/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file train_cmd.cpp Handling of trains. */ #include "stdafx.h" #include "error.h" #include "articulated_vehicles.h" #include "command_func.h" #include "pathfinder/npf/npf_func.h" #include "pathfinder/yapf/yapf.hpp" #include "news_func.h" #include "company_func.h" #include "newgrf_sound.h" #include "newgrf_text.h" #include "strings_func.h" #include "viewport_func.h" #include "vehicle_func.h" #include "sound_func.h" #include "ai/ai.hpp" #include "game/game.hpp" #include "newgrf_station.h" #include "effectvehicle_func.h" #include "network/network.h" #include "spritecache.h" #include "core/random_func.hpp" #include "company_base.h" #include "newgrf.h" #include "infrastructure_func.h" #include "order_backup.h" #include "zoom_func.h" #include "newgrf_debug.h" #include "framerate_type.h" #include "tracerestrict.h" #include "tbtr_template_vehicle_func.h" #include "autoreplace_func.h" #include "engine_func.h" #include "bridge_signal_map.h" #include "scope_info.h" #include "core/checksum_func.hpp" #include "table/strings.h" #include "table/train_cmd.h" #include "safeguards.h" static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *p_got_reservation, bool mark_stuck); static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse); static bool TrainCheckIfLineEnds(Train *v, bool reverse = true); static bool TrainCanLeaveTile(const Train *v); static inline bool CheckCompatibleRail(const Train *v, TileIndex tile, DiagDirection enterdir); bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp. static TileIndex TrainApproachingCrossingTile(const Train *v); static void CheckIfTrainNeedsService(Train *v); static void CheckNextTrainTile(Train *v); TileIndex VehiclePosTraceRestrictPreviousSignalCallback(const Train *v, const void *); static void TrainEnterStation(Train *v, StationID station); static void UnreserveBridgeTunnelTile(TileIndex tile); static const byte _vehicle_initial_x_fract[4] = {10, 8, 4, 8}; static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10}; template <> bool IsValidImageIndex(uint8 image_index) { return image_index < lengthof(_engine_sprite_base); } /** * Return the cargo weight multiplier to use for a rail vehicle * @param cargo Cargo type to get multiplier for * @return Cargo weight multiplier */ byte FreightWagonMult(CargoID cargo) { if (!CargoSpec::Get(cargo)->is_freight) return 1; return _settings_game.vehicle.freight_trains; } /** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */ void CheckTrainsLengths() { bool first = true; for (const Train *v : Train::Iterate()) { if (v->First() == v && !(v->vehstatus & VS_CRASHED) && !v->IsVirtual()) { for (const Train *u = v, *w = v->Next(); w != nullptr; u = w, w = w->Next()) { if (u->track != TRACK_BIT_DEPOT) { if ((w->track != TRACK_BIT_DEPOT && max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) || (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) { SetDParam(0, v->index); SetDParam(1, v->owner); ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL); if (!_networking && first) { first = false; DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE); } /* Break so we warn only once for each train. */ break; } } } } } } /** * Checks the breakdown flags (VehicleRailFlags 9-12) and sets the correct value in the first vehicle of the consist. * This function is generally only called to check if a flag may be cleared. * @param v the front engine * @param flags bitmask of the flags to check. */ void CheckBreakdownFlags(Train *v) { assert(v->IsFrontEngine()); /* clear the flags we're gonna check first, we'll set them again later (if applicable) */ CLRBITS(v->flags, (1 << VRF_BREAKDOWN_BRAKING) | VRF_IS_BROKEN); for (const Train *w = v; w != nullptr; w = w->Next()) { if (v->IsEngine() || w->IsMultiheaded()) { if (w->breakdown_ctr == 2) { SetBit(v->flags, VRF_BREAKDOWN_BRAKING); } else if (w->breakdown_ctr == 1) { switch (w->breakdown_type) { case BREAKDOWN_CRITICAL: case BREAKDOWN_RV_CRASH: case BREAKDOWN_EM_STOP: SetBit(v->flags, VRF_BREAKDOWN_STOPPED); break; case BREAKDOWN_LOW_SPEED: SetBit(v->flags, VRF_BREAKDOWN_SPEED); break; case BREAKDOWN_LOW_POWER: SetBit(v->flags, VRF_BREAKDOWN_POWER); break; } } } } } uint16 GetTrainVehicleMaxSpeed(const Train *u, const RailVehicleInfo *rvi_u, const Train *front) { const uint16 base_speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed); uint16 speed = base_speed; if (HasBit(u->flags, VRF_NEED_REPAIR) && front->IsFrontEngine()) { for (uint i = 0; i < u->critical_breakdown_count; i++) { speed = min(speed - (speed / (front->tcache.cached_num_engines + 2)) + 1, speed); } } /* clamp speed to be no less than lower of 5mph and 1/8 of base speed */ speed = max(speed, min(5, (base_speed + 7) >> 3)); if (HasBit(u->flags, VRF_HAS_HIT_RV) && front->IsFrontEngine()) { speed = min(speed, 30); } return speed; } /** * Recalculates the cached stuff of a train. Should be called each time a vehicle is added * to/removed from the chain, and when the game is loaded. * Note: this needs to be called too for 'wagon chains' (in the depot, without an engine) * @param allowed_changes Stuff that is allowed to change. */ void Train::ConsistChanged(ConsistChangeFlags allowed_changes) { uint16 max_speed = UINT16_MAX; assert(this->IsFrontEngine() || this->IsFreeWagon()); const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type); EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE; this->gcache.cached_total_length = 0; this->compatible_railtypes = RAILTYPES_NONE; this->tcache.cached_num_engines = 0; bool train_can_tilt = true; for (Train *u = this; u != nullptr; u = u->Next()) { const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type); /* Check the this->first cache. */ assert_msg(u->First() == this, "u: %s, this: %s", scope_dumper().VehicleInfo(u), scope_dumper().VehicleInfo(this)); /* update the 'first engine' */ u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine; u->railtype = rvi_u->railtype; if (u->IsEngine()) first_engine = u->engine_type; /* Set user defined data to its default value */ u->tcache.user_def_data = rvi_u->user_def_data; this->InvalidateNewGRFCache(); u->InvalidateNewGRFCache(); } for (Train *u = this; u != nullptr; u = u->Next()) { /* Update user defined data (must be done before other properties) */ u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data); this->InvalidateNewGRFCache(); u->InvalidateNewGRFCache(); if (!u->IsArticulatedPart()) { if (u->IsEngine() || u->IsMultiheaded()) { this->tcache.cached_num_engines++; } } } Vehicle *last_vis_effect = this; for (Train *u = this; u != nullptr; u = u->Next()) { const Engine *e_u = u->GetEngine(); const RailVehicleInfo *rvi_u = &e_u->u.rail; if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false; /* Cache wagon override sprite group. nullptr is returned if there is none */ u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine); /* Reset colour map */ u->colourmap = PAL_NONE; /* Update powered-wagon-status and visual effect */ u->UpdateVisualEffect(true); ClrBit(u->vcache.cached_veh_flags, VCF_LAST_VISUAL_EFFECT); if (!(HasBit(u->vcache.cached_vis_effect, VE_ADVANCED_EFFECT) && GB(u->vcache.cached_vis_effect, 0, VE_ADVANCED_EFFECT) == VESM_NONE)) last_vis_effect = u; if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON && UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) { /* wagon is powered */ SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status } else { ClrBit(u->flags, VRF_POWEREDWAGON); } if (!u->IsArticulatedPart()) { /* Do not count powered wagons for the compatible railtypes, as wagons always have railtype normal */ if (rvi_u->power > 0) { this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes; } /* Some electric engines can be allowed to run on normal rail. It happens to all * existing electric engines when elrails are disabled and then re-enabled */ if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) { u->railtype = RAILTYPE_RAIL; u->compatible_railtypes |= RAILTYPES_RAIL; } /* max speed is the minimum of the speed limits of all vehicles in the consist */ if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) { uint16 speed = GetTrainVehicleMaxSpeed(u, rvi_u, this); if (speed != 0) max_speed = min(speed, max_speed); } } uint16 new_cap = e_u->DetermineCapacity(u); if (allowed_changes & CCF_CAPACITY) { /* Update vehicle capacity. */ if (u->cargo_cap > new_cap) u->cargo.Truncate(new_cap); u->refit_cap = min(new_cap, u->refit_cap); u->cargo_cap = new_cap; } else { /* Verify capacity hasn't changed. */ if (new_cap != u->cargo_cap) ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_CAPACITY, GBUG_VEH_CAPACITY, true); } u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period); /* check the vehicle length (callback) */ uint16 veh_len = CALLBACK_FAILED; if (e_u->GetGRF() != nullptr && e_u->GetGRF()->grf_version >= 8) { /* Use callback 36 */ veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED); if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) { ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len); } } else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) { /* Use callback 11 */ veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u); } if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor; veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1); if (allowed_changes & CCF_LENGTH) { /* Update vehicle length. */ u->gcache.cached_veh_length = veh_len; } else { /* Verify length hasn't changed. */ if (veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u); } this->gcache.cached_total_length += u->gcache.cached_veh_length; this->InvalidateNewGRFCache(); u->InvalidateNewGRFCache(); } SetBit(last_vis_effect->vcache.cached_veh_flags, VCF_LAST_VISUAL_EFFECT); /* store consist weight/max speed in cache */ this->vcache.cached_max_speed = max_speed; this->tcache.cached_tilt = train_can_tilt; this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit(); /* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */ this->CargoChanged(); if (this->IsFrontEngine()) { this->UpdateAcceleration(); if (!HasBit(this->subtype, GVSF_VIRTUAL)) SetWindowDirty(WC_VEHICLE_DETAILS, this->index); InvalidateWindowData(WC_VEHICLE_REFIT, this->index, VIWD_CONSIST_CHANGED); InvalidateWindowData(WC_VEHICLE_ORDERS, this->index, VIWD_CONSIST_CHANGED); InvalidateNewGRFInspectWindow(GSF_TRAINS, this->index); } if (allowed_changes & CCF_LENGTH) { for (Train *u = this->Next(); u != nullptr; u = u->Next()) { u->vcache.cached_max_speed = 0; u->gcache.cached_max_te = 0; u->gcache.cached_axle_resistance = 0; u->gcache.cached_max_track_speed = 0; u->gcache.cached_power = 0; u->gcache.cached_air_drag = 0; u->tcache.cached_num_engines = 0; u->tcache.cached_tilt = false; u->tcache.cached_max_curve_speed = 0; } } } /** * Get the fraction of the vehicle's current tile which is in front of it. * This is equal to how many more steps it could travel without having to stop/reverse if it was an end of line. * * See also wrapper without x_pos, y_pos in train.h * * @param v the vehicle to use (not required to be the front) * @param x_pos vehicle x position * @param y_pos vehicle y position * @return the fraction of the current tile in front of the vehicle */ int GetTileMarginInFrontOfTrain(const Train *v, int x_pos, int y_pos) { if (IsDiagonalDirection(v->direction)) { DiagDirection dir = DirToDiagDir(v->direction); int offset = ((DiagDirToAxis(dir) == AXIS_X) ? x_pos : y_pos) & 0xF; return ((dir == DIAGDIR_SE || dir == DIAGDIR_SW) ? TILE_SIZE - 1 - offset : offset) - ((v->gcache.cached_veh_length + 1) / 2); } else { /* Calc position within the current tile */ uint x = x_pos & 0xF; uint y = y_pos & 0xF; /* for non-diagonal directions, x will be 1, 3, 5, ..., 15 */ switch (v->direction) { case DIR_N : x = ~x + ~y + 25; break; case DIR_E : x = ~x + y + 9; break; case DIR_S : x = x + y - 7; break; case DIR_W : x = ~y + x + 9; break; default: break; } x >>= 1; // x is now in range 0 ... 7 return (TILE_SIZE / 2) - 1 - x - (v->gcache.cached_veh_length + 1) / 2; } } /** * Get the stop location of (the center) of the front vehicle of a train at * a platform of a station. * * See also wrapper without x_pos, y_pos in train.h * * @param station_id the ID of the station where we're stopping * @param tile the tile where the vehicle currently is * @param v the vehicle to get the stop location of * @param station_ahead 'return' the amount of 1/16th tiles in front of the train * @param station_length 'return' the station length in 1/16th tiles * @param x_pos vehicle x position * @param y_pos vehicle y position * @return the location, calculated from the begin of the station to stop at. */ int GetTrainStopLocation(StationID station_id, TileIndex tile, Train *v, int *station_ahead, int *station_length, int x_pos, int y_pos) { Train *front = v->First(); if (IsRailWaypoint(tile)) { *station_ahead = *station_length = TILE_SIZE; } else { const Station *st = Station::Get(station_id); *station_ahead = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE; *station_length = st->GetPlatformLength(tile) * TILE_SIZE; } /* Default to the middle of the station for stations stops that are not in * the order list like intermediate stations when non-stop is disabled */ OrderStopLocation osl = OSL_PLATFORM_MIDDLE; if (front->current_order.IsType(OT_GOTO_STATION) && front->current_order.GetDestination() == station_id) { osl = front->current_order.GetStopLocation(); } else if (front->current_order.IsType(OT_LOADING_ADVANCE) && front->current_order.GetDestination() == station_id) { osl = OSL_PLATFORM_THROUGH; } else if (front->current_order.IsType(OT_GOTO_WAYPOINT) && front->current_order.GetDestination() == station_id) { osl = OSL_PLATFORM_FAR_END; } int overhang = front->gcache.cached_total_length - *station_length; int adjust = 0; if (osl == OSL_PLATFORM_THROUGH && overhang > 0) { for (Train *u = front; u != nullptr; u = u->Next()) { /* Passengers may not be through-loaded */ if (u->cargo_cap > 0 && IsCargoInClass(u->cargo_type, CC_PASSENGERS)) { osl = OSL_PLATFORM_FAR_END; break; } } } if (osl == OSL_PLATFORM_THROUGH && overhang > 0) { /* The train is longer than the station, and we can run through the station to load/unload */ for (Train *u = v; u != nullptr; u = u->Next()) { if (overhang > 0 && !HasBit(u->flags, VRF_BEYOND_PLATFORM_END) && !u->IsArticulatedPart()) { bool skip = true; for (const Train *part = u; part != nullptr; part = part->HasArticulatedPart() ? part->GetNextArticulatedPart() : nullptr) { if (part->cargo_cap != 0) { skip = false; break; } } if (skip) { for (Train *part = u; part != nullptr; part = part->HasArticulatedPart() ? part->GetNextArticulatedPart() : nullptr) { SetBit(part->flags, VRF_BEYOND_PLATFORM_END); } } } if (HasBit(u->flags, VRF_BEYOND_PLATFORM_END)) { overhang -= u->gcache.cached_veh_length; adjust += u->gcache.cached_veh_length; } else { break; } } for (Train *u = front; u != v; u = u->Next()) overhang -= u->gcache.cached_veh_length; // only advance until rear of train is in platform if (overhang < 0) adjust += overhang; } else if (overhang >= 0) { /* The train is longer than the station, make it stop at the far end of the platform */ osl = OSL_PLATFORM_FAR_END; } /* The stop location of the FRONT! of the train */ int stop; switch (osl) { default: NOT_REACHED(); case OSL_PLATFORM_NEAR_END: stop = front->gcache.cached_total_length; break; case OSL_PLATFORM_MIDDLE: stop = *station_length - (*station_length -front->gcache.cached_total_length) / 2; break; case OSL_PLATFORM_FAR_END: case OSL_PLATFORM_THROUGH: stop = *station_length; break; } /* Subtract half the front vehicle length of the train so we get the real * stop location of the train. */ int result = stop - ((v->gcache.cached_veh_length + 1) / 2) + adjust; if (osl == OSL_PLATFORM_THROUGH && v != front) { /* Check front of train for obstructions */ if (TrainCanLeaveTile(front)) { /* Determine the non-diagonal direction in which we will exit this tile */ DiagDirection dir = VehicleExitDir(front->direction, front->track); /* Calculate next tile */ TileIndex tile = front->tile + TileOffsByDiagDir(dir); /* Determine the track status on the next tile */ TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir)); TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & DiagdirReachesTrackdirs(dir); /* mask unreachable track bits if we are forbidden to do 90deg turns */ TrackBits bits = TrackdirBitsToTrackBits(trackdirbits); if (_settings_game.pf.forbid_90_deg) { bits &= ~TrackCrossesTracks(FindFirstTrack(front->track)); } if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(front, tile, dir) || IsRailDepotTile(tile) || (KillFirstBit(trackdirbits) == TRACKDIR_BIT_NONE && HasOnewaySignalBlockingTrackdir(tile, FindFirstTrackdir(trackdirbits)))) { /* next tile is an effective dead end */ int current_platform_remaining = *station_ahead - TILE_SIZE + GetTileMarginInFrontOfTrain(v); int limit = GetTileMarginInFrontOfTrain(front) + (*station_length - current_platform_remaining) - ((v->gcache.cached_veh_length + 1) / 2); result = min(limit, result); } } } return result; } /** * Computes train speed limit caused by curves * @return imposed speed limit */ int Train::GetCurveSpeedLimit() const { assert(this->First() == this); static const int absolute_max_speed = UINT16_MAX; int max_speed = absolute_max_speed; if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed; int curvecount[2] = {0, 0}; /* first find the curve speed limit */ int numcurve = 0; int sum = 0; int pos = 0; int lastpos = -1; for (const Vehicle *u = this; u->Next() != nullptr; u = u->Next(), pos++) { Direction this_dir = u->direction; Direction next_dir = u->Next()->direction; DirDiff dirdiff = DirDifference(this_dir, next_dir); if (dirdiff == DIRDIFF_SAME) continue; if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++; if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++; if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) { if (lastpos != -1) { numcurve++; sum += pos - lastpos; if (pos - lastpos == 1 && max_speed > 88) { max_speed = 88; } } lastpos = pos; } /* if we have a 90 degree turn, fix the speed limit to 60 */ if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) { max_speed = 61; } } if (numcurve > 0 && max_speed > 88) { if (curvecount[0] == 1 && curvecount[1] == 1) { max_speed = absolute_max_speed; } else { sum /= numcurve; max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12)); } } if (max_speed != absolute_max_speed) { /* Apply the engine's rail type curve speed advantage, if it slowed by curves */ const RailtypeInfo *rti = GetRailTypeInfo(this->railtype); max_speed += (max_speed / 2) * rti->curve_speed; if (this->tcache.cached_tilt) { /* Apply max_speed bonus of 20% for a tilting train */ max_speed += max_speed / 5; } } return max_speed; } /** * Calculates the maximum speed of the vehicle under its current conditions. * @return Maximum speed of the vehicle. */ int Train::GetCurrentMaxSpeed() const { int max_speed = _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL ? this->gcache.cached_max_track_speed : this->tcache.cached_max_curve_speed; if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC) { Train *v_platform = const_cast(this->GetStationLoadingVehicle()); TileIndex platform_tile = v_platform->tile; if (HasStationTileRail(platform_tile)) { StationID sid = GetStationIndex(platform_tile); if (this->current_order.ShouldStopAtStation(this, sid, IsRailWaypoint(platform_tile))) { int station_ahead; int station_length; int stop_at = GetTrainStopLocation(sid, platform_tile, v_platform, &station_ahead, &station_length); /* The distance to go is whatever is still ahead of the train minus the * distance from the train's stop location to the end of the platform */ int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE; if (distance_to_go > 0) { int st_max_speed = 120; int delta_v = this->cur_speed / (distance_to_go + 1); if (max_speed > (this->cur_speed - delta_v)) { st_max_speed = this->cur_speed - (delta_v / 10); } st_max_speed = max(st_max_speed, 25 * distance_to_go); max_speed = min(max_speed, st_max_speed); } } } } if (HasBit(this->flags, VRF_CONSIST_SPEED_REDUCTION)) { ClrBit(const_cast(this)->flags, VRF_CONSIST_SPEED_REDUCTION); for (const Train *u = this; u != nullptr; u = u->Next()) { if (u->track == TRACK_BIT_DEPOT) { SetBit(const_cast(this)->flags, VRF_CONSIST_SPEED_REDUCTION); if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC) { max_speed = min(max_speed, 61); } continue; } /* Vehicle is on the middle part of a bridge. */ if (u->track & TRACK_BIT_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) { SetBit(const_cast(this)->flags, VRF_CONSIST_SPEED_REDUCTION); max_speed = min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed); } } } max_speed = min(max_speed, this->current_order.GetMaxSpeed()); if (HasBit(this->flags, VRF_BREAKDOWN_SPEED)) { max_speed = min(max_speed, this->GetBreakdownSpeed()); } if (this->speed_restriction != 0) { max_speed = min(max_speed, this->speed_restriction); } if (this->current_order.IsType(OT_LOADING_ADVANCE)) max_speed = min(max_speed, 15); return min(max_speed, this->gcache.cached_max_track_speed); } /** Update acceleration of the train from the cached power and weight. */ void Train::UpdateAcceleration() { assert(this->IsFrontEngine() || this->IsFreeWagon()); uint power = this->gcache.cached_power; uint weight = this->gcache.cached_weight; assert(weight != 0); this->acceleration = Clamp(power / weight * 4, 1, 255); if (_settings_game.vehicle.improved_breakdowns) { if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) { this->breakdown_chance_factor = max(128 * 3 / (this->tcache.cached_num_engines + 2), 5); } } } /** * Get the width of a train vehicle image in the GUI. * @param offset Additional offset for positioning the sprite; set to nullptr if not needed * @return Width in pixels */ int Train::GetDisplayImageWidth(Point *offset) const { int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH; int vehicle_pitch = 0; const Engine *e = this->GetEngine(); if (e->GetGRF() != nullptr && is_custom_sprite(e->u.rail.image_index)) { reference_width = e->GetGRF()->traininfo_vehicle_width; vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch; } if (offset != nullptr) { offset->x = ScaleGUITrad(reference_width) / 2; offset->y = ScaleGUITrad(vehicle_pitch); } return ScaleGUITrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH); } static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction) { assert(IsValidImageIndex(spritenum)); return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum]; } /** * Get the sprite to display the train. * @param direction Direction of view/travel. * @param image_type Visualisation context. * @return Sprite to display. */ void Train::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const { uint8 spritenum = this->spritenum; if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction); if (is_custom_sprite(spritenum)) { GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type, result); if (result->IsValid()) return; spritenum = this->GetEngine()->original_image_index; } assert(IsValidImageIndex(spritenum)); SpriteID sprite = GetDefaultTrainSprite(spritenum, direction); if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum]; result->Set(sprite); } static void GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type, VehicleSpriteSeq *result) { const Engine *e = Engine::Get(engine); Direction dir = rear_head ? DIR_E : DIR_W; uint8 spritenum = e->u.rail.image_index; if (is_custom_sprite(spritenum)) { GetCustomVehicleIcon(engine, dir, image_type, result); if (result->IsValid()) { if (e->GetGRF() != nullptr) { y += ScaleGUITrad(e->GetGRF()->traininfo_vehicle_pitch); } return; } spritenum = Engine::Get(engine)->original_image_index; } if (rear_head) spritenum++; result->Set(GetDefaultTrainSprite(spritenum, DIR_W)); } void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type) { if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) { int yf = y; int yr = y; VehicleSpriteSeq seqf, seqr; GetRailIcon(engine, false, yf, image_type, &seqf); GetRailIcon(engine, true, yr, image_type, &seqr); Rect16 rectf = seqf.GetBounds(); Rect16 rectr = seqr.GetBounds(); preferred_x = SoftClamp(preferred_x, left - UnScaleGUI(rectf.left) + ScaleGUITrad(14), right - UnScaleGUI(rectr.right) - ScaleGUITrad(15)); seqf.Draw(preferred_x - ScaleGUITrad(14), yf, pal, pal == PALETTE_CRASH); seqr.Draw(preferred_x + ScaleGUITrad(15), yr, pal, pal == PALETTE_CRASH); } else { VehicleSpriteSeq seq; GetRailIcon(engine, false, y, image_type, &seq); Rect16 rect = seq.GetBounds(); preferred_x = Clamp(preferred_x, left - UnScaleGUI(rect.left), right - UnScaleGUI(rect.right)); seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH); } } /** * Get the size of the sprite of a train sprite heading west, or both heads (used for lists). * @param engine The engine to get the sprite from. * @param[out] width The width of the sprite. * @param[out] height The height of the sprite. * @param[out] xoffs Number of pixels to shift the sprite to the right. * @param[out] yoffs Number of pixels to shift the sprite downwards. * @param image_type Context the sprite is used in. */ void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type) { int y = 0; VehicleSpriteSeq seq; GetRailIcon(engine, false, y, image_type, &seq); Rect16 rect = seq.GetBounds(); width = UnScaleGUI(rect.right - rect.left + 1); height = UnScaleGUI(rect.bottom - rect.top + 1); xoffs = UnScaleGUI(rect.left); yoffs = UnScaleGUI(rect.top); if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) { GetRailIcon(engine, true, y, image_type, &seq); rect = seq.GetBounds(); /* Calculate values relative to an imaginary center between the two sprites. */ width = ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) + UnScaleGUI(rect.right) - xoffs; height = max(height, UnScaleGUI(rect.bottom - rect.top + 1)); xoffs = xoffs - ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) / 2; yoffs = min(yoffs, UnScaleGUI(rect.top)); } } /** * Build a railroad wagon. * @param tile tile of the depot where rail-vehicle is built. * @param flags type of operation. * @param e the engine to build. * @param[out] ret the vehicle that has been built. * @return the cost of this operation or an error. */ static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret) { const RailVehicleInfo *rvi = &e->u.rail; /* Check that the wagon can drive on the track in question */ if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR; if (flags & DC_EXEC) { Train *v = new Train(); *ret = v; v->spritenum = rvi->image_index; v->engine_type = e->index; v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback DiagDirection dir = GetRailDepotDirection(tile); v->direction = DiagDirToDir(dir); v->tile = tile; int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir]; int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir]; v->x_pos = x; v->y_pos = y; v->z_pos = GetSlopePixelZ(x, y); v->owner = _current_company; v->track = TRACK_BIT_DEPOT; v->vehstatus = VS_HIDDEN | VS_DEFPAL; v->reverse_distance = 0; v->speed_restriction = 0; v->SetWagon(); v->SetFreeWagon(); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); v->cargo_type = e->GetDefaultCargoType(); v->cargo_cap = rvi->capacity; v->refit_cap = 0; v->railtype = rvi->railtype; v->date_of_last_service = _date; v->build_year = _cur_year; v->sprite_seq.Set(SPR_IMG_QUERY); v->random_bits = VehicleRandomBits(); v->group_id = DEFAULT_GROUP; AddArticulatedParts(v); _new_vehicle_id = v->index; v->UpdatePosition(); v->First()->ConsistChanged(CCF_ARRANGE); UpdateTrainGroupID(v->First()); CheckConsistencyOfArticulatedVehicle(v); /* Try to connect the vehicle to one of free chains of wagons. */ for (Train *w : Train::Iterate()) { if (w->tile == tile && ///< Same depot w->IsFreeWagon() && ///< A free wagon chain w->engine_type == e->index && ///< Same type w->First() != v && ///< Don't connect to ourself !(w->vehstatus & VS_CRASHED) && ///< Not crashed/flooded w->owner == v->owner && ///< Same owner !w->IsVirtual()) { ///< Not virtual DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); break; } } InvalidateVehicleTickCaches(); } return CommandCost(); } /** Move all free vehicles in the depot to the train */ static void NormalizeTrainVehInDepot(const Train *u) { for (const Train *v : Train::Iterate()) { if (v->IsFreeWagon() && v->tile == u->tile && v->track == TRACK_BIT_DEPOT && v->owner == u->owner && !v->IsVirtual()) { if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE).Failed()) break; } } } static void AddRearEngineToMultiheadedTrain(Train *v) { Train *u = new Train(); v->value >>= 1; u->value = v->value; u->direction = v->direction; u->owner = v->owner; u->tile = v->tile; u->x_pos = v->x_pos; u->y_pos = v->y_pos; u->z_pos = v->z_pos; u->track = TRACK_BIT_DEPOT; u->vehstatus = v->vehstatus & ~VS_STOPPED; u->spritenum = v->spritenum + 1; u->cargo_type = v->cargo_type; u->cargo_subtype = v->cargo_subtype; u->cargo_cap = v->cargo_cap; u->refit_cap = v->refit_cap; u->railtype = v->railtype; u->engine_type = v->engine_type; u->reliability = v->reliability; u->reliability_spd_dec = v->reliability_spd_dec; u->date_of_last_service = v->date_of_last_service; u->build_year = v->build_year; u->sprite_seq.Set(SPR_IMG_QUERY); u->random_bits = VehicleRandomBits(); v->SetMultiheaded(); u->SetMultiheaded(); if (v->IsVirtual()) u->SetVirtual(); v->SetNext(u); u->UpdatePosition(); /* Now we need to link the front and rear engines together */ v->other_multiheaded_part = u; u->other_multiheaded_part = v; } /** * Build a railroad vehicle. * @param tile tile of the depot where rail-vehicle is built. * @param flags type of operation. * @param e the engine to build. * @param data bit 0 prevents any free cars from being added to the train. * @param[out] ret the vehicle that has been built. * @return the cost of this operation or an error. */ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret) { const RailVehicleInfo *rvi = &e->u.rail; if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret); /* Check if depot and new engine uses the same kind of tracks * * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */ if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return_cmd_error(STR_ERROR_DEPOT_HAS_WRONG_RAIL_TYPE); if (flags & DC_EXEC) { DiagDirection dir = GetRailDepotDirection(tile); int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir]; int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir]; Train *v = new Train(); *ret = v; v->direction = DiagDirToDir(dir); v->tile = tile; v->owner = _current_company; v->x_pos = x; v->y_pos = y; v->z_pos = GetSlopePixelZ(x, y); v->track = TRACK_BIT_DEPOT; SetBit(v->flags, VRF_CONSIST_SPEED_REDUCTION); v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL; v->spritenum = rvi->image_index; v->cargo_type = e->GetDefaultCargoType(); v->cargo_cap = rvi->capacity; v->refit_cap = 0; v->last_station_visited = INVALID_STATION; v->last_loading_station = INVALID_STATION; v->reverse_distance = 0; v->speed_restriction = 0; v->engine_type = e->index; v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback v->reliability = e->reliability; v->reliability_spd_dec = e->reliability_spd_dec; v->max_age = e->GetLifeLengthInDays(); v->railtype = rvi->railtype; _new_vehicle_id = v->index; v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains); v->date_of_last_service = _date; v->build_year = _cur_year; v->sprite_seq.Set(SPR_IMG_QUERY); v->random_bits = VehicleRandomBits(); if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE); v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent); SB(v->vehicle_flags, VF_AUTOMATE_TIMETABLE, 1, Company::Get(_current_company)->settings.vehicle.auto_timetable_by_default); SB(v->vehicle_flags, VF_TIMETABLE_SEPARATION, 1, Company::Get(_current_company)->settings.vehicle.auto_separation_by_default); v->group_id = DEFAULT_GROUP; v->SetFrontEngine(); v->SetEngine(); v->UpdatePosition(); if (rvi->railveh_type == RAILVEH_MULTIHEAD) { AddRearEngineToMultiheadedTrain(v); } else { AddArticulatedParts(v); } v->ConsistChanged(CCF_ARRANGE); UpdateTrainGroupID(v); if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle NormalizeTrainVehInDepot(v); } CheckConsistencyOfArticulatedVehicle(v); InvalidateVehicleTickCaches(); } return CommandCost(); } static Train *FindGoodVehiclePos(const Train *src) { EngineID eng = src->engine_type; TileIndex tile = src->tile; for (Train *dst : Train::Iterate()) { if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED) && dst->owner == src->owner && !dst->IsVirtual()) { /* check so all vehicles in the line have the same engine. */ Train *t = dst; while (t->engine_type == eng) { t = t->Next(); if (t == nullptr) return dst; } } } return nullptr; } /** Helper type for lists/vectors of trains */ typedef std::vector TrainList; /** * Make a backup of a train into a train list. * @param list to make the backup in * @param t the train to make the backup of */ static void MakeTrainBackup(TrainList &list, Train *t) { for (; t != nullptr; t = t->Next()) list.push_back(t); } /** * Restore the train from the backup list. * @param list the train to restore. */ static void RestoreTrainBackup(TrainList &list) { /* No train, nothing to do. */ if (list.size() == 0) return; Train *prev = nullptr; /* Iterate over the list and rebuild it. */ for (Train *t : list) { if (prev != nullptr) { prev->SetNext(t); } else if (t->Previous() != nullptr) { /* Make sure the head of the train is always the first in the chain. */ t->Previous()->SetNext(nullptr); } prev = t; } } /** * Remove the given wagon from its consist. * @param part the part of the train to remove. * @param chain whether to remove the whole chain. */ static void RemoveFromConsist(Train *part, bool chain = false) { Train *tail = chain ? part->Last() : part->GetLastEnginePart(); /* Unlink at the front, but make it point to the next * vehicle after the to be remove part. */ if (part->Previous() != nullptr) part->Previous()->SetNext(tail->Next()); /* Unlink at the back */ tail->SetNext(nullptr); } /** * Inserts a chain into the train at dst. * @param dst the place where to append after. * @param chain the chain to actually add. */ static void InsertInConsist(Train *dst, Train *chain) { /* We do not want to add something in the middle of an articulated part. */ assert(dst != nullptr && (dst->Next() == nullptr || !dst->Next()->IsArticulatedPart())); chain->Last()->SetNext(dst->Next()); dst->SetNext(chain); } /** * Normalise the dual heads in the train, i.e. if one is * missing move that one to this train. * @param t the train to normalise. */ static void NormaliseDualHeads(Train *t) { for (; t != nullptr; t = t->GetNextVehicle()) { if (!t->IsMultiheaded() || !t->IsEngine()) continue; /* Make sure that there are no free cars before next engine */ Train *u; for (u = t; u->Next() != nullptr && !u->Next()->IsEngine(); u = u->Next()) {} if (u == t->other_multiheaded_part) continue; /* Remove the part from the 'wrong' train */ RemoveFromConsist(t->other_multiheaded_part); /* And add it to the 'right' train */ InsertInConsist(u, t->other_multiheaded_part); } } /** * Normalise the sub types of the parts in this chain. * @param chain the chain to normalise. */ static void NormaliseSubtypes(Train *chain) { /* Nothing to do */ if (chain == nullptr) return; /* We must be the first in the chain. */ assert(chain->Previous() == nullptr); /* Set the appropriate bits for the first in the chain. */ if (chain->IsWagon()) { chain->SetFreeWagon(); } else { assert(chain->IsEngine()); chain->SetFrontEngine(); } /* Now clear the bits for the rest of the chain */ for (Train *t = chain->Next(); t != nullptr; t = t->Next()) { t->ClearFreeWagon(); t->ClearFrontEngine(); } } /** * Check/validate whether we may actually build a new train. * @note All vehicles are/were 'heads' of their chains. * @param original_dst The original destination chain. * @param dst The destination chain after constructing the train. * @param original_src The original source chain. * @param src The source chain after constructing the train. * @return possible error of this command. */ static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src) { /* Just add 'new' engines and subtract the original ones. * If that's less than or equal to 0 we can be sure we did * not add any engines (read: trains) along the way. */ if ((src != nullptr && src->IsEngine() ? 1 : 0) + (dst != nullptr && dst->IsEngine() ? 1 : 0) - (original_src != nullptr && original_src->IsEngine() ? 1 : 0) - (original_dst != nullptr && original_dst->IsEngine() ? 