NewTrainPathfind(tile, 0, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd); if (tfdd.best_length == (uint)-1){ tfdd.reverse = true; // search in backwards direction i = ReverseDiagDir(DirToDiagDir(v->direction)); if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) i = (i + 3) & 3; NewTrainPathfind(tile, 0, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd); } } return tfdd; } /** Send a train to a depot * @param x,y unused * @param p1 train to send to the depot * @param p2 unused */ int32 CmdSendTrainToDepot(int x, int y, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; TrainFindDepotData tfdd; if (!IsVehicleIndex(p1)) return CMD_ERROR; v = GetVehicle(p1); if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR; if (v->vehstatus & VS_CRASHED) return CMD_ERROR; if (v->current_order.type == OT_GOTO_DEPOT) { if (flags & DC_EXEC) { if (HASBIT(v->current_order.flags, OFB_PART_OF_ORDERS)) { v->u.rail.days_since_order_progr = 0; v->cur_order_index++; } v->current_order.type = OT_DUMMY; v->current_order.flags = 0; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } return 0; } tfdd = FindClosestTrainDepot(v); if (tfdd.best_length == (uint)-1) return_cmd_error(STR_883A_UNABLE_TO_FIND_ROUTE_TO); if (flags & DC_EXEC) { v->dest_tile = tfdd.tile; v->current_order.type = OT_GOTO_DEPOT; v->current_order.flags = OF_NON_STOP | OF_FULL_LOAD; v->current_order.station = GetDepotByTile(tfdd.tile)->index; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); /* If there is no depot in front, reverse automatically */ if (tfdd.reverse) DoCommandByTile(v->tile, v->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION); } return 0; } void OnTick_Train(void) { _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) { const Vehicle* u; if (v->vehstatus & VS_TRAIN_SLOWING || v->load_unload_time_rem != 0 || v->cur_speed < 2) return; u = v; do { EngineID engtype = 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); int x, y; // no smoke? if ((RailVehInfo(engtype)->flags & RVI_WAGON && effect_type == 0) || disable_effect || GetEngine(engtype)->railtype > RAILTYPE_RAIL || v->vehstatus & VS_HIDDEN || v->u.rail.track & 0xC0) { continue; } // No smoke in depots or tunnels if (IsTileDepotType(v->tile, TRANSPORT_RAIL) || IsTunnelTile(v->tile)) continue; if (effect_type == 0) { // Use default effect type for engine class. effect_type = RailVehInfo(engtype)->engclass; } else { effect_type--; } x = _vehicle_smoke_pos[v->direction] * effect_offset; y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset; switch (effect_type) { case 0: // steam smoke. if (GB(v->tick_counter, 0, 4) == 0) { CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE); } break; case 1: // diesel smoke if (u->cur_speed <= 40 && CHANCE16(15, 128)) { CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE); } break; case 2: // blue spark if (GB(v->tick_counter, 0, 2) == 0 && CHANCE16(1, 45)) { CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK); } break; } } while ((v = v->next) != NULL); } static void TrainPlayLeaveStationSound(const Vehicle* v) { static const SoundFx sfx[] = { SND_04_TRAIN, SND_0A_TRAIN_HORN, SND_0A_TRAIN_HORN }; EngineID engtype = v->engine_type; switch (GetEngine(engtype)->railtype) { case RAILTYPE_RAIL: SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], v); break; case RAILTYPE_MONO: SndPlayVehicleFx(SND_47_MAGLEV_2, v); break; case RAILTYPE_MAGLEV: SndPlayVehicleFx(SND_41_MAGLEV, v); break; } } static bool CheckTrainStayInDepot(Vehicle *v) { Vehicle *u; // bail out if not all wagons are in the same depot or not in a depot at all for (u = v; u != NULL; u = u->next) { if (u->u.rail.track != 0x80 || u->tile != v->tile) return false; } if (v->u.rail.force_proceed == 0) { if (++v->load_unload_time_rem < 37) { InvalidateWindowClasses(WC_TRAINS_LIST); return true; } v->load_unload_time_rem = 0; if (UpdateSignalsOnSegment(v->tile, v->direction)) { InvalidateWindowClasses(WC_TRAINS_LIST); return true; } } VehicleServiceInDepot(v); InvalidateWindowClasses(WC_TRAINS_LIST); TrainPlayLeaveStationSound(v); v->u.rail.track = 1; if (v->direction & 2) v->u.rail.track = 2; v->vehstatus &= ~VS_HIDDEN; v->cur_speed = 0; UpdateTrainDeltaXY(v, v->direction); v->cur_image = GetTrainImage(v, v->direction); VehiclePositionChanged(v); UpdateSignalsOnSegment(v->tile, v->direction); UpdateTrainAcceleration(v); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); return false; } /* Check for station tiles */ typedef struct TrainTrackFollowerData { TileIndex dest_coords; StationID station_index; // station index we're heading for uint best_bird_dist; uint best_track_dist; byte best_track; } TrainTrackFollowerData; static bool NtpCallbFindStation(TileIndex tile, TrainTrackFollowerData *ttfd, int 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) && IS_BYTE_INSIDE(_m[tile].m5, 0, 8) && _m[tile].m2 == 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; return true; } else { uint dist; // didn't find station, keep track of the best path so far. 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; if (v->current_order.type == OT_GOTO_STATION) { fd->station_index = v->current_order.station; } else { fd->station_index = 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 uint32 _reachable_tracks[4] = { 0x10091009, 0x00160016, 0x05200520, 0x2A002A00, }; 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}; #ifdef PF_BENCHMARK #if !defined(_MSC_VER) unsigned int _rdtsc() { unsigned int high, low; __asm__ __volatile__ ("rdtsc" : "=a" (low), "=d" (high)); return low; } #else #ifndef _M_AMD64 static unsigned int _declspec(naked) _rdtsc(void) { _asm { rdtsc ret } } #endif #endif #endif /* choose a track */ static byte ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackdirBits trackdirbits) { TrainTrackFollowerData fd; uint best_track; #ifdef PF_BENCHMARK int time = _rdtsc(); static float f; #endif assert((trackdirbits & ~0x3F) == 0); /* quick return in case only one possible track is available */ if (KILL_FIRST_BIT(trackdirbits) == 0) return FIND_FIRST_BIT(trackdirbits); if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */ NPFFindStationOrTileData fstd; NPFFoundTargetData ftd; Trackdir trackdir; NPFFillWithOrderData(&fstd, v); /* The enterdir for the new tile, is the exitdir for the old tile */ trackdir = GetVehicleTrackdir(v); assert(trackdir != 0xff); ftd = NPFRouteToStationOrTile(tile - TileOffsByDir(enterdir), trackdir, &fstd, TRANSPORT_RAIL, v->owner, v->u.rail.railtype); if (ftd.best_trackdir == 0xff) { /* We are already at our target. Just do something */ //TODO: maybe display error? //TODO: go straight ahead if possible? best_track = FIND_FIRST_BIT(trackdirbits); } 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. */ /* Discard enterdir information, making it a normal track */ best_track = TrackdirToTrack(ftd.best_trackdir); } } else { FillWithStationData(&fd, v); /* New train pathfinding */ fd.best_bird_dist = (uint)-1; fd.best_track_dist = (uint)-1; fd.best_track = 0xFF; NewTrainPathfind(tile - TileOffsByDir(enterdir), v->dest_tile, enterdir, (NTPEnumProc*)NtpCallbFindStation, &fd); if (fd.best_track == 0xff) { // blaha best_track = FIND_FIRST_BIT(trackdirbits); } else { best_track = fd.best_track & 7; } } #ifdef PF_BENCHMARK time = _rdtsc() - time; f = f * 0.99 + 0.01 * time; printf("PF time = %d %f\n", time, f); #endif return best_track; } static bool CheckReverseTrain(Vehicle *v) { TrainTrackFollowerData fd; int i, r; int best_track; uint best_bird_dist = 0; uint best_track_dist = 0; uint reverse, reverse_best; if (_opt.diff.line_reverse_mode != 0 || v->u.rail.track & 0xC0 || !(v->direction & 1)) return false; FillWithStationData(&fd, v); best_track = -1; reverse_best = reverse = 0; assert(v->u.rail.track); i = _search_directions[FIND_FIRST_BIT(v->u.rail.track)][v->direction>>1]; if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */ NPFFindStationOrTileData fstd; NPFFoundTargetData ftd; byte trackdir, trackdir_rev; Vehicle* last = GetLastVehicleInChain(v); NPFFillWithOrderData(&fstd, v); trackdir = GetVehicleTrackdir(v); trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last)); assert(trackdir != 0xff); assert(trackdir_rev != 0xff); ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, last->tile, trackdir_rev, &fstd, TRANSPORT_RAIL, v->owner, v->u.rail.railtype); 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; } } } else { for (;;) { fd.best_bird_dist = (uint)-1; fd.best_track_dist = (uint)-1; NewTrainPathfind(v->tile, v->dest_tile, 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. */ 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; } } return reverse_best != 0; } static bool ProcessTrainOrder(Vehicle *v) { const Order *order; bool result; switch (v->current_order.type) { case OT_GOTO_DEPOT: if (!