1 : 0) <= 0) { return CommandCost(); } /* Get a free unit number and check whether it's within the bounds. * There will always be a maximum of one new train. */ if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost(); return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME); } /** * Check whether the train parts can be attached. * @param t the train to check * @return possible error of this command. */ static CommandCost CheckTrainAttachment(Train *t) { /* No multi-part train, no need to check. */ if (t == nullptr || t->Next() == nullptr || !t->IsEngine()) return CommandCost(); /* The maximum length for a train. For each part we decrease this by one * and if the result is negative the train is simply too long. */ int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length; Train *head = t; Train *prev = t; /* Break the prev -> t link so it always holds within the loop. */ t = t->Next(); prev->SetNext(nullptr); /* Make sure the cache is cleared. */ head->InvalidateNewGRFCache(); while (t != nullptr) { allowed_len -= t->gcache.cached_veh_length; Train *next = t->Next(); /* Unlink the to-be-added piece; it is already unlinked from the previous * part due to the fact that the prev -> t link is broken. */ t->SetNext(nullptr); /* Don't check callback for articulated or rear dual headed parts */ if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) { /* Back up and clear the first_engine data to avoid using wagon override group */ EngineID first_engine = t->gcache.first_engine; t->gcache.first_engine = INVALID_ENGINE; /* We don't want the cache to interfere. head's cache is cleared before * the loop and after each callback does not need to be cleared here. */ t->InvalidateNewGRFCache(); uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head); /* Restore original first_engine data */ t->gcache.first_engine = first_engine; /* We do not want to remember any cached variables from the test run */ t->InvalidateNewGRFCache(); head->InvalidateNewGRFCache(); if (callback != CALLBACK_FAILED) { /* A failing callback means everything is okay */ StringID error = STR_NULL; if (head->GetGRF()->grf_version < 8) { if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES; if (callback < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback); if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback); } else { if (callback < 0x400) { error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback); } else { switch (callback) { case 0x400: // allow if railtypes match (always the case for OpenTTD) case 0x401: // allow break; default: // unknown reason -> disallow case 0x402: // disallow attaching error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES; break; } } } if (error != STR_NULL) return_cmd_error(error); } } /* And link it to the new part. */ prev->SetNext(t); prev = t; t = next; } if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG); return CommandCost(); } /** * Validate whether we are going to create valid trains. * @note All vehicles are/were 'heads' of their chains. * @param original_dst The original destination chain. * @param dst The destination chain after constructing the train. * @param original_src The original source chain. * @param src The source chain after constructing the train. * @param check_limit Whether to check the vehicle limit. * @return possible error of this command. */ static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit) { /* Check whether we may actually construct the trains. */ CommandCost ret = CheckTrainAttachment(src); if (ret.Failed()) return ret; ret = CheckTrainAttachment(dst); if (ret.Failed()) return ret; /* Check whether we need to build a new train. */ return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost(); } /** * Arrange the trains in the wanted way. * @param dst_head The destination chain of the to be moved vehicle. * @param dst The destination for the to be moved vehicle. * @param src_head The source chain of the to be moved vehicle. * @param src The to be moved vehicle. * @param move_chain Whether to move all vehicles after src or not. */ static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain) { /* First determine the front of the two resulting trains */ if (*src_head == *dst_head) { /* If we aren't moving part(s) to a new train, we are just moving the * front back and there is not destination head. */ *dst_head = nullptr; } else if (*dst_head == nullptr) { /* If we are moving to a new train the head of the move train would become * the head of the new vehicle. */ *dst_head = src; } if (src == *src_head) { /* If we are moving the front of a train then we are, in effect, creating * a new head for the train. Point to that. Unless we are moving the whole * train in which case there is not 'source' train anymore. * In case we are a multiheaded part we want the complete thing to come * with us, so src->GetNextUnit(), however... when we are e.g. a wagon * that is followed by a rear multihead we do not want to include that. */ *src_head = move_chain ? nullptr : (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle()); } /* Now it's just simply removing the part that we are going to move from the * source train and *if* the destination is a not a new train add the chain * at the destination location. */ RemoveFromConsist(src, move_chain); if (*dst_head != src) InsertInConsist(dst, src); /* Now normalise the dual heads, that is move the dual heads around in such * a way that the head and rear of a dual head are in the same train */ NormaliseDualHeads(*src_head); NormaliseDualHeads(*dst_head); } /** * Normalise the head of the train again, i.e. that is tell the world that * we have changed and update all kinds of variables. * @param head the train to update. */ static void NormaliseTrainHead(Train *head) { /* Not much to do! */ if (head == nullptr) return; /* Tell the 'world' the train changed. */ head->ConsistChanged(CCF_ARRANGE); UpdateTrainGroupID(head); SetBit(head->flags, VRF_CONSIST_SPEED_REDUCTION); /* Not a front engine, i.e. a free wagon chain. No need to do more. */ if (!head->IsFrontEngine()) return; /* Update the refit button and window */ InvalidateWindowData(WC_VEHICLE_REFIT, head->index, VIWD_CONSIST_CHANGED); SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT); /* If we don't have a unit number yet, set one. */ if (head->unitnumber != 0 || HasBit(head->subtype, GVSF_VIRTUAL)) return; head->unitnumber = GetFreeUnitNumber(VEH_TRAIN); } /** * 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 - 19) source vehicle index * - p1 (bit 20) move all vehicles following the source vehicle * - p1 (bit 21) this is a virtual vehicle (for creating TemplateVehicles) * - p1 (bit 22) when moving a head vehicle, always reset the head state * - p1 (bit 23) if move fails, and source vehicle is virtual, delete it * @param p2 what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line * @param text unused * @return the cost of this operation or an error */ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { VehicleID s = GB(p1, 0, 20); VehicleID d = GB(p2, 0, 20); bool move_chain = HasBit(p1, 20); bool new_head = HasBit(p1, 22); bool delete_failed_virtual = HasBit(p1, 23); Train *src = Train::GetIfValid(s); if (src == nullptr) return CMD_ERROR; auto check_on_failure = [&](CommandCost cost) -> CommandCost { if (delete_failed_virtual && src->IsVirtual()) { CommandCost res = DoCommand(src->tile, src->index | (1 << 21), 0, flags, CMD_SELL_VEHICLE); if (res.Failed() || cost.GetErrorMessage() == INVALID_STRING_ID) return res; cost.MakeSuccessWithMessage(); return cost; } else { return cost; } }; CommandCost ret = CheckOwnership(src->owner); if (ret.Failed()) return check_on_failure(ret); /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */ if (src->vehstatus & VS_CRASHED) return CMD_ERROR; /* if nothing is selected as destination, try and find a matching vehicle to drag to. */ Train *dst; if (d == INVALID_VEHICLE) { dst = src->IsEngine() ? nullptr : FindGoodVehiclePos(src); } else { dst = Train::GetIfValid(d); if (dst == nullptr) return check_on_failure(CMD_ERROR); CommandCost ret = CheckOwnership(dst->owner); if (ret.Failed()) return check_on_failure(ret); /* Do not allow appending to crashed vehicles, too */ if (dst->vehstatus & VS_CRASHED) return CMD_ERROR; } /* if an articulated part is being handled, deal with its parent vehicle */ src = src->GetFirstEnginePart(); if (dst != nullptr) { dst = dst->GetFirstEnginePart(); assert(HasBit(dst->subtype, GVSF_VIRTUAL) == HasBit(src->subtype, GVSF_VIRTUAL)); } /* don't move the same vehicle.. */ if (src == dst) return CommandCost(); /* locate the head of the two chains */ Train *src_head = src->First(); assert(HasBit(src_head->subtype, GVSF_VIRTUAL) == HasBit(src->subtype, GVSF_VIRTUAL)); Train *dst_head; if (dst != nullptr) { dst_head = dst->First(); assert(HasBit(dst_head->subtype, GVSF_VIRTUAL) == HasBit(dst->subtype, GVSF_VIRTUAL)); if (dst_head->tile != src_head->tile) return CMD_ERROR; /* Now deal with articulated part of destination wagon */ dst = dst->GetLastEnginePart(); } else { dst_head = nullptr; } if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT); /* When moving all wagons, we can't have the same src_head and dst_head */ if (move_chain && src_head == dst_head) return CommandCost(); /* When moving a multiheaded part to be place after itself, bail out. */ if (!move_chain && dst != nullptr && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost(); /* Check if all vehicles in the source train are stopped inside a depot. */ /* Do this check only if the vehicle to be moved is non-virtual */ if (!HasBit(p1, 21)) { if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT); } /* Check if all vehicles in the destination train are stopped inside a depot. */ /* Do this check only if the destination vehicle is non-virtual */ if (!HasBit(p1, 21)) { if (dst_head != nullptr && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT); } /* First make a backup of the order of the trains. That way we can do * whatever we want with the order and later on easily revert. */ TrainList original_src; TrainList original_dst; MakeTrainBackup(original_src, src_head); MakeTrainBackup(original_dst, dst_head); /* Also make backup of the original heads as ArrangeTrains can change them. * For the destination head we do not care if it is the same as the source * head because in that case it's just a copy. */ Train *original_src_head = src_head; Train *original_dst_head = (dst_head == src_head ? nullptr : dst_head); /* We want this information from before the rearrangement, but execute this after the validation. * original_src_head can't be nullptr; src is by definition != nullptr, so src_head can't be nullptr as * src->GetFirst() always yields non-nullptr, so eventually original_src_head != nullptr as well. */ bool original_src_head_front_engine = original_src_head->IsFrontEngine(); bool original_dst_head_front_engine = original_dst_head != nullptr && original_dst_head->IsFrontEngine(); /* (Re)arrange the trains in the wanted arrangement. */ ArrangeTrains(&dst_head, dst, &src_head, src, move_chain); if ((flags & DC_AUTOREPLACE) == 0) { /* If the autoreplace flag is set we do not need to test for the validity * because we are going to revert the train to its original state. As we * assume the original state was correct autoreplace can skip this. */ CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true); if (ret.Failed()) { /* Restore the train we had. */ RestoreTrainBackup(original_src); RestoreTrainBackup(original_dst); return check_on_failure(ret); } } /* do it? */ if (flags & DC_EXEC) { /* Remove old heads from the statistics */ if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1); if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1); /* First normalise the sub types of the chains. */ NormaliseSubtypes(src_head); NormaliseSubtypes(dst_head); /* There are 14 different cases: * 1) front engine gets moved to a new train, it stays a front engine. * a) the 'next' part is a wagon that becomes a free wagon chain. * b) the 'next' part is an engine that becomes a front engine. * c) there is no 'next' part, nothing else happens * 2) front engine gets moved to another train, it is not a front engine anymore * a) the 'next' part is a wagon that becomes a free wagon chain. * b) the 'next' part is an engine that becomes a front engine. * c) there is no 'next' part, nothing else happens * 3) front engine gets moved to later in the current train, it is not a front engine anymore. * a) the 'next' part is a wagon that becomes a free wagon chain. * b) the 'next' part is an engine that becomes a front engine. * 4) free wagon gets moved * a) the 'next' part is a wagon that becomes a free wagon chain. * b) the 'next' part is an engine that becomes a front engine. * c) there is no 'next' part, nothing else happens * 5) non front engine gets moved and becomes a new train, nothing else happens * 6) non front engine gets moved within a train / to another train, nothing happens * 7) wagon gets moved, nothing happens */ if (src == original_src_head && src->IsEngine() && (!src->IsFrontEngine() || new_head)) { /* Cases #2 and #3: the front engine gets trashed. */ DeleteWindowById(WC_VEHICLE_VIEW, src->index); DeleteWindowById(WC_VEHICLE_ORDERS, src->index); DeleteWindowById(WC_VEHICLE_REFIT, src->index); DeleteWindowById(WC_VEHICLE_DETAILS, src->index); DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index); DeleteNewGRFInspectWindow(GSF_TRAINS, src->index); SetWindowDirty(WC_COMPANY, _current_company); /* Delete orders, group stuff and the unit number as we're not the * front of any vehicle anymore. */ DeleteVehicleOrders(src); RemoveVehicleFromGroup(src); src->unitnumber = 0; if (HasBit(src->flags, VRF_HAVE_SLOT)) { TraceRestrictRemoveVehicleFromAllSlots(src->index); ClrBit(src->flags, VRF_HAVE_SLOT); } OrderBackup::ClearVehicle(src); } /* We weren't a front engine but are becoming one. So * we should be put in the default group. */ if ((original_src_head != src || new_head) && dst_head == src) { SetTrainGroupID(src, DEFAULT_GROUP); SetWindowDirty(WC_COMPANY, _current_company); } /* Add new heads to statistics */ if (src_head != nullptr && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1); if (dst_head != nullptr && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1); /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */ NormaliseTrainHead(src_head); NormaliseTrainHead(dst_head); if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) { CheckCargoCapacity(src_head); CheckCargoCapacity(dst_head); } if (src_head != nullptr) { src_head->last_loading_station = INVALID_STATION; ClrBit(src_head->vehicle_flags, VF_LAST_LOAD_ST_SEP); } if (dst_head != nullptr) { dst_head->last_loading_station = INVALID_STATION; ClrBit(dst_head->vehicle_flags, VF_LAST_LOAD_ST_SEP); } if (src_head != nullptr) src_head->First()->MarkDirty(); if (dst_head != nullptr) dst_head->First()->MarkDirty(); /* We are undoubtedly changing something in the depot and train list. */ /* But only if the moved vehicle is not virtual */ if (!HasBit(src->subtype, GVSF_VIRTUAL)) { InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile); InvalidateWindowClassesData(WC_TRAINS_LIST, 0); InvalidateWindowClassesData(WC_TRACE_RESTRICT_SLOTS, 0); InvalidateWindowClassesData(WC_DEPARTURES_BOARD, 0); } } else { /* We don't want to execute what we're just tried. */ RestoreTrainBackup(original_src); RestoreTrainBackup(original_dst); } InvalidateVehicleTickCaches(); return CommandCost(); } /** * Sell a (single) train wagon/engine. * @param flags type of operation * @param t the train wagon to sell * @param data the selling mode * - data = 0: only sell the single dragged wagon/engine (and any belonging rear-engines) * - data = 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 * @param user the user for the order backup. * @return the cost of this operation or an error */ CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user) { /* Sell a chain of vehicles or not? */ bool sell_chain = HasBit(data, 0); Train *v = Train::From(t)->GetFirstEnginePart(); Train *first = v->First(); if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT); /* First make a backup of the order of the train. That way we can do * whatever we want with the order and later on easily revert. */ TrainList original; MakeTrainBackup(original, first); /* We need to keep track of the new head and the head of what we're going to sell. */ Train *new_head = first; Train *sell_head = nullptr; /* Split the train in the wanted way. */ ArrangeTrains(&sell_head, nullptr, &new_head, v, sell_chain); /* We don't need to validate the second train; it's going to be sold. */ CommandCost ret = ValidateTrains(nullptr, nullptr, first, new_head, (flags & DC_AUTOREPLACE) == 0); if (ret.Failed()) { /* Restore the train we had. */ RestoreTrainBackup(original); return ret; } if (first->orders.list == nullptr && !OrderList::CanAllocateItem()) { /* Restore the train we had. */ RestoreTrainBackup(original); return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS); } CommandCost cost(EXPENSES_NEW_VEHICLES); for (Train *t = sell_head; t != nullptr; t = t->Next()) cost.AddCost(-t->value); /* do it? */ if (flags & DC_EXEC) { /* First normalise the sub types of the chain. */ NormaliseSubtypes(new_head); if (v == first && v->IsEngine() && !sell_chain && new_head != nullptr && new_head->IsFrontEngine()) { /* We are selling the front engine. In this case we want to * 'give' the order, unit number and such to the new head. */ new_head->orders.list = first->orders.list; new_head->AddToShared(first); DeleteVehicleOrders(first); /* Copy other important data from the front engine */ new_head->CopyVehicleConfigAndStatistics(first); new_head->speed_restriction = first->speed_restriction; GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) { OrderBackup::Backup(v, user); } /* We need to update the information about the train. */ NormaliseTrainHead(new_head); /* We are undoubtedly changing something in the depot and train list. */ /* Unless its a virtual train */ if (!HasBit(v->subtype, GVSF_VIRTUAL)) { InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); InvalidateWindowClassesData(WC_TRAINS_LIST, 0); InvalidateWindowClassesData(WC_TRACE_RESTRICT_SLOTS, 0); InvalidateWindowClassesData(WC_DEPARTURES_BOARD, 0); } /* Actually delete the sold 'goods' */ delete sell_head; } else { /* We don't want to execute what we're just tried. */ RestoreTrainBackup(original); } return cost; } void Train::UpdateDeltaXY() { /* Set common defaults. */ this->x_offs = -1; this->y_offs = -1; this->x_extent = 3; this->y_extent = 3; this->z_extent = 6; this->x_bb_offs = 0; this->y_bb_offs = 0; if (!IsDiagonalDirection(this->direction)) { static const int _sign_table[] = { /* x, y */ -1, -1, // DIR_N -1, 1, // DIR_E 1, 1, // DIR_S 1, -1, // DIR_W }; int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2; /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */ this->x_offs -= half_shorten * _sign_table[this->direction]; this->y_offs -= half_shorten * _sign_table[this->direction + 1]; this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction]; this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1]; } else { switch (this->direction) { /* Shorten southern corner of the bounding box according the vehicle length * and center the bounding box on the vehicle. */ case DIR_NE: this->x_offs = 1 - (this->gcache.cached_veh_length + 1) / 2; this->x_extent = this->gcache.cached_veh_length - 1; this->x_bb_offs = -1; break; case DIR_NW: this->y_offs = 1 - (this->gcache.cached_veh_length + 1) / 2; this->y_extent = this->gcache.cached_veh_length - 1; this->y_bb_offs = -1; break; /* Move northern corner of the bounding box down according to vehicle length * and center the bounding box on the vehicle. */ case DIR_SW: this->x_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH; this->x_extent = VEHICLE_LENGTH - 1; this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1; break; case DIR_SE: this->y_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH; this->y_extent = VEHICLE_LENGTH - 1; this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1; break; default: NOT_REACHED(); } } } /** * Mark a train as stuck and stop it if it isn't stopped right now. * @param v %Train to mark as being stuck. */ static void MarkTrainAsStuck(Train *v, bool waiting_restriction = false) { if (!HasBit(v->flags, VRF_TRAIN_STUCK)) { /* It is the first time the problem occurred, set the "train stuck" flag. */ SetBit(v->flags, VRF_TRAIN_STUCK); SB(v->flags, VRF_WAITING_RESTRICTION, 1, waiting_restriction ? 