(v->current_order.flags & OF_PART_OF_ORDERS)) return false; if ((v->current_order.flags & OF_SERVICE_IF_NEEDED) && !VehicleNeedsService(v)) { v->cur_order_index++; } break; case OT_LOADING: case OT_LEAVESTATION: return false; } // check if we've reached the waypoint? if (v->current_order.type == OT_GOTO_WAYPOINT && v->tile == v->dest_tile) { v->cur_order_index++; } // check if we've reached a non-stop station while TTDPatch nonstop is enabled.. if (_patches.new_nonstop && v->current_order.flags & OF_NON_STOP && IsTileType(v->tile, MP_STATION) && v->current_order.station == _m[v->tile].m2) { v->cur_order_index++; } // Get the current order if (v->cur_order_index >= v->num_orders) v->cur_order_index = 0; order = GetVehicleOrder(v, v->cur_order_index); // If no order, do nothing. if (order == NULL) { v->current_order.type = OT_NOTHING; v->current_order.flags = 0; v->dest_tile = 0; return false; } // If it is unchanged, keep it. if (order->type == v->current_order.type && order->flags == v->current_order.flags && order->station == v->current_order.station) return false; // Otherwise set it, and determine the destination tile. v->current_order = *order; v->dest_tile = 0; result = false; switch (order->type) { case OT_GOTO_STATION: if (order->station == v->last_station_visited) v->last_station_visited = INVALID_STATION; v->dest_tile = GetStation(order->station)->xy; result = CheckReverseTrain(v); break; case OT_GOTO_DEPOT: v->dest_tile = GetDepot(order->station)->xy; result = CheckReverseTrain(v); break; case OT_GOTO_WAYPOINT: v->dest_tile = GetWaypoint(order->station)->xy; result = CheckReverseTrain(v); break; } InvalidateVehicleOrder(v); return result; } static void MarkTrainDirty(Vehicle *v) { do { v->cur_image = GetTrainImage(v, v->direction); MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1); } while ((v = v->next) != NULL); } static void HandleTrainLoading(Vehicle *v, bool mode) { if (v->current_order.type == OT_NOTHING) return; if (v->current_order.type != OT_DUMMY) { if (v->current_order.type != OT_LOADING) return; if (mode) return; // don't mark the train as lost if we're loading on the final station. if (v->current_order.flags & OF_NON_STOP) v->u.rail.days_since_order_progr = 0; if (--v->load_unload_time_rem) return; if (v->current_order.flags & OF_FULL_LOAD && CanFillVehicle(v)) { v->u.rail.days_since_order_progr = 0; /* Prevent a train lost message for full loading trains */ SET_EXPENSES_TYPE(EXPENSES_TRAIN_INC); if (LoadUnloadVehicle(v)) { InvalidateWindow(WC_TRAINS_LIST, v->owner); MarkTrainDirty(v); // need to update acceleration and cached values since the goods on the train changed. TrainCargoChanged(v); UpdateTrainAcceleration(v); } return; } TrainPlayLeaveStationSound(v); { Order b = v->current_order; v->current_order.type = OT_LEAVESTATION; v->current_order.flags = 0; // If this was not the final order, don't remove it from the list. if (!(b.flags & OF_NON_STOP)) return; } } v->u.rail.days_since_order_progr = 0; v->cur_order_index++; InvalidateVehicleOrder(v); } static int UpdateTrainSpeed(Vehicle *v) { uint spd; uint accel; if (v->vehstatus & VS_STOPPED || HASBIT(v->u.rail.flags, VRF_REVERSING)) { if (_patches.realistic_acceleration) { accel = GetTrainAcceleration(v, AM_BRAKE) * 2; } else { accel = v->acceleration * -2; } } else { if (_patches.realistic_acceleration) { accel = GetTrainAcceleration(v, AM_ACCEL); } else { accel = v->acceleration; } } spd = v->subspeed + accel * 2; v->subspeed = (byte)spd; { int tempmax = v->max_speed; if (v->cur_speed > v->max_speed) tempmax = v->cur_speed - (v->cur_speed / 10) - 1; v->cur_speed = spd = clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax); } if (!(v->direction & 1)) spd = spd * 3 >> 2; spd += v->progress; v->progress = (byte)spd; return (spd >> 8); } static void TrainEnterStation(Vehicle *v, StationID station) { Station *st; uint32 flags; v->last_station_visited = station; /* check if a train ever visited this station before */ st = GetStation(station); if (!(st->had_vehicle_of_type & HVOT_TRAIN)) { st->had_vehicle_of_type |= HVOT_TRAIN; SetDParam(0, st->index); flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0); AddNewsItem( STR_8801_CITIZENS_CELEBRATE_FIRST, flags, v->index, 0 ); } // Did we reach the final destination? if (v->current_order.type == OT_GOTO_STATION && v->current_order.station == station) { // Yeah, keep the load/unload flags // Non Stop now means if the order should be increased. v->current_order.type = OT_LOADING; v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER; v->current_order.flags |= OF_NON_STOP; } else { // No, just do a simple load v->current_order.type = OT_LOADING; v->current_order.flags = 0; } v->current_order.station = 0; SET_EXPENSES_TYPE(EXPENSES_TRAIN_INC); if (LoadUnloadVehicle(v) != 0) { InvalidateWindow(WC_TRAINS_LIST, v->owner); TrainCargoChanged(v); UpdateTrainAcceleration(v); } MarkTrainDirty(v); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } static byte AfterSetTrainPos(Vehicle *v, bool new_tile) { byte new_z, old_z; // need this hint so it returns the right z coordinate on bridges. _get_z_hint = v->z_pos; new_z = GetSlopeZ(v->x_pos, v->y_pos); _get_z_hint = 0; old_z = v->z_pos; v->z_pos = new_z; if (new_tile) { CLRBIT(v->u.rail.flags, VRF_GOINGUP); CLRBIT(v->u.rail.flags, VRF_GOINGDOWN); if (new_z != old_z) { TileIndex tile = TileVirtXY(v->x_pos, v->y_pos); // XXX workaround, whole UP/DOWN detection needs overhaul if (!IsTileType(tile, MP_TUNNELBRIDGE) || (_m[tile].m5 & 0x80) != 0) SETBIT(v->u.rail.flags, (new_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN); } } VehiclePositionChanged(v); EndVehicleMove(v); return old_z; } static const byte _new_vehicle_direction_table[11] = { 0, 7, 6, 0, 1, 0, 5, 0, 2, 3, 4, }; static 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 Direction GetNewVehicleDirection(const Vehicle *v, int x, int y) { uint offs = (y - v->y_pos + 1) * 4 + (x - v->x_pos + 1); assert(offs < 11); return _new_vehicle_direction_table[offs]; } static 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 bool CheckCompatibleRail(const Vehicle *v, TileIndex tile) { switch (GetTileType(tile)) { case MP_RAILWAY: case MP_STATION: // normal tracks, jump to owner check break; case MP_TUNNELBRIDGE: if ((_m[tile].m5 & 0xC0) == 0xC0) { // is bridge middle part? uint height; uint tileh = GetTileSlope(tile, &height); // correct Z position of a train going under a bridge on slopes if (CorrectZ(tileh)) height += 8; if (v->z_pos != height) return true; // train is going over bridge } break; case MP_STREET: // tracks over roads, do owner check of tracks return IsTileOwner(tile, v->owner) && ( !IsFrontEngine(v) || IsCompatibleRail(v->u.rail.railtype, GB(_m[tile].m4, 0, 4)) ); default: return true; } return IsTileOwner(tile, v->owner) && ( !IsFrontEngine(v) || IsCompatibleRail(v->u.rail.railtype, GetRailType(tile)) ); } typedef struct { byte small_turn, large_turn; byte z_up; // fraction to remove when moving up byte z_down; // fraction to remove when moving down } RailtypeSlowdownParams; static const RailtypeSlowdownParams _railtype_slowdown[3] = { // normal accel {256/4, 256/2, 256/4, 2}, // normal {256/4, 256/2, 256/4, 2}, // monorail {0, 256/2, 256/4, 2}, // maglev }; /* Modify the speed of the vehicle due to a turn */ static void AffectSpeedByDirChange(Vehicle *v, byte new_dir) { byte diff; const RailtypeSlowdownParams *rsp; if (_patches.realistic_acceleration || (diff = (v->direction - new_dir) & 7) == 0) return; rsp = &_railtype_slowdown[v->u.rail.railtype]; v->cur_speed -= ((diff == 1 || diff == 7) ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8; } /* Modify the speed of the vehicle due to a change in altitude */ static void AffectSpeedByZChange(Vehicle *v, byte old_z) { const RailtypeSlowdownParams *rsp; if (old_z == v->z_pos || _patches.realistic_acceleration) return; 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 const byte _otherside_signal_directions[14] = { 1, 3, 1, 3, 5, 3, 0, 0, 5, 7, 7, 5, 7, 1, }; static void TrainMovedChangeSignals(TileIndex tile, DiagDirection dir) { if (IsTileType(tile, MP_RAILWAY) && (_m[tile].m5 & 0xC0) == 0x40) { uint i = FindFirstBit2x64((_m[tile].m5 + (_m[tile].m5 << 8)) & _reachable_tracks[dir]); UpdateSignalsOnSegment(tile, _otherside_signal_directions[i]); } } typedef struct TrainCollideChecker { const Vehicle *v; const Vehicle *v_skip; } TrainCollideChecker; static void *FindTrainCollideEnum(Vehicle *v, void *data) { const TrainCollideChecker* tcc = data; if (v != tcc->v && v != tcc->v_skip && v->type == VEH_Train && v->u.rail.track != 0x80 && myabs(v->z_pos - tcc->v->z_pos) <= 6 && myabs(v->x_pos - tcc->v->x_pos) < 6 && myabs(v->y_pos - tcc->v->y_pos) < 6) { return v; } else { return NULL; } } static void SetVehicleCrashed(Vehicle *v) { Vehicle *u; if (v->u.rail.crash_anim_pos != 0) return; v->u.rail.crash_anim_pos++; u = v; BEGIN_ENUM_WAGONS(v) v->vehstatus |= VS_CRASHED; END_ENUM_WAGONS(v) InvalidateWindowWidget(WC_VEHICLE_VIEW, u->index, STATUS_BAR); } static uint CountPassengersInTrain(const Vehicle* v) { uint num = 0; BEGIN_ENUM_WAGONS(v) if (v->cargo_type == CT_PASSENGERS) num += v->cargo_count; END_ENUM_WAGONS(v) return num; } /* * 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) { TrainCollideChecker tcc; Vehicle *coll; Vehicle *realcoll; uint num; /* can't collide in depot */ if (v->u.rail.track == 0x80) return; assert(v->u.rail.track == 0x40 || TileVirtXY(v->x_pos, v->y_pos) == v->tile); tcc.v = v; tcc.v_skip = v->next; /* find colliding vehicle */ realcoll = VehicleFromPos(TileVirtXY(v->x_pos, v->y_pos), &tcc, FindTrainCollideEnum); if (realcoll == NULL) return; coll = GetFirstVehicleInChain(realcoll); /* it can't collide with its own wagons */ if (v == coll || (v->u.rail.track & 0x40 && (v->direction & 2) != (realcoll->direction & 2))) return; //two drivers + passangers killed in train v num = 2 + CountPassengersInTrain(v); if (!(coll->vehstatus & VS_CRASHED)) //two drivers + passangers killed in train coll (if it was not crashed already) num += 2 + CountPassengersInTrain(coll); SetVehicleCrashed(v); if (IsFrontEngine(coll)) SetVehicleCrashed(coll); SetDParam(0, num); AddNewsItem(STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL, NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ACCIDENT, 0), v->index, 0 ); ModifyStationRatingAround(v->tile, v->owner, -160, 30); SndPlayVehicleFx(SND_13_BIG_CRASH, v); } typedef struct VehicleAtSignalData { TileIndex tile; byte direction; } VehicleAtSignalData; static void *CheckVehicleAtSignal(Vehicle *v, void *data) { const VehicleAtSignalData* vasd = data; if (v->type == VEH_Train && IsFrontEngine(v) && v->tile == vasd->tile) { byte diff = (v->direction - vasd->direction + 2) & 7; if (diff == 2 || (v->cur_speed <= 5 && diff <= 4)) return v; } return NULL; } static void TrainController(Vehicle *v) { Vehicle *prev; GetNewVehiclePosResult gp; uint32 r, tracks,ts; int i; DiagDirection enterdir; Direction dir; Direction newdir; byte chosen_dir; byte chosen_track; byte old_z; /* For every vehicle after and including the given vehicle */ for (prev = GetPrevVehicleInChain(v); v != NULL; prev = v, v = v->next) { BeginVehicleMove(v); if (v->u.rail.track != 0x40) { /* Not inside tunnel */ if (GetNewVehiclePos(v, &gp)) { /* Staying in the old tile */ if (v->u.rail.track == 0x80) { /* inside depot */ gp.x = v->x_pos; gp.y = v->y_pos; } else { /* is not inside depot */ if (!TrainCheckIfLineEnds(v)) return; r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y); if (r & 0x8) { //debug("%x & 0x8", r); goto invalid_rail; } if (r & 0x2) { TrainEnterStation(v, r >> 8); return; } if (v->current_order.type == OT_LEAVESTATION) { v->current_order.type = OT_NOTHING; v->current_order.flags = 0; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } } } else { /* A new tile is about to be entered. */ byte bits; /* Determine what direction we're entering the new tile from */ dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile); enterdir = DirToDiagDir(dir); assert(enterdir==0 || enterdir==1 || enterdir==2 || enterdir==3); /* Get the status of the tracks in the new tile and mask * away the bits that aren't reachable. */ ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL) & _reachable_tracks[enterdir]; /* Combine the from & to directions. * Now, the lower byte contains the track status, and the byte at bit 16 contains * the signal status. */ tracks = ts | (ts >> 8); bits = tracks & 0xFF; if (_patches.new_pathfinding_all && _patches.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(FIND_FIRST_BIT(v->u.rail.track)); } if (bits == 0) { //debug("%x == 0", bits); 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)) { //debug("!CheckCompatibleRail(%p, %x)", v, gp.new_tile); goto invalid_rail; } if (prev == NULL) { /* Currently the locomotive is active. Determine which one of the * available tracks to choose */ chosen_track = 1 << ChooseTrainTrack(v, gp.new_tile, enterdir, bits); assert(chosen_track & tracks); /* Check if it's a red signal and that force proceed is not clicked. */ if ( (tracks>>16)&chosen_track && v->u.rail.force_proceed == 0) goto red_light; } else { static byte _matching_tracks[8] = {0x30, 1, 0xC, 2, 0x30, 1, 0xC, 2}; /* The wagon is active, simply follow the prev vehicle. */ chosen_track = (byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits); } /* make sure chosen track is a valid track */ assert(chosen_track==1 || chosen_track==2 || chosen_track==4 || chosen_track==8 || chosen_track==16 || chosen_track==32); /* 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]; chosen_dir = b[2]; } /* Call the landscape function and tell it that the vehicle entered the tile */ r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y); if (r & 0x8) { //debug("%x & 0x8", r); goto invalid_rail; } if (IsFrontEngine(v)) v->load_unload_time_rem = 0; if (!