1 : 0); v->wait_counter = 0; /* Stop train */ v->cur_speed = 0; v->subspeed = 0; v->SetLastSpeed(); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } else if (waiting_restriction != HasBit(v->flags, VRF_WAITING_RESTRICTION)) { ToggleBit(v->flags, VRF_WAITING_RESTRICTION); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } } /** * Swap the two up/down flags in two ways: * - Swap values of \a swap_flag1 and \a swap_flag2, and * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa. * @param[in,out] swap_flag1 First train flag. * @param[in,out] swap_flag2 Second train flag. */ static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2) { uint16 flag1 = *swap_flag1; uint16 flag2 = *swap_flag2; /* Clear the flags */ ClrBit(*swap_flag1, GVF_GOINGUP_BIT); ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT); ClrBit(*swap_flag1, GVF_CHUNNEL_BIT); ClrBit(*swap_flag2, GVF_GOINGUP_BIT); ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT); ClrBit(*swap_flag2, GVF_CHUNNEL_BIT); /* Reverse the rail-flags (if needed) */ if (HasBit(flag1, GVF_GOINGUP_BIT)) { SetBit(*swap_flag2, GVF_GOINGDOWN_BIT); } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) { SetBit(*swap_flag2, GVF_GOINGUP_BIT); } if (HasBit(flag2, GVF_GOINGUP_BIT)) { SetBit(*swap_flag1, GVF_GOINGDOWN_BIT); } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) { SetBit(*swap_flag1, GVF_GOINGUP_BIT); } if (HasBit(flag1, GVF_CHUNNEL_BIT)) { SetBit(*swap_flag2, GVF_CHUNNEL_BIT); } if (HasBit(flag2, GVF_CHUNNEL_BIT)) { SetBit(*swap_flag1, GVF_CHUNNEL_BIT); } } /** * Updates some variables after swapping the vehicle. * @param v swapped vehicle */ static void UpdateStatusAfterSwap(Train *v) { v->InvalidateImageCache(); /* Reverse the direction. */ if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction); v->UpdateIsDrawn(); /* Call the proper EnterTile function unless we are in a wormhole. */ if (!(v->track & TRACK_BIT_WORMHOLE)) { VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos); } else { /* VehicleEnter_TunnelBridge() may set TRACK_BIT_WORMHOLE when the vehicle * is on the last bit of the bridge head (frame == TILE_SIZE - 1). * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE, * when we shouldn't have. Check if this is the case. */ TileIndex vt = TileVirtXY(v->x_pos, v->y_pos); if (IsTileType(vt, MP_TUNNELBRIDGE)) { VehicleEnterTile(v, vt, v->x_pos, v->y_pos); if (!(v->track & TRACK_BIT_WORMHOLE) && IsBridgeTile(v->tile)) { /* We have just left the wormhole, possibly set the * "goingdown" bit. UpdateInclination() can be used * because we are at the border of the tile. */ v->UpdatePosition(); v->UpdateInclination(true, true); return; } } } v->UpdatePosition(); if (v->track & TRACK_BIT_WORMHOLE) v->UpdateInclination(false, false, true); v->UpdateViewport(true, true); } /** * Swap vehicles \a l and \a r in consist \a v, and reverse their direction. * @param v Consist to change. * @param l %Vehicle index in the consist of the first vehicle. * @param r %Vehicle index in the consist of the second vehicle. */ void ReverseTrainSwapVeh(Train *v, int l, int r) { Train *a, *b; /* locate vehicles to swap */ for (a = v; l != 0; l--) a = a->Next(); for (b = v; r != 0; r--) b = b->Next(); if (a != b) { /* swap the hidden bits */ { uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN); b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN); a->vehstatus = tmp; } Swap(a->track, b->track); Swap(a->direction, b->direction); Swap(a->x_pos, b->x_pos); Swap(a->y_pos, b->y_pos); Swap(a->tile, b->tile); Swap(a->z_pos, b->z_pos); SwapTrainFlags(&a->gv_flags, &b->gv_flags); UpdateStatusAfterSwap(a); UpdateStatusAfterSwap(b); } else { /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT. * This is a little bit redundant way, a->gv_flags will * be (re)set twice, but it reduces code duplication */ SwapTrainFlags(&a->gv_flags, &a->gv_flags); UpdateStatusAfterSwap(a); } } /** * Check if the vehicle is a train * @param v vehicle on tile * @return v if it is a train, nullptr otherwise */ static Vehicle *TrainOnTileEnum(Vehicle *v, void *) { return v; } /** * Checks if a train is approaching a rail-road crossing * @param v vehicle on tile * @param data tile with crossing we are testing * @return v if it is approaching a crossing, nullptr otherwise */ static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data) { if ((v->vehstatus & VS_CRASHED)) return nullptr; Train *t = Train::From(v); if (!t->IsFrontEngine()) return nullptr; TileIndex tile = (TileIndex) reinterpret_cast(data); if (TrainApproachingCrossingTile(t) != tile) return nullptr; return t; } /** * Finds a vehicle approaching rail-road crossing * @param tile tile to test * @return true if a vehicle is approaching the crossing * @pre tile is a rail-road crossing */ static bool TrainApproachingCrossing(TileIndex tile) { assert_tile(IsLevelCrossingTile(tile), tile); DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile)); TileIndex tile_from = tile + TileOffsByDiagDir(dir); if (HasVehicleOnPos(tile_from, VEH_TRAIN, reinterpret_cast(tile), &TrainApproachingCrossingEnum)) return true; dir = ReverseDiagDir(dir); tile_from = tile + TileOffsByDiagDir(dir); return HasVehicleOnPos(tile_from, VEH_TRAIN, reinterpret_cast(tile), &TrainApproachingCrossingEnum); } /** Check if the crossing should be closed * @return train on crossing || train approaching crossing || reserved */ static inline bool CheckLevelCrossing(TileIndex tile) { /* reserved || train on crossing || train approaching crossing */ return HasCrossingReservation(tile) || HasVehicleOnPos(tile, VEH_TRAIN, nullptr, &TrainOnTileEnum) || TrainApproachingCrossing(tile); } /** * Sets correct crossing state * @param tile tile to update * @param sound should we play sound? * @param is_forced force set the crossing state to that of forced_state * @param forced_state the crossing state to set when using is_forced * @pre tile is a rail-road crossing */ static void UpdateLevelCrossingTile(TileIndex tile, bool sound, bool is_forced, bool forced_state) { assert_tile(IsLevelCrossingTile(tile), tile); bool new_state; if (is_forced) { new_state = forced_state; } else { new_state = CheckLevelCrossing(tile); } if (new_state != IsCrossingBarred(tile)) { if (new_state && sound) { if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile); } SetCrossingBarred(tile, new_state); MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE); } } /** * Cycles the adjacent crossings and sets their state * @param tile tile to update * @param sound should we play sound? * @param force_close force close the crossing */ void UpdateLevelCrossing(TileIndex tile, bool sound, bool force_close) { bool forced_state = force_close; if (!IsLevelCrossingTile(tile)) return; const Axis axis = GetCrossingRoadAxis(tile); const DiagDirection dir = AxisToDiagDir(axis); const DiagDirection reverse_dir = ReverseDiagDir(dir); const bool adjacent_crossings = _settings_game.vehicle.adjacent_crossings; if (adjacent_crossings) { for (TileIndex t = tile; !forced_state && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) { forced_state |= CheckLevelCrossing(t); } for (TileIndex t = TileAddByDiagDir(tile, reverse_dir); !forced_state && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, reverse_dir)) { forced_state |= CheckLevelCrossing(t); } } UpdateLevelCrossingTile(tile, sound, adjacent_crossings || force_close, forced_state); for (TileIndex t = TileAddByDiagDir(tile, dir); IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) { UpdateLevelCrossingTile(t, sound, adjacent_crossings, forced_state); } for (TileIndex t = TileAddByDiagDir(tile, reverse_dir); IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, reverse_dir)) { UpdateLevelCrossingTile(t, sound, adjacent_crossings, forced_state); } } /** * Check if the level crossing is occupied by road vehicle(s). * @param t The tile to query. * @pre IsLevelCrossing(t) * @return True if the level crossing is marked as occupied. */ bool IsCrossingOccupiedByRoadVehicle(TileIndex t) { if (!IsCrossingPossiblyOccupiedByRoadVehicle(t)) return false; const bool occupied = EnsureNoRoadVehicleOnGround(t).Failed(); SetCrossingOccupiedByRoadVehicle(t, occupied); return occupied; } /** * 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)) { UpdateLevelCrossing(tile, true, true); } } /** * Advances wagons for train reversing, needed for variable length wagons. * This one is called before the train is reversed. * @param v First vehicle in chain */ static void AdvanceWagonsBeforeSwap(Train *v) { Train *base = v; Train *first = base; // first vehicle to move Train *last = v->Last(); // last vehicle to move uint length = CountVehiclesInChain(v); while (length > 2) { last = last->Previous(); first = first->Next(); int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset(); /* do not update images now * negative differential will be handled in AdvanceWagonsAfterSwap() */ for (int i = 0; i < differential; i++) TrainController(first, last->Next()); base = first; // == base->Next() length -= 2; } } /** * Advances wagons for train reversing, needed for variable length wagons. * This one is called after the train is reversed. * @param v First vehicle in chain */ static void AdvanceWagonsAfterSwap(Train *v) { /* first of all, fix the situation when the train was entering a depot */ Train *dep = v; // last vehicle in front of just left depot while (dep->Next() != nullptr && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) { dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot } Train *leave = dep->Next(); // first vehicle in a depot we are leaving now if (leave != nullptr) { /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */ int d = TicksToLeaveDepot(dep); if (d <= 0) { leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile)); for (int i = 0; i >= d; i--) TrainController(leave, nullptr); // maybe move it, and maybe let another wagon leave } } else { dep = nullptr; // no vehicle in a depot, so no vehicle leaving a depot } Train *base = v; Train *first = base; // first vehicle to move Train *last = v->Last(); // last vehicle to move uint length = CountVehiclesInChain(v); /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly * they have already correct spacing, so we have to make sure they are moved how they should */ bool nomove = (dep == nullptr); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately. while (length > 2) { /* we reached vehicle (originally) in front of a depot, stop now * (we would move wagons that are already moved with new wagon length). */ if (base == dep) break; /* the last wagon was that one leaving a depot, so do not move it anymore */ if (last == dep) nomove = true; last = last->Previous(); first = first->Next(); int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset(); /* do not update images now */ for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : nullptr)); base = first; // == base->Next() length -= 2; } } /** * Turn a train around. * @param v %Train to turn around. */ void ReverseTrainDirection(Train *v) { if (IsRailDepotTile(v->tile)) { InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); } if (_local_company == v->owner && (v->current_order.IsType(OT_LOADING_ADVANCE) || HasBit(v->flags, VRF_BEYOND_PLATFORM_END))) { SetDParam(0, v->index); SetDParam(1, v->current_order.GetDestination()); AddNewsItem(STR_VEHICLE_LOAD_THROUGH_ABORTED_INSUFFICIENT_TRACK, NT_ADVICE, NF_INCOLOUR | NF_SMALL | NF_VEHICLE_PARAM0, NR_VEHICLE, v->index, NR_STATION, v->current_order.GetDestination()); } if (v->current_order.IsType(OT_LOADING_ADVANCE)) { v->LeaveStation(); /* Only advance to next order if we are loading at the current one */ const Order *order = v->GetOrder(v->cur_implicit_order_index); if (order != nullptr && order->IsType(OT_GOTO_STATION) && order->GetDestination() == v->last_station_visited) { v->IncrementImplicitOrderIndex(); } } for (Train *u = v; u != nullptr; u = u->Next()) { ClrBit(u->flags, VRF_BEYOND_PLATFORM_END); ClrBit(u->flags, VRF_NOT_YET_IN_PLATFORM); } v->reverse_distance = 0; /* Clear path reservation in front if train is not stuck. */ if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v); std::vector re_reserve_trains; { /* Temporarily clear and restore reservations to bidi tunnel/bridge entrances when reversing train inside, * to avoid outgoing and incoming reservations becoming merged */ auto find_train_reservations = [&re_reserve_trains, &v](TileIndex tile) { TrackBits reserved = GetAcrossTunnelBridgeReservationTrackBits(tile); Track track; while ((track = RemoveFirstTrack(&reserved)) != INVALID_TRACK) { Train *res_train = GetTrainForReservation(tile, track); if (res_train != nullptr && res_train != v) { FreeTrainTrackReservation(res_train); re_reserve_trains.push_back(res_train); } } }; if (IsTunnelBridgeWithSignalSimulation(v->tile) && IsTunnelBridgeSignalSimulationBidirectional(v->tile)) { find_train_reservations(v->tile); find_train_reservations(GetOtherTunnelBridgeEnd(v->tile)); } Train *last = v->Last(); if (IsTunnelBridgeWithSignalSimulation(last->tile) && IsTunnelBridgeSignalSimulationBidirectional(last->tile)) { find_train_reservations(last->tile); find_train_reservations(GetOtherTunnelBridgeEnd(last->tile)); } } if ((v->track & TRACK_BIT_WORMHOLE) && IsTunnelBridgeWithSignalSimulation(v->tile)) { /* Clear exit tile reservation if train was on approach to exit and had reserved it */ Axis axis = DiagDirToAxis(GetTunnelBridgeDirection(v->tile)); DiagDirection axial_dir = DirToDiagDirAlongAxis(v->direction, axis); TileIndex next_tile = TileVirtXY(v->x_pos, v->y_pos) + TileOffsByDiagDir(axial_dir); if (next_tile == v->tile || next_tile == GetOtherTunnelBridgeEnd(v->tile)) { Trackdir exit_td = TrackEnterdirToTrackdir(FindFirstTrack(GetAcrossTunnelBridgeTrackBits(next_tile)), ReverseDiagDir(GetTunnelBridgeDirection(next_tile))); CFollowTrackRail ft(GetTileOwner(next_tile), GetRailTypeInfo(v->railtype)->all_compatible_railtypes); if (ft.Follow(next_tile, exit_td)) { TrackdirBits reserved = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(ft.m_new_tile)); if (reserved == TRACKDIR_BIT_NONE) { UnreserveBridgeTunnelTile(next_tile); MarkTileDirtyByTile(next_tile, VMDF_NOT_MAP_MODE); } } else { UnreserveBridgeTunnelTile(next_tile); MarkTileDirtyByTile(next_tile, VMDF_NOT_MAP_MODE); } } } /* 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); ClrBit(v->vcache.cached_veh_flags, VCF_GV_ZERO_SLOPE_RESIST); if (IsRailDepotTile(v->tile)) { InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); } ToggleBit(v->flags, VRF_TOGGLE_REVERSE); ClrBit(v->flags, VRF_REVERSING); /* recalculate cached data */ v->ConsistChanged(CCF_TRACK); /* update all images */ for (Train *u = v; u != nullptr; u = u->Next()) u->UpdateViewport(false, false); /* update crossing we were approaching */ if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing); /* maybe we are approaching crossing now, after reversal */ crossing = TrainApproachingCrossingTile(v); if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing); for (uint i = 0; i < re_reserve_trains.size(); ++i) { TryPathReserve(re_reserve_trains[i], true); } if (HasBit(v->flags, VRF_PENDING_SPEED_RESTRICTION)) { auto range = pending_speed_restriction_change_map.equal_range(v->index); for (auto it = range.first; it != range.second;) { it->second.distance = (v->gcache.cached_total_length + (HasBit(it->second.flags, PSRCF_DIAGONAL) ? 8 : 4)) - it->second.distance; if (it->second.distance == 0) { v->speed_restriction = it->second.prev_speed; it = pending_speed_restriction_change_map.erase(it); } else { std::swap(it->second.prev_speed, it->second.new_speed); ++it; } } } /* If we are inside a depot after reversing, don't bother with path reserving. */ if (v->track == TRACK_BIT_DEPOT) { /* Can't be stuck here as inside a depot is always a safe tile. */ if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); ClrBit(v->flags, VRF_TRAIN_STUCK); return; } auto update_check_tunnel_bridge_signal_counters = [](Train *t) { if (!(t->track & TRACK_BIT_WORMHOLE)) { /* Not in wormhole, clear counters */ t->wait_counter = 0; t->tunnel_bridge_signal_num = 0; return; } DiagDirection tb_dir = GetTunnelBridgeDirection(t->tile); if (DirToDiagDirAlongAxis(t->direction, DiagDirToAxis(tb_dir)) == tb_dir) { /* Now going in correct direction, fix counters */ const uint simulated_wormhole_signals = GetTunnelBridgeSignalSimulationSpacing(t->tile); const uint delta = DistanceManhattan(t->tile, TileVirtXY(t->x_pos, t->y_pos)); t->wait_counter = TILE_SIZE * ((simulated_wormhole_signals - 1) - (delta % simulated_wormhole_signals)); t->tunnel_bridge_signal_num = delta / simulated_wormhole_signals; } else { /* Now going in wrong direction, all bets are off. * Prevent setting the wrong signals by making wait_counter a non-integer multiple of TILE_SIZE. * Use a huge value so that the train will reverse again if there is another vehicle coming the other way. */ t->wait_counter = static_cast(-(TILE_SIZE / 2)); t->tunnel_bridge_signal_num = 0; } }; Train *last = v->Last(); if (IsTunnelBridgeWithSignalSimulation(last->tile) && IsTunnelBridgeSignalSimulationEntrance(last->tile)) { update_check_tunnel_bridge_signal_counters(last); } /* We are inside tunnel/bridge with signals, reversing will close the entrance. */ if (IsTunnelBridgeWithSignalSimulation(v->tile) && IsTunnelBridgeSignalSimulationEntrance(v->tile)) { /* Flip signal on tunnel entrance tile red. */ SetTunnelBridgeEntranceSignalState(v->tile, SIGNAL_STATE_RED); MarkTileDirtyByTile(v->tile, VMDF_NOT_MAP_MODE); update_check_tunnel_bridge_signal_counters(v); return; } /* VehicleExitDir does not always produce the desired dir for depots and * tunnels/bridges that is needed for UpdateSignalsOnSegment. */ DiagDirection dir = VehicleExitDir(v->direction, v->track); if (IsRailDepotTile(v->tile) || (IsTileType(v->tile, MP_TUNNELBRIDGE) && (v->track & TRACK_BIT_WORMHOLE || dir == GetTunnelBridgeDirection(v->tile)))) dir = INVALID_DIAGDIR; if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) { /* If we are currently on a tile with conventional signals, we can't treat the * current tile as a safe tile or we would enter a PBS block without a reservation. */ bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) && !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track)))); /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */ if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false; if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true); if (TryPathReserve(v, false, first_tile_okay)) { /* Do a look-ahead now in case our current tile was already a safe tile. */ CheckNextTrainTile(v); } else if (v->current_order.GetType() != OT_LOADING) { /* Do not wait for a way out when we're still loading */ MarkTrainAsStuck(v); } } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) { /* A train not inside a PBS block can't be stuck. */ ClrBit(v->flags, VRF_TRAIN_STUCK); v->wait_counter = 0; } } /** * Reverse train. * @param 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) * @param text unused * @return the cost of this operation or an error */ CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { Train *v = Train::GetIfValid(p1); if (v == nullptr) return CMD_ERROR; CommandCost ret = CheckOwnership(v->owner); if (ret.Failed()) return ret; if (p2 != 0) { /* turn a single unit around */ if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) { return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS); } if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS) && !_settings_game.vehicle.flip_direction_all_trains) return CMD_ERROR; Train *front = v->First(); /* make sure the vehicle is stopped in the depot */ if (!front->IsStoppedInDepot() && !front->IsVirtual()) { return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT); } if (flags & DC_EXEC) { ToggleBit(v->flags, VRF_REVERSE_DIRECTION); front->ConsistChanged(CCF_ARRANGE); SetWindowDirty(WC_VEHICLE_DEPOT, front->tile); SetWindowDirty(WC_VEHICLE_DETAILS, front->index); SetWindowDirty(WC_VEHICLE_VIEW, front->index); DirtyVehicleListWindowForVehicle(front); } } else { /* turn the whole train around */ if ((v->vehstatus & VS_CRASHED) || HasBit(v->flags, VRF_BREAKDOWN_STOPPED)) return CMD_ERROR; if (flags & DC_EXEC) { /* Properly leave the station if we are loading and won't be loading anymore */ if (v->current_order.IsAnyLoadingType()) { const Vehicle *last = v; while (last->Next() != nullptr) last = last->Next(); /* not a station || different station --> leave the station */ if (!IsTileType(last->tile, MP_STATION) || !IsTileType(v->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile) || HasBit(v->flags, VRF_BEYOND_PLATFORM_END) || v->current_order.IsType(OT_LOADING_ADVANCE)) { v->LeaveStation(); } } /* We cancel any 'skip signal at dangers' here */ v->force_proceed = TFP_NONE; SetWindowDirty(WC_VEHICLE_VIEW, v->index); if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) { ToggleBit(v->flags, VRF_REVERSING); } else { v->cur_speed = 0; v->SetLastSpeed(); HideFillingPercent(&v->fill_percent_te_id); ReverseTrainDirection(v); } } } 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 * @param text unused * @return the cost of this operation or an error */ CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { Train *t = Train::GetIfValid(p1); if (t == nullptr) return CMD_ERROR; if (!t->IsPrimaryVehicle()) return CMD_ERROR; CommandCost ret = CheckVehicleControlAllowed(t); if (ret.Failed()) return ret; if (flags & DC_EXEC) { /* If we are forced to proceed, cancel that order. * If we are marked stuck we would want to force the train * to proceed to the next signal. In the other cases we * would like to pass the signal at danger and run till the * next signal we encounter. */ t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL; SetWindowDirty(WC_VEHICLE_VIEW, t->index); } return CommandCost(); } /** * Try to find a depot nearby. * @param v %Train that wants a depot. * @param max_distance Maximal search distance. * @return Information where the closest train depot is located. * @pre The given vehicle must not be crashed! */ static FindDepotData FindClosestTrainDepot(Train *v, int max_distance) { assert(!(v->vehstatus & VS_CRASHED)); if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0); PBSTileInfo origin = FollowTrainReservation(v); if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0); switch (_settings_game.pf.pathfinder_for_trains) { case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance); case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance); default: NOT_REACHED(); } } /** * Locate the closest depot for this consist, and return the information to the caller. * @param[out] location If not \c nullptr and a depot is found, store its location in the given address. * @param[out] destination If not \c nullptr and a depot is found, store its index in the given address. * @param[out] reverse If not \c nullptr and a depot is found, store reversal information in the given address. * @return A depot has been found. */ bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse) { FindDepotData tfdd = FindClosestTrainDepot(this, 0); if (tfdd.best_length == UINT_MAX) return false; if (location != nullptr) *location = tfdd.tile; if (destination != nullptr) *destination = GetDepotIndex(tfdd.tile); if (reverse != nullptr) *reverse = tfdd.reverse; return true; } /** Play a sound for a train leaving the station. */ 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. * @param v %Train that needs its path extended. */ static void CheckNextTrainTile(Train *v) { /* Don't do any look-ahead if path_backoff_interval is 255. */ if (_settings_game.pf.path_backoff_interval == 255) return; /* Exit if we are inside a depot. */ if (v->track == TRACK_BIT_DEPOT) return; /* Exit if we are on a station tile and are going to stop. */ if (HasStationTileRail(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile), IsRailWaypoint(v->tile))) return; switch (v->current_order.GetType()) { /* Exit if we reached our destination depot. */ case OT_GOTO_DEPOT: if (v->tile == v->dest_tile) return; break; case OT_GOTO_WAYPOINT: /* If we reached our waypoint, make sure we see that. */ if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v); break; case OT_NOTHING: case OT_LEAVESTATION: case OT_LOADING: /* Exit if the current order doesn't have a destination, but the train has orders. */ if (v->GetNumOrders() > 0) return; break; default: break; } Trackdir td = v->GetVehicleTrackdir(); /* On a tile with a red non-pbs signal, don't look ahead. */ if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) && !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) && GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return; CFollowTrackRail ft(v); if (!ft.Follow(v->tile, td)) return; if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) { /* Next tile is not reserved. */ if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) { if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) { /* If the next tile is a PBS signal, try to make a reservation. */ TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits); if (ft.m_tiles_skipped == 0 && Rail90DegTurnDisallowedTilesFromTrackdir(ft.m_old_tile, ft.m_new_tile, ft.m_old_td)) { tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td)); } ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, nullptr, false); } } } } /** * Will the train stay in the depot the next tick? * @param v %Train to check. * @return True if it stays in the depot, false otherwise. */ static bool CheckTrainStayInDepot(Train *v) { /* bail out if not all wagons are in the same depot or not in a depot at all */ for (const Train *u = v; u != nullptr; u = u->Next()) { if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false; } /* if the train got no power, then keep it in the depot */ if (v->gcache.cached_power == 0) { v->vehstatus |= VS_STOPPED; SetWindowDirty(WC_VEHICLE_DEPOT, v->tile); return true; } if (v->current_order.IsWaitTimetabled()) { v->HandleWaiting(false); } if (v->current_order.IsType(OT_WAITING)) { return true; } if (v->reverse_distance > 0) { v->reverse_distance--; if (v->reverse_distance == 0) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); return true; } SigSegState seg_state; if (v->force_proceed == TFP_NONE) { /* force proceed was not pressed */ if (++v->wait_counter < 37) { return true; } v->wait_counter = 0; seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner); if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) { /* Full and no PBS signal in block or depot reserved, can't exit. */ return true; } } else { seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner); } /* We are leaving a depot, but have to go to the exact same one; re-enter. */ if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) { /* Service when depot has no reservation. */ if (!HasDepotReservation(v->tile)) VehicleEnterDepot(v); return true; } if (_settings_game.pf.pathfinder_for_trains == VPF_YAPF && _settings_game.vehicle.drive_through_train_depot) { const TileIndex depot_tile = v->tile; const DiagDirection depot_dir = GetRailDepotDirection(depot_tile); const DiagDirection behind_depot_dir = ReverseDiagDir(depot_dir); const int depot_z = GetTileMaxZ(depot_tile); const TileIndexDiffC tile_diff = TileIndexDiffCByDiagDir(behind_depot_dir); TileIndex behind_depot_tile = depot_tile; uint skipped = 0; while (true) { TileIndex tile = AddTileIndexDiffCWrap(behind_depot_tile, tile_diff); if (tile == INVALID_TILE) break; if (!IsRailDepotTile(tile)) break; DiagDirection dir = GetRailDepotDirection(tile); if (dir != depot_dir && dir != behind_depot_dir) break; if (!HasBit(v->compatible_railtypes, GetRailType(tile))) break; if (GetTileMaxZ(tile) != depot_z) break; behind_depot_tile = tile; skipped++; } if (skipped > 0 && GetRailDepotDirection(behind_depot_tile) == behind_depot_dir && YapfTrainCheckDepotReverse(v, depot_tile, behind_depot_tile)) { Direction direction = DiagDirToDir(behind_depot_dir); int x = TileX(behind_depot_tile) * TILE_SIZE | _vehicle_initial_x_fract[behind_depot_dir]; int y = TileY(behind_depot_tile) * TILE_SIZE | _vehicle_initial_y_fract[behind_depot_dir]; if (v->gcache.cached_total_length < skipped * TILE_SIZE) { int delta = (skipped * TILE_SIZE) - v->gcache.cached_total_length; int speed = max(1, v->GetCurrentMaxSpeed()); v->reverse_distance = (1 + (((192 * 3 / 2) * delta) / speed)); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } for (Train *u = v; u != nullptr; u = u->Next()) { u->tile = behind_depot_tile; u->direction = direction; u->x_pos = x; u->y_pos = y; } InvalidateWindowData(WC_VEHICLE_DEPOT, depot_tile); InvalidateWindowData(WC_VEHICLE_DEPOT, behind_depot_tile); return true; } } /* Only leave when we can reserve a path to our destination. */ if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) { /* No path and no force proceed. */ MarkTrainAsStuck(v); return true; } SetDepotReservation(v->tile, true); if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile, VMDF_NOT_MAP_MODE); VehicleServiceInDepot(v); DirtyVehicleListWindowForVehicle(v); v->PlayLeaveStationSound(); v->track = TRACK_BIT_X; if (v->direction & 2) v->track = TRACK_BIT_Y; v->vehstatus &= ~VS_HIDDEN; v->UpdateIsDrawn(); v->cur_speed = 0; v->UpdateViewport(true, true); v->UpdatePosition(); UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner); v->UpdateAcceleration(); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); return false; } static int GetAndClearLastBridgeEntranceSetSignalIndex(TileIndex bridge_entrance) { uint16 m = _m[bridge_entrance].m2; if (m & BRIDGE_M2_SIGNAL_STATE_EXT_FLAG) { auto it = _long_bridge_signal_sim_map.find(bridge_entrance); if (it != _long_bridge_signal_sim_map.end()) { LongBridgeSignalStorage &lbss = it->second; size_t slot = lbss.signal_red_bits.size(); while (slot > 0) { slot--; uint64 &slot_bits = lbss.signal_red_bits[slot]; if (slot_bits) { uint8 i = FindLastBit(slot_bits); ClrBit(slot_bits, i); return 1 + BRIDGE_M2_SIGNAL_STATE_COUNT + (64 * slot) + i; } } } } uint16 m_masked = GB(m & (~BRIDGE_M2_SIGNAL_STATE_EXT_FLAG), BRIDGE_M2_SIGNAL_STATE_OFFSET, BRIDGE_M2_SIGNAL_STATE_FIELD_SIZE); if (m_masked) { uint8 i = FindLastBit(m_masked); ClrBit(_m[bridge_entrance].m2, BRIDGE_M2_SIGNAL_STATE_OFFSET + i); return 1 + i; } return 0; } static void HandleLastTunnelBridgeSignals(TileIndex tile, TileIndex end, DiagDirection dir, bool free) { if (IsBridge(end) && _m[end].m2 != 0) { /* Clearing last bridge signal. */ int signal_offset = GetAndClearLastBridgeEntranceSetSignalIndex(end); if (signal_offset) { TileIndex last_signal_tile = end + (TileOffsByDiagDir(dir) * GetTunnelBridgeSignalSimulationSpacing(tile) * signal_offset); MarkTileDirtyByTile(last_signal_tile, VMDF_NOT_MAP_MODE); } MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE); } if (free) { /* Open up the wormhole and clear m2. */ if (IsBridge(end)) { bool redraw = false; if (IsTunnelBridgeSignalSimulationEntrance(tile)) { redraw |= SetAllBridgeEntranceSimulatedSignalsGreen(tile); } if (IsTunnelBridgeSignalSimulationEntrance(end)) { redraw |= SetAllBridgeEntranceSimulatedSignalsGreen(end); } if (redraw) MarkBridgeDirty(tile, end, GetTunnelBridgeDirection(tile), GetBridgeHeight(tile), VMDF_NOT_MAP_MODE); } if (IsTunnelBridgeSignalSimulationEntrance(end) && GetTunnelBridgeEntranceSignalState(end) == SIGNAL_STATE_RED) { SetTunnelBridgeEntranceSignalState(end, SIGNAL_STATE_GREEN); MarkTileDirtyByTile(end, VMDF_NOT_MAP_MODE); } if (IsTunnelBridgeSignalSimulationEntrance(tile) && GetTunnelBridgeEntranceSignalState(tile) == SIGNAL_STATE_RED) { SetTunnelBridgeEntranceSignalState(tile, SIGNAL_STATE_GREEN); MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE); } } } static void UnreserveBridgeTunnelTile(TileIndex tile) { UnreserveAcrossRailTunnelBridge(tile); if (IsTunnelBridgeSignalSimulationExit(tile) && IsTunnelBridgePBS(tile)) SetTunnelBridgeExitSignalState(tile, SIGNAL_STATE_RED); } /** * Clear the reservation of \a tile that was just left by a wagon on \a track_dir. * @param v %Train owning the reservation. * @param tile Tile with reservation to clear. * @param track_dir Track direction to clear. * @param tunbridge_clear_unsignaled_other_end Whether to clear the far end of unsignalled tunnels/bridges. */ static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir, bool tunbridge_clear_unsignaled_other_end = false) { if (IsTileType(tile, MP_TUNNELBRIDGE)) { if (IsTrackAcrossTunnelBridge(tile, TrackdirToTrack(track_dir))) { UnreserveBridgeTunnelTile(tile); if (IsTunnelBridgeWithSignalSimulation(tile)) { /* Are we just leaving a tunnel/bridge? */ if (TrackdirExitsTunnelBridge(tile, track_dir)) { TileIndex end = GetOtherTunnelBridgeEnd(tile); bool free = TunnelBridgeIsFree(tile, end, v, true).Succeeded(); HandleLastTunnelBridgeSignals(tile, end, ReverseDiagDir(GetTunnelBridgeDirection(tile)), free); } } else if (tunbridge_clear_unsignaled_other_end) { TileIndex end = GetOtherTunnelBridgeEnd(tile); UnreserveAcrossRailTunnelBridge(end); if (_settings_client.gui.show_track_reservation) { MarkTileDirtyByTile(end, VMDF_NOT_MAP_MODE); } } if (_settings_client.gui.show_track_reservation) { MarkBridgeOrTunnelDirtyOnReservationChange(tile, VMDF_NOT_MAP_MODE); } } else { UnreserveRailTrack(tile, TrackdirToTrack(track_dir)); if (_settings_client.gui.show_track_reservation) { MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE); } } } else if (IsRailStationTile(tile)) { DiagDirection dir = TrackdirToExitdir(track_dir); TileIndex new_tile = TileAddByDiagDir(tile, dir); /* If the new tile is not a further tile of the same station, we * clear the reservation for the whole platform. */ if (!IsCompatibleTrainStationTile(new_tile, tile)) { SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false); } } else { /* Any other tile */ UnreserveRailTrack(tile, TrackdirToTrack(track_dir)); } } /** * Free the reserved path in front of a vehicle. * @param v %Train owning the reserved path. * @param origin %Tile to start clearing (if #INVALID_TILE, use the current tile of \a v). * @param orig_td Track direction (if #INVALID_TRACKDIR, use the track direction of \a v). */ void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td) { assert(v->IsFrontEngine()); if (origin == INVALID_TILE && v->track & TRACK_BIT_WORMHOLE && IsTunnelBridgeWithSignalSimulation(v->tile)) { Axis axis = DiagDirToAxis(GetTunnelBridgeDirection(v->tile)); DiagDirection axial_dir = DirToDiagDirAlongAxis(v->direction, axis); TileIndex next_tile = TileVirtXY(v->x_pos, v->y_pos) + TileOffsByDiagDir(axial_dir); if (next_tile == v->tile || next_tile == GetOtherTunnelBridgeEnd(v->tile)) { origin = next_tile; if (v->track == TRACK_BIT_WORMHOLE) { /* Train in tunnel or on bridge, so just use his direction and make an educated guess * given the track bits on the tunnel/bridge head tile. * If a reachable track piece is reserved, use that, otherwise use the first reachable track piece. */ TrackBits tracks = GetAcrossTunnelBridgeReservationTrackBits(next_tile); if (!tracks) tracks = GetAcrossTunnelBridgeTrackBits(next_tile); orig_td = ReverseTrackdir(TrackExitdirToTrackdir(FindFirstTrack(tracks), GetTunnelBridgeDirection(next_tile))); } else { orig_td = TrackDirectionToTrackdir(FindFirstTrack(v->track & TRACK_BIT_MASK), v->direction); } } } TileIndex tile = origin != INVALID_TILE ? origin : v->tile; Trackdir td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir(); bool free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)); StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION; /* Can't be holding a reservation if we enter a depot. */ if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return; if (v->track == TRACK_BIT_DEPOT) { /* Front engine is in a depot. We enter if some part is not in the depot. */ for (const Train *u = v; u != nullptr; u = u->Next()) { if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return; } } /* Don't free reservation if it's not ours. */ if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return; /* Do not attempt to unreserve out of a signalled tunnel/bridge entrance, as this would unreserve the reservations of another train coming in */ if (IsTunnelBridgeWithSignalSimulation(tile) && TrackdirExitsTunnelBridge(tile, td) && IsTunnelBridgeSignalSimulationEntranceOnly(tile)) return; CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->all_compatible_railtypes); while (ft.Follow(tile, td)) { tile = ft.m_new_tile; TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile)); td = RemoveFirstTrackdir(&bits); assert(bits == TRACKDIR_BIT_NONE); if (!IsValidTrackdir(td)) break; if (IsTileType(tile, MP_RAILWAY)) { if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) { /* Conventional signal along trackdir: remove reservation and stop. */ UnreserveRailTrack(tile, TrackdirToTrack(td)); break; } if (HasPbsSignalOnTrackdir(tile, td)) { if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) { /* Red PBS signal? Can't be our reservation, would be green then. */ break; } else { /* Turn the signal back to red. */ SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED); MarkSingleSignalDirty(tile, td); } } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) { break; } } else if (IsTunnelBridgeWithSignalSimulation(tile) && TrackdirExitsTunnelBridge(tile, td)) { TileIndex end = GetOtherTunnelBridgeEnd(tile); bool free = TunnelBridgeIsFree(tile, end, v, true).Succeeded(); if (!free) break; } /* Don't free first station/bridge/tunnel if we are on it. */ if (free_tile || (!