(r&0x4)) { v->tile = gp.new_tile; v->u.rail.track = chosen_track; assert(v->u.rail.track); } if (IsFrontEngine(v)) TrainMovedChangeSignals(gp.new_tile, enterdir); /* Signals can only change when the first * (above) or the last vehicle moves. */ if (v->next == NULL) TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir)); if (prev == NULL) AffectSpeedByDirChange(v, chosen_dir); v->direction = chosen_dir; } } else { /* in tunnel */ GetNewVehiclePos(v, &gp); // Check if to exit the tunnel... if (!IsTunnelTile(gp.new_tile) || !(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y)&0x4) ) { v->x_pos = gp.x; v->y_pos = gp.y; VehiclePositionChanged(v); continue; } } /* update image of train, as well as delta XY */ newdir = GetNewVehicleDirection(v, gp.x, gp.y); UpdateTrainDeltaXY(v, newdir); v->cur_image = GetTrainImage(v, newdir); v->x_pos = gp.x; v->y_pos = gp.y; /* update the Z position of the vehicle */ 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); } } return; invalid_rail: /* We've reached end of line?? */ if (prev != NULL) error("!Disconnecting train"); goto reverse_train_direction; red_light: { /* We're in front of a red signal ?? */ /* find the first set bit in ts. need to do it in 2 steps, since * FIND_FIRST_BIT only handles 6 bits at a time. */ i = FindFirstBit2x64(ts); if (!(_m[gp.new_tile].m3 & SignalAgainstTrackdir(i))) { v->cur_speed = 0; v->subspeed = 0; v->progress = 255 - 100; if (++v->load_unload_time_rem < _patches.wait_oneway_signal * 20) return; } else if (_m[gp.new_tile].m3 & SignalAlongTrackdir(i)){ v->cur_speed = 0; v->subspeed = 0; v->progress = 255-10; if (++v->load_unload_time_rem < _patches.wait_twoway_signal * 73) { TileIndex o_tile = gp.new_tile + TileOffsByDir(enterdir); VehicleAtSignalData vasd; vasd.tile = o_tile; vasd.direction = dir ^ 4; /* check if a train is waiting on the other side */ if (VehicleFromPos(o_tile, &vasd, CheckVehicleAtSignal) == NULL) return; } } } reverse_train_direction: v->load_unload_time_rem = 0; v->cur_speed = 0; v->subspeed = 0; ReverseTrainDirection(v); } extern TileIndex CheckTunnelBusy(TileIndex tile, uint *length); /** * 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, 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 *u = v; /* 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 */ for (; v->next != NULL; v = v->next) u = v; u->next = NULL; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); DeleteWindowById(WC_VEHICLE_VIEW, v->index); RebuildVehicleLists(); InvalidateWindow(WC_COMPANY, v->owner); BeginVehicleMove(v); EndVehicleMove(v); DeleteVehicle(v); if (!(v->u.rail.track & 0xC0)) SetSignalsOnBothDir(v->tile, FIND_FIRST_BIT(v->u.rail.track)); /* Check if the wagon was on a road/rail-crossing and disable it if no * others are on it */ DisableTrainCrossing(v->tile); if (v->u.rail.track == 0x40) { // inside a tunnel TileIndex endtile = CheckTunnelBusy(v->tile, NULL); if (endtile == INVALID_TILE) return; // tunnel is busy (error returned) switch (v->direction) { case 1: case 5: SetSignalsOnBothDir(v->tile, 0); SetSignalsOnBothDir(endtile, 0); break; case 3: case 7: SetSignalsOnBothDir(v->tile, 1); SetSignalsOnBothDir(endtile, 1); break; default: break; } } } static void ChangeTrainDirRandomly(Vehicle *v) { static const int8 _random_dir_change[4] = { -1, 0, 0, 1 }; do { //I need to buffer the train direction if (!(v->u.rail.track & 0x40)) v->direction = (v->direction + _random_dir_change[GB(Random(), 0, 2)]) & 7; if (!(v->vehstatus & VS_HIDDEN)) { BeginVehicleMove(v); UpdateTrainDeltaXY(v, v->direction); v->cur_image = GetTrainImage(v, v->direction); AfterSetTrainPos(v, false); } } while ((v = v->next) != NULL); } static void HandleCrashedTrain(Vehicle *v) { int state = ++v->u.rail.crash_anim_pos; uint32 r; Vehicle *u; if (state == 4 && v->u.rail.track != 0x40) { CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE); } if (state <= 200 && CHANCE16R(1, 7, r)) { int index = (r * 10 >> 16); 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, 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); SndPlayVehicleFx((_opt.landscape != LT_CANDY) ? 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.special.unk0 = v->breakdown_delay * 2; } } if (!(v->tick_counter & 3)) { if (!