(ft.m_is_station && GetStationIndex(ft.m_new_tile) == station_id) && !ft.m_is_tunnel && !ft.m_is_bridge)) ClearPathReservation(v, tile, td); free_tile = true; } } static const 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 }}, }; /** * Perform pathfinding for a train. * * @param v The train * @param tile The tile the train is about to enter * @param enterdir Diagonal direction the train is coming from * @param tracks Usable tracks on the new tile * @param[out] path_found Whether a path has been found or not. * @param do_track_reservation Path reservation is requested * @param[out] dest State and destination of the requested path * @return The best track the train should follow */ static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest) { switch (_settings_game.pf.pathfinder_for_trains) { case VPF_NPF: return NPFTrainChooseTrack(v, path_found, do_track_reservation, dest); case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest); default: NOT_REACHED(); } } /** * Extend a train path as far as possible. Stops on encountering a safe tile, * another reservation or a track choice. * @param v The train. * @param origin The tile from which the reservation have to be extended * @param new_tracks [out] Tracks to choose from when encountering a choice * @param enterdir [out] The direction from which the choice tile is to be entered * @return INVALID_TILE indicates that the reservation failed. */ static PBSTileInfo ExtendTrainReservation(const Train *v, const PBSTileInfo &origin, TrackBits *new_tracks, DiagDirection *enterdir) { 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 (ft.m_tiles_skipped == 0 && Rail90DegTurnDisallowedTilesFromTrackdir(ft.m_old_tile, ft.m_new_tile, ft.m_old_td)) { ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td); if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break; } /* Station, depot or waypoint are a possible target. */ bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile)); if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) { /* Choice found or possible target encountered. * On finding a possible target, we need to stop and let the pathfinder handle the * remaining path. This is because we don't know if this target is in one of our * orders, so we might cause pathfinding to fail later on if we find a choice. * This failure would cause a bogous call to TryReserveSafePath which might reserve * a wrong path not leading to our next destination. */ if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break; /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder * actually starts its search at the first unreserved tile. */ if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped; /* Choice found, path valid but not okay. Save info about the choice tile as well. */ if (new_tracks != nullptr) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits); if (enterdir != nullptr) *enterdir = ft.m_exitdir; return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false); } tile = ft.m_new_tile; cur_td = FindFirstTrackdir(ft.m_new_td_bits); if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) { PBSWaitingPositionRestrictedSignalInfo restricted_signal_info; bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg, &restricted_signal_info); if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break; /* Safe position is all good, path valid and okay. */ if (restricted_signal_info.tile != INVALID_TILE) { const TraceRestrictProgram *prog = GetExistingTraceRestrictProgram(restricted_signal_info.tile, TrackdirToTrack(restricted_signal_info.trackdir)); if (prog && prog->actions_used_flags & TRPAUF_PBS_RES_END_SLOT) { TraceRestrictProgramResult out; TraceRestrictProgramInput input(restricted_signal_info.tile, restricted_signal_info.trackdir, &VehiclePosTraceRestrictPreviousSignalCallback, nullptr); input.permitted_slot_operations = TRPISP_PBS_RES_END_ACQUIRE | TRPISP_PBS_RES_END_RELEASE; prog->Execute(v, input, out); } } return PBSTileInfo(tile, cur_td, true); } if (!TryReserveRailTrackdir(tile, 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 (ft.m_tiles_skipped == 0 && Rail90DegTurnDisallowedTilesFromTrackdir(ft.m_old_tile, ft.m_new_tile, ft.m_old_td)) { 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); UnreserveRailTrackdir(tile, cur_td); } /* Path invalid. */ return PBSTileInfo(); } /** * Try to reserve any path to a safe tile, ignoring the vehicle's destination. * Safe tiles are tiles in front of a signal, depots and station tiles at end of line. * * @param v The vehicle. * @param tile The tile the search should start from. * @param td The trackdir the search should start from. * @param override_railtype Whether all physically compatible railtypes should be followed. * @return True if a path to a safe stopping tile could be reserved. */ static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_railtype) { switch (_settings_game.pf.pathfinder_for_trains) { case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_railtype); case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_railtype); default: NOT_REACHED(); } } /** This class will save the current order of a vehicle and restore it on destruction. */ class VehicleOrderSaver { private: Train *v; Order old_order; TileIndex old_dest_tile; StationID old_last_station_visited; VehicleOrderID index; bool suppress_implicit_orders; public: VehicleOrderSaver(Train *_v) : v(_v), old_order(_v->current_order), old_dest_tile(_v->dest_tile), old_last_station_visited(_v->last_station_visited), index(_v->cur_real_order_index), suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS)) { } ~VehicleOrderSaver() { this->v->current_order = this->old_order; this->v->dest_tile = this->old_dest_tile; this->v->last_station_visited = this->old_last_station_visited; SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0); } /** * Set the current vehicle order to the next order in the order list. * @param skip_first Shall the first (i.e. active) order be skipped? * @return True if a suitable next order could be found. */ bool SwitchToNextOrder(bool skip_first) { if (this->v->GetNumOrders() == 0) return false; if (skip_first) ++this->index; int depth = 0; do { /* Wrap around. */ if (this->index >= this->v->GetNumOrders()) this->index = 0; Order *order = this->v->GetOrder(this->index); assert(order != nullptr); switch (order->GetType()) { case OT_GOTO_DEPOT: /* Skip service in depot orders when the train doesn't need service. */ if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break; FALLTHROUGH; case OT_GOTO_STATION: case OT_GOTO_WAYPOINT: this->v->current_order = *order; return UpdateOrderDest(this->v, order, 0, true); case OT_CONDITIONAL: { VehicleOrderID next = ProcessConditionalOrder(order, this->v, true); if (next != INVALID_VEH_ORDER_ID) { depth++; this->index = next; /* Don't increment next, so no break here. */ continue; } break; } default: break; } /* Don't increment inside the while because otherwise conditional * orders can lead to an infinite loop. */ ++this->index; depth++; } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders()); return false; } }; static bool HasLongReservePbsSignalOnTrackdir(Train* v, TileIndex tile, Trackdir trackdir) { if (HasPbsSignalOnTrackdir(tile, trackdir)) { if (IsRestrictedSignal(tile)) { const TraceRestrictProgram *prog = GetExistingTraceRestrictProgram(tile, TrackdirToTrack(trackdir)); if (prog && prog->actions_used_flags & TRPAUF_LONG_RESERVE) { TraceRestrictProgramResult out; prog->Execute(v, TraceRestrictProgramInput(tile, trackdir, &VehiclePosTraceRestrictPreviousSignalCallback, nullptr), out); if (out.flags & TRPRF_LONG_RESERVE) { return true; } } } } return false; } /** * Choose a track and reserve if necessary * * @param v The vehicle * @param tile The tile from which to start * @param enterdir * @param tracks * @param force_res Force a reservation to be made * @param got_reservation [out] If the train has a reservation * @param mark_stuck The train has to be marked as stuck when needed * @return The track the train should take. */ static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *p_got_reservation, bool mark_stuck) { Track best_track = INVALID_TRACK; bool do_track_reservation = _settings_game.pf.reserve_paths || force_res; Trackdir changed_signal = INVALID_TRACKDIR; assert((tracks & ~TRACK_BIT_MASK) == 0); bool got_reservation = false; if (p_got_reservation != nullptr) *p_got_reservation = got_reservation; /* 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))) { if (IsRestrictedSignal(tile) && v->force_proceed != TFP_SIGNAL) { const TraceRestrictProgram *prog = GetExistingTraceRestrictProgram(tile, track); if (prog && prog->actions_used_flags & (TRPAUF_WAIT_AT_PBS | TRPAUF_SLOT_ACQUIRE | TRPAUF_TRAIN_NOT_STUCK)) { TraceRestrictProgramResult out; TraceRestrictProgramInput input(tile, TrackEnterdirToTrackdir(track, enterdir), nullptr, nullptr); input.permitted_slot_operations = TRPISP_ACQUIRE; prog->Execute(v, input, out); if (out.flags & TRPRF_TRAIN_NOT_STUCK) { v->wait_counter = 0; } if (out.flags & TRPRF_WAIT_AT_PBS) { if (mark_stuck) MarkTrainAsStuck(v, true); return track; } } } ClrBit(v->flags, VRF_WAITING_RESTRICTION); do_track_reservation = true; changed_signal = TrackEnterdirToTrackdir(track, enterdir); SetSignalStateByTrackdir(tile, changed_signal, SIGNAL_STATE_GREEN); } else if (!do_track_reservation) { return track; } best_track = track; } PBSTileInfo origin = FollowTrainReservation(v); PBSTileInfo res_dest(tile, INVALID_TRACKDIR, false); DiagDirection dest_enterdir = enterdir; if (do_track_reservation) { res_dest = ExtendTrainReservation(v, origin, &tracks, &dest_enterdir); if (res_dest.tile == INVALID_TILE) { /* Reservation failed? */ if (mark_stuck) MarkTrainAsStuck(v); if (changed_signal != INVALID_TRACKDIR) SetSignalStateByTrackdir(tile, changed_signal, SIGNAL_STATE_RED); return FindFirstTrack(tracks); } if (res_dest.okay) { CFollowTrackRail ft(v); if (ft.Follow(res_dest.tile, res_dest.trackdir)) { Trackdir new_td = FindFirstTrackdir(ft.m_new_td_bits); if (!HasLongReservePbsSignalOnTrackdir(v, ft.m_new_tile, new_td)) { /* Got a valid reservation that ends at a safe target, quick exit. */ if (p_got_reservation != nullptr) *p_got_reservation = true; if (changed_signal != INVALID_TRACKDIR) MarkSingleSignalDirty(tile, changed_signal); TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir())); return best_track; } } } /* Check if the train needs service here, so it has a chance to always find a depot. * Also check if the current order is a service order so we don't reserve a path to * the destination but instead to the next one if service isn't needed. */ CheckIfTrainNeedsService(v); if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v); } /* Save the current train order. The destructor will restore the old order on function exit. */ VehicleOrderSaver orders(v); /* If the current tile is the destination of the current order and * a reservation was requested, advance to the next order. * Don't advance on a depot order as depots are always safe end points * for a path and no look-ahead is necessary. This also avoids a * problem with depot orders not part of the order list when the * order list itself is empty. */ if (v->current_order.IsType(OT_LEAVESTATION)) { orders.SwitchToNextOrder(false); } else if (v->current_order.IsAnyLoadingType() || (!v->current_order.IsType(OT_GOTO_DEPOT) && ( v->current_order.IsType(OT_GOTO_STATION) ? IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) : v->tile == v->dest_tile))) { orders.SwitchToNextOrder(true); } if (res_dest.tile != INVALID_TILE && !res_dest.okay) { /* Pathfinders are able to tell that route was only 'guessed'. */ bool path_found = true; TileIndex new_tile = res_dest.tile; Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest); UpdateStateChecksum((((uint64) v->index) << 32) | (path_found << 16) | next_track); if (new_tile == tile) best_track = next_track; v->HandlePathfindingResult(path_found); } /* No track reservation requested -> finished. */ if (!do_track_reservation) return best_track; /* A path was found, but could not be reserved. */ if (res_dest.tile != INVALID_TILE && !res_dest.okay) { if (mark_stuck) MarkTrainAsStuck(v); FreeTrainTrackReservation(v, origin.tile, origin.trackdir); 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 path_end = FollowTrainReservation(v); if (TryReserveSafeTrack(v, path_end.tile, path_end.trackdir, false)) { TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir); best_track = FindFirstTrack(res); TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir())); if (p_got_reservation != nullptr) *p_got_reservation = true; if (changed_signal != INVALID_TRACKDIR) MarkSingleSignalDirty(tile, changed_signal); } else { FreeTrainTrackReservation(v, origin.tile, origin.trackdir); if (mark_stuck) MarkTrainAsStuck(v); } return best_track; } got_reservation = true; /* Reservation target found and free, check if it is safe. */ while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) { /* Extend reservation until we have found a safe position. */ DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir); TileIndex next_tile = TileAddByDiagDir(res_dest.tile, exitdir); TrackBits reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir); if (Rail90DegTurnDisallowedTilesFromDiagDir(res_dest.tile, next_tile, exitdir)) { reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir)); } /* Get next order with destination. */ if (orders.SwitchToNextOrder(true)) { PBSTileInfo cur_dest; bool path_found; DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest); if (cur_dest.tile != INVALID_TILE) { res_dest = cur_dest; if (res_dest.okay) continue; /* Path found, but could not be reserved. */ FreeTrainTrackReservation(v, origin.tile, origin.trackdir); if (mark_stuck) MarkTrainAsStuck(v); got_reservation = false; changed_signal = INVALID_TRACKDIR; break; } } /* No order or no safe position found, try any position. */ if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) { FreeTrainTrackReservation(v, origin.tile, origin.trackdir); if (mark_stuck) MarkTrainAsStuck(v); got_reservation = false; changed_signal = INVALID_TRACKDIR; } break; } if (got_reservation) { CFollowTrackRail ft(v); if (ft.Follow(res_dest.tile, res_dest.trackdir)) { Trackdir new_td = FindFirstTrackdir(ft.m_new_td_bits); if (HasLongReservePbsSignalOnTrackdir(v, ft.m_new_tile, new_td)) { // We reserved up to a LR signal, reserve past it as well. recursion ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, TrackdirBitsToTrackBits(ft.m_new_td_bits), force_res, nullptr, mark_stuck); } } } TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir())); if (changed_signal != INVALID_TRACKDIR) MarkSingleSignalDirty(tile, changed_signal); if (p_got_reservation != nullptr) *p_got_reservation = got_reservation; return best_track; } /** * Try to reserve a path to a safe position. * * @param v The vehicle * @param mark_as_stuck Should the train be marked as stuck on a failed reservation? * @param first_tile_okay True if no path should be reserved if the current tile is a safe position. * @return True if a path could be reserved. */ bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay) { assert(v->IsFrontEngine()); /* We have to handle depots specially as the track follower won't look * at the depot tile itself but starts from the next tile. If we are still * inside the depot, a depot reservation can never be ours. */ if (v->track == TRACK_BIT_DEPOT) { if (HasDepotReservation(v->tile)) { if (mark_as_stuck) MarkTrainAsStuck(v); return false; } else { /* Depot not reserved, but the next tile might be. */ TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile)); if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false; } } if (IsTileType(v->tile, MP_TUNNELBRIDGE) && IsTunnelBridgeSignalSimulationExitOnly(v->tile) && TrackdirEntersTunnelBridge(v->tile, v->GetVehicleTrackdir())) { // prevent any attempt to reserve the wrong way onto a tunnel/bridge exit return false; } Vehicle *other_train = nullptr; PBSTileInfo origin = FollowTrainReservation(v, &other_train); /* The path we are driving on is already blocked by some other train. * This can only happen in certain situations when mixing path and * block signals or when changing tracks and/or signals. * Exit here as doing any further reservations will probably just * make matters worse. */ if (other_train != nullptr && other_train->index != v->index) { if (mark_as_stuck) MarkTrainAsStuck(v); return false; } /* If we have a reserved path and the path ends at a safe tile, we are finished already. */ if (origin.okay && (v->tile != origin.tile || first_tile_okay)) { /* Can't be stuck then. */ if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); ClrBit(v->flags, VRF_TRAIN_STUCK); return true; } /* If we are in a depot, tentatively reserve the depot. */ if (v->track == TRACK_BIT_DEPOT && v->tile == origin.tile) { SetDepotReservation(v->tile, true); if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile, VMDF_NOT_MAP_MODE); } DiagDirection exitdir = TrackdirToExitdir(origin.trackdir); TileIndex new_tile = TileAddByDiagDir(origin.tile, exitdir); TrackBits reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir)); if (Rail90DegTurnDisallowedTilesFromDiagDir(origin.tile, new_tile, exitdir)) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir)); bool res_made = false; ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck); if (!res_made) { /* Free the depot reservation as well. */ if (v->track == TRACK_BIT_DEPOT && v->tile == origin.tile) SetDepotReservation(v->tile, false); return false; } if (HasBit(v->flags, VRF_TRAIN_STUCK)) { v->wait_counter = 0; SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } ClrBit(v->flags, VRF_TRAIN_STUCK); return true; } static bool CheckReverseTrain(const Train *v) { if (_settings_game.difficulty.line_reverse_mode != 0 || v->track == TRACK_BIT_DEPOT) { return false; } assert(v->track != TRACK_BIT_NONE); switch (_settings_game.pf.pathfinder_for_trains) { case VPF_NPF: return NPFTrainCheckReverse(v); case VPF_YAPF: return YapfTrainCheckReverse(v); default: NOT_REACHED(); } } /** * Get the location of the next station to visit. * @param station Next station to visit. * @return Location of the new station. */ TileIndex Train::GetOrderStationLocation(StationID station) { if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION; const Station *st = Station::Get(station); if (!(st->facilities & FACIL_TRAIN)) { /* The destination station has no trainstation tiles. */ this->IncrementRealOrderIndex(); return 0; } return st->xy; } /** Goods at the consist have changed, update the graphics, cargo, and acceleration. */ void Train::MarkDirty() { Train *v = this; do { v->colourmap = PAL_NONE; v->InvalidateImageCache(); v->UpdateViewport(true, false); } while ((v = v->Next()) != nullptr); /* need to update acceleration and cached values since the goods on the train changed. */ this->CargoChanged(); this->UpdateAcceleration(); } /** * This function looks at the vehicle and updates its speed (cur_speed * and subspeed) variables. Furthermore, it returns the distance that * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines * the distance to drive before moving a step on the map. * @return distance to drive. */ int Train::UpdateSpeed() { switch (_settings_game.vehicle.train_acceleration_model) { default: NOT_REACHED(); case AM_ORIGINAL: return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed()); case AM_REALISTIC: return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed()); } } /** * Handle all breakdown related stuff for a train consist. * @param v The front engine. */ static bool HandlePossibleBreakdowns(Train *v) { assert(v->IsFrontEngine()); for (Train *u = v; u != nullptr; u = u->Next()) { if (u->breakdown_ctr != 0 && (u->IsEngine() || u->IsMultiheaded())) { if (u->breakdown_ctr <= 2) { if (u->HandleBreakdown()) return true; /* We check the order of v (the first vehicle) instead of u here! */ } else if (!v->current_order.IsType(OT_LOADING)) { u->breakdown_ctr--; } } } return false; } /** * Trains enters a station, send out a news item if it is the first train, and start loading. * @param v Train that entered the station. * @param station Station visited. */ static void TrainEnterStation(Train *v, StationID station) { v->last_station_visited = station; BaseStation *bst = BaseStation::Get(station); if (Waypoint::IsExpected(bst)) { v->DeleteUnreachedImplicitOrders(); UpdateVehicleTimetable(v, true); v->last_station_visited = station; v->force_proceed = TFP_NONE; SetWindowDirty(WC_VEHICLE_VIEW, v->index); v->current_order.MakeWaiting(); v->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION); return; } /* check if a train ever visited this station before */ Station *st = Station::From(bst); if (!(st->had_vehicle_of_type & HVOT_TRAIN)) { st->had_vehicle_of_type |= HVOT_TRAIN; SetDParam(0, st->index); AddVehicleNewsItem( STR_NEWS_FIRST_TRAIN_ARRIVAL, v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER, v->index, st->index ); AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index)); Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index)); } v->force_proceed = TFP_NONE; SetWindowDirty(WC_VEHICLE_VIEW, v->index); v->BeginLoading(); TileIndex station_tile = v->GetStationLoadingVehicle()->tile; TriggerStationRandomisation(st, station_tile, SRT_TRAIN_ARRIVES); TriggerStationAnimation(st, station_tile, SAT_TRAIN_ARRIVES); } /* Check if the vehicle is compatible with the specified tile */ static inline bool CheckCompatibleRail(const Train *v, TileIndex tile, DiagDirection enterdir) { return IsInfraTileUsageAllowed(VEH_TRAIN, v->owner, tile) && (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailTypeByEntryDir(tile, enterdir))); } /** Data structure for storing engine speed changes of an acceleration type. */ struct AccelerationSlowdownParams { byte small_turn; ///< Speed change due to a small turn. byte large_turn; ///< Speed change due to a large turn. byte z_up; ///< Fraction to remove when moving up. byte z_down; ///< Fraction to add when moving down. }; /** Speed update fractions for each acceleration type. */ static const AccelerationSlowdownParams _accel_slowdown[] = { /* normal accel */ {256 / 4, 256 / 2, 256 / 4, 2}, ///< normal {256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail {0, 256 / 2, 256 / 4, 2}, ///< maglev }; /** * Modify the speed of the vehicle due to a change in altitude. * @param v %Train to update. * @param old_z Previous height. */ static inline void AffectSpeedByZChange(Train *v, int old_z) { if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return; const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type]; if (old_z < v->z_pos) { v->cur_speed -= (v->cur_speed * asp->z_up >> 8); } else { uint16 spd = v->cur_speed + asp->z_down; if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd; } } enum TrainMovedChangeSignalEnum { CHANGED_NOTHING, ///< No special signals were changed CHANGED_NORMAL_TO_PBS_BLOCK, ///< A PBS block with a non-PBS signal facing us CHANGED_LR_PBS ///< A long reserve PBS signal }; static TrainMovedChangeSignalEnum TrainMovedChangeSignal(Train* v, 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 CHANGED_NORMAL_TO_PBS_BLOCK; if (HasLongReservePbsSignalOnTrackdir(v, tile, trackdir)) return CHANGED_LR_PBS; } } if (IsTileType(tile, MP_TUNNELBRIDGE) && IsTunnelBridgeSignalSimulationExit(tile) && GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) { if (UpdateSignalsOnSegment(tile, dir, GetTileOwner(tile)) == SIGSEG_PBS) { return CHANGED_NORMAL_TO_PBS_BLOCK; } } return CHANGED_NOTHING; } /** Tries to reserve track under whole train consist. */ void Train::ReserveTrackUnderConsist() const { for (const Train *u = this; u != nullptr; u = u->Next()) { if (u->track & TRACK_BIT_WORMHOLE) { if (IsRailCustomBridgeHeadTile(u->tile)) { /* reserve the first available track */ TrackBits bits = GetAcrossTunnelBridgeTrackBits(u->tile); Track first_track = RemoveFirstTrack(&bits); assert(IsValidTrack(first_track)); TryReserveRailTrack(u->tile, first_track); } else { TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile))); } } else if (u->track != TRACK_BIT_DEPOT) { TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track)); } } } /** * The train vehicle crashed! * Update its status and other parts around it. * @param flooded Crash was caused by flooding. * @return Number of people killed. */ uint Train::Crash(bool flooded) { uint pass = 0; if (this->IsFrontEngine()) { pass += 2; // driver /* Remove the reserved path in front of the train if it is not stuck. * Also clear all reserved tracks the train is currently on. */ if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this); for (const Train *v = this; v != nullptr; v = v->Next()) { ClearPathReservation(v, v->tile, v->GetVehicleTrackdir(), true); } /* we may need to update crossing we were approaching, * but must be updated after the train has been marked crashed */ TileIndex crossing = TrainApproachingCrossingTile(this); if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing); /* Remove the loading indicators (if any) */ HideFillingPercent(&this->fill_percent_te_id); } RegisterGameEvents(GEF_TRAIN_CRASH); pass += this->GroundVehicleBase::Crash(flooded); this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded return pass; } /** * Marks train as crashed and creates an AI event. * Doesn't do anything if the train is crashed already. * @param v first vehicle of chain * @return number of victims (including 2 drivers; zero if train was already crashed) */ static uint TrainCrashed(Train *v) { uint num = 0; /* do not crash train twice */ if (!(v->vehstatus & VS_CRASHED)) { num = v->Crash(); AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN)); Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN)); } /* Try to re-reserve track under already crashed train too. * Crash() clears the reservation! */ v->ReserveTrackUnderConsist(); return num; } /** Temporary data storage for testing collisions. */ struct TrainCollideChecker { Train *v; ///< %Vehicle we are testing for collision. uint num; ///< Total number of victims if train collided. }; /** * Collision test function. * @param v %Train vehicle to test collision with. * @param data %Train being examined. * @return \c nullptr (always continue search) */ static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data) { TrainCollideChecker *tcc = (TrainCollideChecker*)data; /* not in depot */ if (Train::From(v)->track == TRACK_BIT_DEPOT) return nullptr; if (_settings_game.vehicle.no_train_crash_other_company) { /* do not crash into trains of another company. */ if (v->owner != tcc->v->owner) return nullptr; } /* get first vehicle now to make most usual checks faster */ Train *coll = Train::From(v)->First(); /* can't collide with own wagons */ if (coll == tcc->v) return nullptr; int x_diff = v->x_pos - tcc->v->x_pos; int y_diff = v->y_pos - tcc->v->y_pos; /* Do fast calculation to check whether trains are not in close vicinity * and quickly reject trains distant enough for any collision. * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15] * Differences are then ORed and then we check for any higher bits */ uint hash = (y_diff + 7) | (x_diff + 7); if (hash & ~15) return nullptr; /* Slower check using multiplication */ int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1; if (x_diff * x_diff + y_diff * y_diff >= min_diff * min_diff) return nullptr; /* Happens when there is a train under bridge next to bridge head */ if (abs(v->z_pos - tcc->v->z_pos) > 5) return nullptr; /* crash both trains */ tcc->num += TrainCrashed(tcc->v); tcc->num += TrainCrashed(coll); return nullptr; // continue searching } /** * Checks whether the specified train has a collision with another vehicle. If * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front. * Reports the incident in a flashy news item, modifies station ratings and * plays a sound. * @param v %Train to test. */ static bool CheckTrainCollision(Train *v) { /* can't collide in depot */ if (v->track == TRACK_BIT_DEPOT) return false; assert(v->track & TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile); TrainCollideChecker tcc; tcc.v = v; tcc.num = 0; /* find colliding vehicles */ if (v->track & TRACK_BIT_WORMHOLE) { FindVehicleOnPos(v->tile, VEH_TRAIN, &tcc, FindTrainCollideEnum); FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), VEH_TRAIN, &tcc, FindTrainCollideEnum); } else { FindVehicleOnPosXY(v->x_pos, v->y_pos, VEH_TRAIN, &tcc, FindTrainCollideEnum); } /* any dead -> no crash */ if (tcc.num == 0) return false; SetDParam(0, tcc.num); AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->index); ModifyStationRatingAround(v->tile, v->owner, -160, 30); if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_BIG_CRASH, v); return true; } static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data) { if ((v->vehstatus & VS_CRASHED)) return nullptr; Train *t = Train::From(v); DiagDirection exitdir = *(DiagDirection *)data; /* not front engine of a train, inside wormhole or depot, crashed */ if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return nullptr; if (t->cur_speed > 5 || VehicleExitDir(t->direction, t->track) != exitdir) return nullptr; return t; } struct FindSpaceBetweenTrainsChecker { int32 pos; uint16 distance; DiagDirection direction; }; /** Find train in front and keep distance between trains in tunnel/bridge. */ static Vehicle *FindSpaceBetweenTrainsEnum(Vehicle *v, void *data) { /* Don't look at wagons between front and back of train. */ if ((v->Previous() != nullptr && v->Next() != nullptr)) return nullptr; if (!IsDiagonalDirection(v->direction)) { /* Check for vehicles on non-across track pieces of custom bridge head */ if ((GetAcrossTunnelBridgeTrackBits(v->tile) & Train::From(v)->track & TRACK_BIT_ALL) == TRACK_BIT_NONE) return nullptr; } const FindSpaceBetweenTrainsChecker *checker = (FindSpaceBetweenTrainsChecker*) data; int32 a, b = 0; switch (checker->direction) { default: NOT_REACHED(); case DIAGDIR_NE: a = checker->pos; b = v->x_pos; break; case DIAGDIR_SE: a = v->y_pos; b = checker->pos; break; case DIAGDIR_SW: a = v->x_pos; b = checker->pos; break; case DIAGDIR_NW: a = checker->pos; b = v->y_pos; break; } if (a > b && a <= (b + (int)(checker->distance)) + (int)(TILE_SIZE) - 1) return v; return nullptr; } static bool IsTooCloseBehindTrain(Vehicle *v, TileIndex tile, uint16 distance, bool check_endtile) { Train *t = Train::From(v); if (t->force_proceed != 0) return false; FindSpaceBetweenTrainsChecker checker; checker.distance = distance; checker.direction = DirToDiagDirAlongAxis(t->direction, DiagDirToAxis(GetTunnelBridgeDirection(t->tile))); switch (checker.direction) { default: NOT_REACHED(); case DIAGDIR_NE: checker.pos = (TileX(tile) * TILE_SIZE) + TILE_UNIT_MASK; break; case DIAGDIR_SE: checker.pos = (TileY(tile) * TILE_SIZE); break; case DIAGDIR_SW: checker.pos = (TileX(tile) * TILE_SIZE); break; case DIAGDIR_NW: checker.pos = (TileY(tile) * TILE_SIZE) + TILE_UNIT_MASK; break; } if (HasVehicleOnPos(t->tile, VEH_TRAIN, &checker, &FindSpaceBetweenTrainsEnum)) { /* Revert train if not going with tunnel direction. */ if (checker.direction != GetTunnelBridgeDirection(t->tile)) { SetBit(t->flags, VRF_REVERSING); } return true; } /* Cover blind spot at end of tunnel bridge. */ if (check_endtile){ if (HasVehicleOnPos(GetOtherTunnelBridgeEnd(t->tile), VEH_TRAIN, &checker, &FindSpaceBetweenTrainsEnum)) { /* Revert train if not going with tunnel direction. */ if (checker.direction != GetTunnelBridgeDirection(t->tile)) { SetBit(t->flags, VRF_REVERSING); } return true; } } return false; } static bool CheckTrainStayInWormHolePathReserve(Train *t, TileIndex tile) { Trackdir td = TrackEnterdirToTrackdir(FindFirstTrack(GetAcrossTunnelBridgeTrackBits(tile)), ReverseDiagDir(GetTunnelBridgeDirection(tile))); TileIndex veh_orig_tile = t->tile; TrackBits veh_orig_track = t->track; Direction veh_orig_direction = t->direction; t->tile = tile; t->track = TRACK_BIT_WORMHOLE; t->direction = TrackdirToDirection(td); CFollowTrackRail ft(GetTileOwner(tile), GetRailTypeInfo(t->railtype)->all_compatible_railtypes); if (ft.Follow(tile, td)) { TrackdirBits reserved = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(ft.m_new_tile)); if (reserved == TRACKDIR_BIT_NONE) { /* next tile is not reserved, so reserve the exit tile */ if (IsBridge(tile)) { TryReserveRailBridgeHead(tile, FindFirstTrack(GetAcrossTunnelBridgeTrackBits(tile))); } else { SetTunnelReservation(tile, true); } MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE); } } bool ok = TryPathReserve(t); t->tile = veh_orig_tile; t->track = veh_orig_track; t->direction = veh_orig_direction; if (ok && IsTunnelBridgePBS(tile)) SetTunnelBridgeExitSignalState(tile, SIGNAL_STATE_GREEN); return ok; } /** Simulate signals in tunnel - bridge. */ static bool CheckTrainStayInWormHole(Train *t, TileIndex tile) { if (t->force_proceed != 0) return false; /* When not exit reverse train. */ if (!IsTunnelBridgeSignalSimulationExit(tile)) { SetBit(t->flags, VRF_REVERSING); return true; } SigSegState seg_state = (_settings_game.pf.reserve_paths || IsTunnelBridgePBS(tile)) ? SIGSEG_PBS : UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, t->owner); if (seg_state != SIGSEG_PBS) { CFollowTrackRail ft(GetTileOwner(tile), GetRailTypeInfo(t->railtype)->all_compatible_railtypes); if (ft.Follow(tile, TrackEnterdirToTrackdir(FindFirstTrack(GetAcrossTunnelBridgeTrackBits(tile)), ReverseDiagDir(GetTunnelBridgeDirection(tile))))) { if (ft.m_new_td_bits != TRACKDIR_BIT_NONE && KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) { Trackdir td = FindFirstTrackdir(ft.m_new_td_bits); if (HasPbsSignalOnTrackdir(ft.m_new_tile, td)) { /* immediately after the exit, there is a PBS signal, switch to PBS mode */ seg_state = SIGSEG_PBS; } } } } if (seg_state == SIGSEG_FULL || (seg_state == SIGSEG_PBS && !CheckTrainStayInWormHolePathReserve(t, tile))) { t->vehstatus |= VS_TRAIN_SLOWING; return true; } return false; } static void HandleSignalBehindTrain(Train *v, int signal_number) { const uint simulated_wormhole_signals = GetTunnelBridgeSignalSimulationSpacing(v->tile); TileIndex tile; switch (v->direction) { default: NOT_REACHED(); case DIR_NE: tile = TileVirtXY(v->x_pos + (TILE_SIZE * simulated_wormhole_signals), v->y_pos); break; case DIR_SE: tile = TileVirtXY(v->x_pos, v->y_pos - (TILE_SIZE * simulated_wormhole_signals) ); break; case DIR_SW: tile = TileVirtXY(v->x_pos - (TILE_SIZE * simulated_wormhole_signals), v->y_pos); break; case DIR_NW: tile = TileVirtXY(v->x_pos, v->y_pos + (TILE_SIZE * simulated_wormhole_signals)); break; } if (tile == v->tile) { /* Flip signal on ramp. */ if (IsTunnelBridgeSignalSimulationEntrance(tile) && GetTunnelBridgeEntranceSignalState(tile) == SIGNAL_STATE_RED) { SetTunnelBridgeEntranceSignalState(tile, SIGNAL_STATE_GREEN); MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE); } } else if (IsBridge(v->tile) && signal_number >= 0) { SetBridgeEntranceSimulatedSignalState(v->tile, signal_number, SIGNAL_STATE_GREEN); MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE); } } uint16 ReversingDistanceTargetSpeed(const Train *v) { int target_speed; if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC) { target_speed = ((v->reverse_distance - 1) * 5) / 2; } else { target_speed = (v->reverse_distance - 1) * 10 - 5; } return max(0, target_speed); } /** * Move a vehicle chain one movement stop forwards. * @param v First vehicle to move. * @param nomove Stop moving this and all following vehicles. * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic. * @return True if the vehicle could be moved forward, false otherwise. */ bool TrainController(Train *v, Vehicle *nomove, bool reverse) { Train *first = v->First(); Train *prev = nullptr; SCOPE_INFO_FMT([&], "TrainController: %s, %s, %s", scope_dumper().VehicleInfo(v), scope_dumper().VehicleInfo(prev), scope_dumper().VehicleInfo(nomove)); bool direction_changed = false; // has direction of any part changed? bool update_signal_tunbridge_exit = false; Direction old_direction = INVALID_DIR; TrackBits old_trackbits = INVALID_TRACK_BIT; uint16 old_gv_flags = 0; auto notify_direction_changed = [&](Direction old_direction, Direction new_direction) { if (prev == nullptr && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) { const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type]; DirDiff diff = DirDifference(old_direction, new_direction); v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8; } direction_changed = true; }; if (reverse && v->reverse_distance == 1) { goto reverse_train_direction; } if (v->reverse_distance > 1) { uint16 spd = ReversingDistanceTargetSpeed(v); if (spd < v->cur_speed) v->cur_speed = spd; } /* For every vehicle after and including the given vehicle */ for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) { old_direction = v->direction; old_trackbits = v->track; old_gv_flags = v->gv_flags; DiagDirection enterdir = DIAGDIR_BEGIN; bool update_signals_crossing = false; // will we update signals or crossing state? GetNewVehiclePosResult gp = GetNewVehiclePos(v); if (!(v->track & TRACK_BIT_WORMHOLE) && gp.old_tile != gp.new_tile && IsRailBridgeHeadTile(gp.old_tile) && DiagdirBetweenTiles(gp.old_tile, gp.new_tile) == GetTunnelBridgeDirection(gp.old_tile)) { /* left a bridge headtile into a wormhole */ Direction old_direction = v->direction; uint32 r = VehicleEnterTile(v, gp.old_tile, gp.x, gp.y); // NB: old tile, the bridge head which the train just left if (HasBit(r, VETS_CANNOT_ENTER)) { goto invalid_rail; } if (old_direction != v->direction) notify_direction_changed(old_direction, v->direction); DiagDirection dir = GetTunnelBridgeDirection(gp.old_tile); const byte *b = _initial_tile_subcoord[AxisToTrack(DiagDirToAxis(dir))][dir]; gp.x = (gp.x & ~0xF) | b[0]; gp.y = (gp.y & ~0xF) | b[1]; } if (!(v->track & TRACK_BIT_WORMHOLE)) { /* Not inside tunnel */ if (gp.old_tile == gp.new_tile) { /* Staying in the old tile */ if (v->track == TRACK_BIT_DEPOT) { /* Inside depot */ gp.x = v->x_pos; gp.y = v->y_pos; v->reverse_distance = 0; } else { /* Not inside depot */ /* Reverse when we are at the end of the track already, do not move to the new position */ if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false; uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y); if (HasBit(r, VETS_CANNOT_ENTER)) { goto invalid_rail; } if (HasBit(r, VETS_ENTERED_STATION)) { /* The new position is the end of the platform */ TrainEnterStation(v->First(), r >> VETS_STATION_ID_OFFSET); } if (old_direction != v->direction) notify_direction_changed(old_direction, v->direction); } } else { /* A new tile is about to be entered. */ /* Determine what direction we're entering the new tile from */ enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile); assert(IsValidDiagDirection(enterdir)); enter_new_tile: /* 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, (v->track & TRACK_BIT_WORMHOLE) ? INVALID_DIAGDIR : 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 (Rail90DegTurnDisallowedTilesFromDiagDir(gp.old_tile, gp.new_tile, enterdir) && prev == nullptr) { /* We allow wagons to make 90 deg turns, because forbid_90_deg * can be switched on halfway a turn */ if (!