--v->breakdown_delay) { v->breakdown_ctr = 0; InvalidateWindow(WC_VEHICLE_VIEW, v->index); } } } static const byte _breakdown_speeds[16] = { 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15 }; static bool TrainCheckIfLineEnds(Vehicle *v) { TileIndex tile; uint x,y; uint16 break_speed; DiagDirection t; uint32 ts; t = v->breakdown_ctr; if (t > 1) { v->vehstatus |= VS_TRAIN_SLOWING; 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 (v->u.rail.track & 0x40) return true; // exit if inside a tunnel if (v->u.rail.track & 0x80) return true; // exit if inside a depot tile = v->tile; // tunnel entrance? if (IsTunnelTile(tile) && DiagDirToDir(GB(_m[tile].m5, 0, 2)) == v->direction) return true; // depot? /* XXX -- When enabled, this makes it possible to crash trains of others (by building a depot right against a station) */ /* if (IsTileType(tile, MP_RAILWAY) && (_m[tile].m5 & 0xFC) == 0xC0) return true;*/ /* Determine the non-diagonal direction in which we will exit this tile */ t = v->direction >> 1; if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[t]) { t = (t - 1) & 3; } /* Calculate next tile */ tile += TileOffsByDir(t); // determine the track status on the next tile. ts = GetTileTrackStatus(tile, TRANSPORT_RAIL) & _reachable_tracks[t]; /* Calc position within the current tile ?? */ x = v->x_pos & 0xF; y = v->y_pos & 0xF; switch (v->direction) { case 0: x = ~x + ~y + 24; break; case 7: x = y; /* FALLTHROUGH */ case 1: x = ~x + 16; break; case 2: x = ~x + y + 8; break; case 3: x = y; break; case 4: x = x + y - 8; break; case 6: x = ~y + x + 8; break; } if (GB(ts, 0, 16) != 0) { /* If we approach a rail-piece which we can't enter, or the back of a depot, don't enter it! */ if (x + 4 > 15 && (!CheckCompatibleRail(v, tile) || (IsTileDepotType(tile, TRANSPORT_RAIL) && GetDepotDirection(tile, TRANSPORT_RAIL) == t))) { v->cur_speed = 0; ReverseTrainDirection(v); return false; } if ((ts &= (ts >> 16)) == 0) { // make a rail/road crossing red if (IsTileType(tile, MP_STREET) && IsLevelCrossing(tile)) { if (GB(_m[tile].m5, 2, 1) == 0) { SB(_m[tile].m5, 2, 1, 1); SndPlayVehicleFx(SND_0E_LEVEL_CROSSING, v); MarkTileDirtyByTile(tile); } } return true; } } else if (x + 4 > 15) { v->cur_speed = 0; ReverseTrainDirection(v); return false; } // slow down v->vehstatus |= VS_TRAIN_SLOWING; break_speed = _breakdown_speeds[x & 0xF]; if (!(v->direction & 1)) break_speed >>= 1; if (break_speed < v->cur_speed) v->cur_speed = break_speed; return true; } static void TrainLocoHandler(Vehicle *v, bool mode) { int j; /* train has crashed? */ if (v->u.rail.crash_anim_pos != 0) { if (!mode) HandleCrashedTrain(v); return; } if (v->u.rail.force_proceed != 0) v->u.rail.force_proceed--; /* train is broken down? */ if (v->breakdown_ctr != 0) { if (v->breakdown_ctr <= 2) { HandleBrokenTrain(v); return; } 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; if (ProcessTrainOrder(v)) { v->load_unload_time_rem = 0; v->cur_speed = 0; v->subspeed = 0; ReverseTrainDirection(v); return; } HandleTrainLoading(v, mode); if (v->current_order.type == OT_LOADING) return; if (CheckTrainStayInDepot(v)) return; if (!mode) HandleLocomotiveSmokeCloud(v); j = UpdateTrainSpeed(v); if (j == 0) { // if the vehicle has speed 0, update the last_speed field. if (v->cur_speed != 0) return; } else { TrainCheckIfLineEnds(v); do { TrainController(v); CheckTrainCollision(v); if (v->cur_speed <= 0x100) break; } while (--j != 0); } SetLastSpeed(v, v->cur_speed); } void Train_Tick(Vehicle *v) { if (_age_cargo_skip_counter == 0 && v->cargo_days != 0xff) v->cargo_days++; v->tick_counter++; if (IsFrontEngine(v)) { TrainLocoHandler(v, false); // make sure vehicle wasn't deleted. if (v->type == VEH_Train && IsFrontEngine(v)) TrainLocoHandler(v, true); } else if (IsFreeWagon(v) && HASBITS(v->vehstatus, VS_CRASHED)) { // Delete flooded standalone wagon if (++v->u.rail.crash_anim_pos >= 4400) DeleteVehicle(v); } } static const byte _depot_track_ind[4] = {0,1,0,1}; void TrainEnterDepot(Vehicle *v, TileIndex tile) { SetSignalsOnBothDir(tile, _depot_track_ind[GB(_m[tile].m5, 0, 2)]); if (!IsFrontEngine(v)) v = GetFirstVehicleInChain(v); VehicleServiceInDepot(v); InvalidateWindow(WC_VEHICLE_DETAILS, v->index); v->load_unload_time_rem = 0; v->cur_speed = 0; TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT); if (v->current_order.type == OT_GOTO_DEPOT) { Order t; InvalidateWindow(WC_VEHICLE_VIEW, v->index); t = v->current_order; v->current_order.type = OT_DUMMY; v->current_order.flags = 0; if (HASBIT(t.flags, OFB_PART_OF_ORDERS)) { // Part of the orderlist? v->u.rail.days_since_order_progr = 0; v->cur_order_index++; } else if (HASBIT(t.flags, OFB_HALT_IN_DEPOT)) { // User initiated? v->vehstatus |= VS_STOPPED; if (v->owner == _local_player) { SetDParam(0, v->unitnumber); AddNewsItem( STR_8814_TRAIN_IS_WAITING_IN_DEPOT, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0 ); } } } InvalidateWindowClasses(WC_TRAINS_LIST); } static void CheckIfTrainNeedsService(Vehicle *v) { const Depot* depot; TrainFindDepotData tfdd; if (_patches.servint_trains == 0) return; if (!VehicleNeedsService(v)) return; if (v->vehstatus & VS_STOPPED) return; if (_patches.gotodepot && VehicleHasDepotOrders(v)) return; // Don't interfere with a depot visit scheduled by the user, or a // depot visit by the order list. if (v->current_order.type == OT_GOTO_DEPOT && (v->current_order.flags & (OF_HALT_IN_DEPOT | OF_PART_OF_ORDERS)) != 0) return; tfdd = FindClosestTrainDepot(v); /* Only go to the depot if it is not too far out of our way. */ if (tfdd.best_length == (uint)-1 || tfdd.best_length > 16 ) { if (v->current_order.type == 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.type = OT_DUMMY; v->current_order.flags = 0; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } return; } depot = GetDepotByTile(tfdd.tile); if (v->current_order.type == OT_GOTO_DEPOT && v->current_order.station != depot->index && !CHANCE16(3, 16)) { return; } v->current_order.type = OT_GOTO_DEPOT; v->current_order.flags = OF_NON_STOP; v->current_order.station = depot->index; v->dest_tile = tfdd.tile; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } int32 GetTrainRunningCost(const Vehicle *v) { int32 cost = 0; do { const RailVehicleInfo *rvi = RailVehInfo(v->engine_type); if (rvi->running_cost_base > 0) cost += rvi->running_cost_base * _price.running_rail[rvi->running_cost_class]; } while ((v = v->next) != NULL); return cost; } void OnNewDay_Train(Vehicle *v) { TileIndex tile; if ((++v->day_counter & 7) == 0) DecreaseVehicleValue(v); if (IsFrontEngine(v)) { CheckVehicleBreakdown(v); AgeVehicle(v); CheckIfTrainNeedsService(v); // check if train hasn't advanced in its order list for a set number of days if (_patches.lost_train_days && v->num_orders && !(v->vehstatus & (VS_STOPPED | VS_CRASHED) ) && ++v->u.rail.days_since_order_progr >= _patches.lost_train_days && v->owner == _local_player) { v->u.rail.days_since_order_progr = 0; SetDParam(0, v->unitnumber); AddNewsItem( STR_TRAIN_IS_LOST, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); } CheckOrders(v); /* update destination */ if (v->current_order.type == OT_GOTO_STATION && (tile = GetStation(v->current_order.station)->train_tile) != 0) { v->dest_tile = tile; } if ((v->vehstatus & VS_STOPPED) == 0) { /* running costs */ int32 cost = GetTrainRunningCost(v) / 364; v->profit_this_year -= cost >> 8; SET_EXPENSES_TYPE(EXPENSES_TRAIN_RUN); SubtractMoneyFromPlayerFract(v->owner, cost); InvalidateWindow(WC_VEHICLE_DETAILS, v->index); InvalidateWindowClasses(WC_TRAINS_LIST); } } } void TrainsYearlyLoop(void) { 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 (_patches.train_income_warn && v->owner == _local_player && v->age >= 730 && v->profit_this_year < 0) { SetDParam(1, v->profit_this_year); SetDParam(0, v->unitnumber); AddNewsItem( STR_TRAIN_IS_UNPROFITABLE, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); } v->profit_last_year = v->profit_this_year; v->profit_this_year = 0; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); } } } void InitializeTrains(void) { _age_cargo_skip_counter = 1; } /* * Link front and rear multiheaded engines to each other * This is done when loading a savegame */ void ConnectMultiheadedTrains(void) { 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)) { Vehicle *u = v; BEGIN_ENUM_WAGONS(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--; } { Vehicle *w; for (w = u->next; w != NULL && (w->engine_type != u->engine_type || w->u.rail.other_multiheaded_part != NULL); w = GetNextVehicle(w)); if (w != NULL) { /* we found a car to partner with this engine. Now we will make sure it face the right way */ if (IsTrainEngine(w)) { ClearTrainEngine(w); w->spritenum++; } } 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); } } } } END_ENUM_WAGONS(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(void) { 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)) { Vehicle *u = v; BEGIN_ENUM_WAGONS(u) { const RailVehicleInfo *rvi = RailVehInfo(u->engine_type); CLRBIT(u->subtype, 7); switch (u->subtype) { case 0: /* TS_Front_Engine */ if (rvi->flags & RVI_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->flags & RVI_WAGON) { // normal wagon SetTrainWagon(u); break; } if (rvi->flags & RVI_MULTIHEAD && rvi->image_index == u->spritenum - 1) { // rear end of a multiheaded engine SetMultiheaded(u); break; } if (rvi->flags & RVI_MULTIHEAD) SetMultiheaded(u); SetTrainEngine(u); break; case 4: /* TS_Free_Car */ u->subtype = 0; SetTrainWagon(u); SetFreeWagon(u); break; default: NOT_REACHED(); break; } } END_ENUM_WAGONS(u) } } } }