(v->track & TRACK_BIT_WORMHOLE)) { bits &= ~TrackCrossesTracks(FindFirstTrack(v->track)); } else if (v->track & TRACK_BIT_MASK) { bits &= ~TrackCrossesTracks(FindFirstTrack(v->track & TRACK_BIT_MASK)); } } if (bits == TRACK_BIT_NONE) goto invalid_rail; /* Check if the new tile constrains tracks that are compatible * with the current train, if not, bail out. */ if (!CheckCompatibleRail(v, gp.new_tile, enterdir)) goto invalid_rail; TrackBits chosen_track; if (prev == nullptr) { /* Currently the locomotive is active. Determine which one of the * available tracks to choose */ chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, nullptr, true)); assert_msg_tile(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)), gp.new_tile, "0x%X, 0x%X, 0x%X", chosen_track, bits, GetReservedTrackbits(gp.new_tile)); if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) { /* For each signal we find decrease the counter by one. * We start at two, so the first signal we pass decreases * this to one, then if we reach the next signal it is * decreased to zero and we won't pass that new signal. */ Trackdir dir = FindFirstTrackdir(trackdirbits); if (HasSignalOnTrackdir(gp.new_tile, dir) || (HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir)) && GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS)) { /* However, we do not want to be stopped by PBS signals * entered via the back. */ v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE; SetWindowDirty(WC_VEHICLE_VIEW, v->index); } } /* Check if it's a red signal and that force proceed is not clicked. */ if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) { /* In front of a red signal */ Trackdir i = FindFirstTrackdir(trackdirbits); /* Don't handle stuck trains here. */ if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false; if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) { v->cur_speed = 0; v->subspeed = 0; v->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0. if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * DAY_TICKS * 2) return false; } else if (HasSignalOnTrackdir(gp.new_tile, i)) { v->cur_speed = 0; v->subspeed = 0; v->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0. if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * DAY_TICKS * 2) { DiagDirection exitdir = TrackdirToExitdir(i); TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir); exitdir = ReverseDiagDir(exitdir); /* check if a train is waiting on the other side */ if (!HasVehicleOnPos(o_tile, VEH_TRAIN, &exitdir, &CheckTrainAtSignal)) return false; } } /* If we would reverse but are currently in a PBS block and * reversing of stuck trains is disabled, don't reverse. * This does not apply if the reason for reversing is a one-way * signal blocking us, because a train would then be stuck forever. */ if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) && UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) { v->wait_counter = 0; return false; } goto reverse_train_direction; } else { TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false); if (IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile) && IsRestrictedSignal(gp.new_tile)) { const Trackdir dir = FindFirstTrackdir(trackdirbits); if (HasSignalOnTrack(gp.new_tile, TrackdirToTrack(dir))) { const TraceRestrictProgram *prog = GetExistingTraceRestrictProgram(gp.new_tile, TrackdirToTrack(dir)); if (prog && prog->actions_used_flags & (TRPAUF_SLOT_ACQUIRE | TRPAUF_SLOT_RELEASE_FRONT | TRPAUF_REVERSE | TRPAUF_SPEED_RESTRICTION | TRPAUF_CHANGE_COUNTER)) { TraceRestrictProgramResult out; TraceRestrictProgramInput input(gp.new_tile, dir, nullptr, nullptr); input.permitted_slot_operations = TRPISP_ACQUIRE | TRPISP_RELEASE_FRONT | TRPISP_CHANGE_COUNTER; prog->Execute(v, input, out); if (out.flags & TRPRF_REVERSE && GetSignalType(gp.new_tile, TrackdirToTrack(dir)) == SIGTYPE_PBS && !HasSignalOnTrackdir(gp.new_tile, dir)) { v->reverse_distance = v->gcache.cached_total_length + (IsDiagonalTrack(TrackdirToTrack(dir)) ? 16 : 8); SetWindowDirty(WC_VEHICLE_VIEW, v->index); } if (out.flags & TRPRF_SPEED_RETRICTION_SET) { SetBit(v->flags, VRF_PENDING_SPEED_RESTRICTION); auto range = pending_speed_restriction_change_map.equal_range(v->index); for (auto it = range.first; it != range.second; ++it) { if ((uint16) (out.speed_restriction + 0xFFFF) < (uint16) (it->second.new_speed + 0xFFFF)) it->second.new_speed = out.speed_restriction; } uint16 flags = 0; if (IsDiagonalTrack(TrackdirToTrack(dir))) SetBit(flags, PSRCF_DIAGONAL); pending_speed_restriction_change_map.insert({ v->index, { (uint16) (v->gcache.cached_total_length + (HasBit(flags, PSRCF_DIAGONAL) ? 8 : 4)), out.speed_restriction, v->speed_restriction, flags } }); if ((uint16) (out.speed_restriction + 0xFFFF) < (uint16) (v->speed_restriction + 0xFFFF)) v->speed_restriction = out.speed_restriction; } } } } } } else { /* The wagon is active, simply follow the prev vehicle. */ if (TileVirtXY(prev->x_pos, prev->y_pos) == gp.new_tile) { /* Choose the same track as prev */ if (prev->track & TRACK_BIT_WORMHOLE) { /* Vehicles entering tunnels enter the wormhole earlier than for bridges. * However, just choose the track into the wormhole. */ assert_tile(IsTunnel(prev->tile), prev->tile); chosen_track = bits; } else { chosen_track = prev->track; } } else { /* Choose the track that leads to the tile where prev is. * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile. * I.e. when the tile between them has only space for a single vehicle like * 1) horizontal/vertical track tiles and * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge. * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry. */ static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = { {TRACK_BIT_X, TRACK_BIT_LOWER, TRACK_BIT_NONE, TRACK_BIT_LEFT }, {TRACK_BIT_UPPER, TRACK_BIT_Y, TRACK_BIT_LEFT, TRACK_BIT_NONE }, {TRACK_BIT_NONE, TRACK_BIT_RIGHT, TRACK_BIT_X, TRACK_BIT_UPPER}, {TRACK_BIT_RIGHT, TRACK_BIT_NONE, TRACK_BIT_LOWER, TRACK_BIT_Y } }; DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, TileVirtXY(prev->x_pos, prev->y_pos)); assert(IsValidDiagDirection(exitdir)); chosen_track = _connecting_track[enterdir][exitdir]; } chosen_track &= bits; } /* Make sure chosen track is a valid track */ assert( chosen_track == TRACK_BIT_X || chosen_track == TRACK_BIT_Y || chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER || chosen_track == TRACK_BIT_LEFT || chosen_track == TRACK_BIT_RIGHT); /* Update XY to reflect the entrance to the new tile, and select the direction to use */ const 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 = (v->track & TRACK_BIT_WORMHOLE) ? 0 : VehicleEnterTile(v, gp.new_tile, gp.x, gp.y); if (HasBit(r, VETS_CANNOT_ENTER)) { goto invalid_rail; } if (!(v->track & TRACK_BIT_WORMHOLE) && IsTunnelBridgeWithSignalSimulation(gp.new_tile) && (GetAcrossTunnelBridgeTrackBits(gp.new_tile) & chosen_track)) { /* If red signal stop. */ if (v->IsFrontEngine() && v->force_proceed == 0) { if (IsTunnelBridgeSignalSimulationEntrance(gp.new_tile) && GetTunnelBridgeEntranceSignalState(gp.new_tile) == SIGNAL_STATE_RED) { v->cur_speed = 0; v->vehstatus |= VS_TRAIN_SLOWING; return false; } if (IsTunnelBridgeSignalSimulationExitOnly(gp.new_tile) && TrackdirEntersTunnelBridge(gp.new_tile, TrackDirectionToTrackdir(FindFirstTrack(chosen_track), chosen_dir))) { v->cur_speed = 0; goto invalid_rail; } /* Flip signal on tunnel entrance tile red. */ SetTunnelBridgeEntranceSignalState(gp.new_tile, SIGNAL_STATE_RED); MarkTileDirtyByTile(gp.new_tile, VMDF_NOT_MAP_MODE); if (IsTunnelBridgeSignalSimulationBidirectional(gp.new_tile)) { /* Set incoming signal in other direction to red as well */ TileIndex other_end = GetOtherTunnelBridgeEnd(gp.new_tile); SetTunnelBridgeEntranceSignalState(other_end, SIGNAL_STATE_RED); MarkTileDirtyByTile(other_end, VMDF_NOT_MAP_MODE); } } } if (!HasBit(r, VETS_ENTERED_WORMHOLE)) { Track track = FindFirstTrack(chosen_track); Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir); if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) { SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED); MarkSingleSignalDirty(gp.new_tile, tdir); } /* Clear any track reservation when the last vehicle leaves the tile */ if (v->Next() == nullptr && !(v->track & TRACK_BIT_WORMHOLE)) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir(), true); v->tile = gp.new_tile; v->track = chosen_track; assert(v->track); if (GetTileRailTypeByTrackBit(gp.new_tile, chosen_track) != GetTileRailTypeByTrackBit(gp.old_tile, old_trackbits)) { /* v->track and v->tile must both be valid and consistent before this is called */ v->First()->ConsistChanged(CCF_TRACK); } } /* We need to update signal status, but after the vehicle position hash * has been updated by UpdateInclination() */ update_signals_crossing = true; if (chosen_dir != v->direction) { notify_direction_changed(v->direction, chosen_dir); v->direction = chosen_dir; } if (v->IsFrontEngine()) { v->wait_counter = 0; /* If we are approaching a crossing that is reserved, play the sound now. */ TileIndex crossing = TrainApproachingCrossingTile(v); if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing); /* Always try to extend the reservation when entering a tile. */ CheckNextTrainTile(v); } if (HasBit(r, VETS_ENTERED_STATION)) { /* The new position is the location where we want to stop */ TrainEnterStation(v->First(), r >> VETS_STATION_ID_OFFSET); } } } else { /* Handle signal simulation on tunnel/bridge. */ TileIndex old_tile = TileVirtXY(v->x_pos, v->y_pos); if (old_tile != gp.new_tile && IsTunnelBridgeWithSignalSimulation(v->tile) && (v->IsFrontEngine() || v->Next() == nullptr)) { const uint simulated_wormhole_signals = GetTunnelBridgeSignalSimulationSpacing(v->tile); if (old_tile == v->tile) { if (v->IsFrontEngine() && v->force_proceed == 0 && IsTunnelBridgeSignalSimulationExitOnly(v->tile)) goto invalid_rail; /* Entered wormhole set counters. */ v->wait_counter = (TILE_SIZE * simulated_wormhole_signals) - TILE_SIZE; v->tunnel_bridge_signal_num = 0; } uint distance = v->wait_counter; bool leaving = false; if (distance == 0) v->wait_counter = (TILE_SIZE * simulated_wormhole_signals); if (v->IsFrontEngine()) { /* Check if track in front is free and see if we can leave wormhole. */ int z = GetSlopePixelZ(gp.x, gp.y) - v->z_pos; if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && !(abs(z) > 2)) { if (CheckTrainStayInWormHole(v, gp.new_tile)) { v->cur_speed = 0; return false; } leaving = true; } else { if (IsTooCloseBehindTrain(v, gp.new_tile, v->wait_counter, distance == 0)) { if (distance == 0) v->wait_counter = 0; v->cur_speed = 0; v->vehstatus |= VS_TRAIN_SLOWING; return false; } /* flip signal in front to red on bridges*/ if (distance == 0 && IsBridge(v->tile)) { SetBridgeEntranceSimulatedSignalState(v->tile, v->tunnel_bridge_signal_num, SIGNAL_STATE_RED); MarkTileDirtyByTile(gp.new_tile, VMDF_NOT_MAP_MODE); } } } if (v->Next() == nullptr) { if (v->tunnel_bridge_signal_num > 0 && distance == (TILE_SIZE * simulated_wormhole_signals) - TILE_SIZE) HandleSignalBehindTrain(v, v->tunnel_bridge_signal_num - 2); DiagDirection tunnel_bridge_dir = GetTunnelBridgeDirection(v->tile); Axis axis = DiagDirToAxis(tunnel_bridge_dir); DiagDirection axial_dir = DirToDiagDirAlongAxis(v->direction, axis); if (old_tile == ((axial_dir == tunnel_bridge_dir) ? v->tile : GetOtherTunnelBridgeEnd(v->tile))) { /* We left ramp into wormhole. */ v->x_pos = gp.x; v->y_pos = gp.y; UpdateSignalsOnSegment(old_tile, INVALID_DIAGDIR, v->owner); UnreserveBridgeTunnelTile(old_tile); if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(old_tile, VMDF_NOT_MAP_MODE); } } if (distance == 0) v->tunnel_bridge_signal_num++; v->wait_counter -= TILE_SIZE; if (leaving) { // Reset counters. v->force_proceed = TFP_NONE; v->wait_counter = 0; v->tunnel_bridge_signal_num = 0; update_signal_tunbridge_exit = true; } } if (old_tile == gp.new_tile && IsTunnelBridgeWithSignalSimulation(v->tile) && v->IsFrontEngine()) { Axis axis = DiagDirToAxis(GetTunnelBridgeDirection(v->tile)); DiagDirection axial_dir = DirToDiagDirAlongAxis(v->direction, axis); TileIndex next_tile = old_tile + TileOffsByDiagDir(axial_dir); bool is_exit = false; if (IsTileType(next_tile, MP_TUNNELBRIDGE) && IsTunnelBridgeWithSignalSimulation(next_tile) && ReverseDiagDir(GetTunnelBridgeDirection(next_tile)) == axial_dir) { if (IsBridge(next_tile) && IsBridge(v->tile)) { // bridge ramp facing towards us is_exit = true; } else if (IsTunnel(next_tile) && IsTunnel(v->tile)) { // tunnel exit at same height is_exit = (GetTileZ(next_tile) == GetTileZ(v->tile)); } } if (is_exit) { if (CheckTrainStayInWormHole(v, next_tile)) { TrainApproachingLineEnd(v, true, false); } } else if (v->wait_counter == 0) { if (IsTooCloseBehindTrain(v, next_tile, TILE_SIZE * GetTunnelBridgeSignalSimulationSpacing(v->tile), true)) { TrainApproachingLineEnd(v, true, false); } } } 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 (IsRailCustomBridgeHeadTile(gp.new_tile)) { enterdir = ReverseDiagDir(GetTunnelBridgeDirection(gp.new_tile)); goto enter_new_tile; } if (v->IsFrontEngine()) { TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile))); CheckNextTrainTile(v); } /* Prevent v->UpdateInclination() being called with wrong parameters. * This could happen if the train was reversed inside the tunnel/bridge. */ if (gp.old_tile == gp.new_tile) { gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile); } } else { v->x_pos = gp.x; v->y_pos = gp.y; v->UpdatePosition(); v->UpdateDeltaXY(); if (v->reverse_distance > 1) { v->reverse_distance--; } if (HasBit(v->gv_flags, GVF_CHUNNEL_BIT)) { /* update the Z position of the vehicle */ int old_z = v->UpdateInclination(false, false, true); if (prev == nullptr) { /* This is the first vehicle in the train */ AffectSpeedByZChange(v, old_z); } } if (v->IsDrawn()) v->Vehicle::UpdateViewport(true); if (update_signal_tunbridge_exit) { UpdateSignalsOnSegment(gp.new_tile, INVALID_DIAGDIR, v->owner); update_signal_tunbridge_exit = false; } continue; } } /* update image of train, as well as delta XY */ v->UpdateDeltaXY(); v->x_pos = gp.x; v->y_pos = gp.y; v->UpdatePosition(); if (v->reverse_distance > 1) { v->reverse_distance--; } if (HasBit(v->flags, VRF_PENDING_SPEED_RESTRICTION)) { auto range = pending_speed_restriction_change_map.equal_range(v->index); if (range.first == range.second) ClrBit(v->flags, VRF_PENDING_SPEED_RESTRICTION); for (auto it = range.first; it != range.second;) { if (--it->second.distance == 0) { v->speed_restriction = it->second.new_speed; it = pending_speed_restriction_change_map.erase(it); } else { ++it; } } } /* update the Z position of the vehicle */ int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false, v->track == TRACK_BIT_WORMHOLE); if (prev == nullptr) { /* This is the first vehicle in the train */ AffectSpeedByZChange(v, old_z); } if (update_signal_tunbridge_exit) { UpdateSignalsOnSegment(gp.new_tile, INVALID_DIAGDIR, v->owner); update_signal_tunbridge_exit = false; } if (update_signals_crossing) { if (v->IsFrontEngine()) { switch (TrainMovedChangeSignal(v, gp.new_tile, enterdir)) { case CHANGED_NORMAL_TO_PBS_BLOCK: /* We are entering a block with PBS signals right now, but * not through a PBS signal. This means we don't have a * reservation right now. As a conventional signal will only * ever be green if no other train is in the block, getting * a path should always be possible. If the player built * such a strange network that it is not possible, the train * will be marked as stuck and the player has to deal with * the problem. */ if ((!HasReservedTracks(gp.new_tile, v->track) && !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) || !TryPathReserve(v)) { MarkTrainAsStuck(v); } break; case CHANGED_LR_PBS: { /* We went past a long reserve PBS signal. Try to extend the * reservation if reserving failed at another LR signal. */ PBSTileInfo origin = FollowTrainReservation(v); CFollowTrackRail ft(v); if (ft.Follow(origin.tile, origin.trackdir)) { Trackdir new_td = FindFirstTrackdir(ft.m_new_td_bits); if (HasLongReservePbsSignalOnTrackdir(v, ft.m_new_tile, new_td)) { ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, TrackdirBitsToTrackBits(ft.m_new_td_bits), true, nullptr, false); } } break; } default: break; } } /* Signals can only change when the first * (above) or the last vehicle moves. */ if (v->Next() == nullptr) { TrainMovedChangeSignal(v, gp.old_tile, ReverseDiagDir(enterdir)); if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile); if (IsTileType(gp.old_tile, MP_RAILWAY) && HasSignals(gp.old_tile) && IsRestrictedSignal(gp.old_tile)) { const TrackdirBits rev_tracks = TrackBitsToTrackdirBits(GetTrackBits(gp.old_tile)) & DiagdirReachesTrackdirs(ReverseDiagDir(enterdir)); const Trackdir rev_trackdir = FindFirstTrackdir(rev_tracks); const Track track = TrackdirToTrack(rev_trackdir); if (HasSignalOnTrack(gp.old_tile, track)) { const TraceRestrictProgram *prog = GetExistingTraceRestrictProgram(gp.old_tile, track); if (prog && prog->actions_used_flags & TRPAUF_SLOT_RELEASE_BACK) { TraceRestrictProgramResult out; TraceRestrictProgramInput input(gp.old_tile, ReverseTrackdir(rev_trackdir), nullptr, nullptr); input.permitted_slot_operations = TRPISP_RELEASE_BACK; prog->Execute(first, input, out); } } } } } /* Do not check on every tick to save some computing time. */ if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v); } if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit(); return true; invalid_rail: /* We've reached end of line?? */ if (prev != nullptr) return true; //error("Disconnecting train"); reverse_train_direction: if (old_trackbits != INVALID_TRACK_BIT && (v->track ^ old_trackbits) & TRACK_BIT_WORMHOLE) { /* Entering/exiting wormhole failed/aborted, back out changes to vehicle direction and track */ v->track = old_trackbits; v->direction = old_direction; v->gv_flags = old_gv_flags; } if (reverse) { v->wait_counter = 0; v->cur_speed = 0; v->subspeed = 0; ReverseTrainDirection(v); } return false; } static TrackBits GetTrackbitsFromCrashedVehicle(Train *t) { TrackBits train_tbits = t->track; if (train_tbits & TRACK_BIT_WORMHOLE) { /* Vehicle is inside a wormhole, v->track contains no useful value then. */ train_tbits = GetAcrossTunnelBridgeReservationTrackBits(t->tile); if (train_tbits != TRACK_BIT_NONE) return train_tbits; /* Pick the first available tunnel/bridge head track which could be reserved */ train_tbits = GetAcrossTunnelBridgeTrackBits(t->tile); return train_tbits ^ KillFirstBit(train_tbits); } else { return train_tbits; } } /** * Collect trackbits of all crashed train vehicles on a tile * @param v Vehicle passed from Find/HasVehicleOnPos() * @param data trackdirbits for the result * @return nullptr to iterate over all vehicles on the tile. */ static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data) { TrackBits *trackbits = (TrackBits *)data; if ((v->vehstatus & VS_CRASHED) != 0) { if (Train::From(v)->track != TRACK_BIT_DEPOT) { *trackbits |= GetTrackbitsFromCrashedVehicle(Train::From(v)); } } return nullptr; } static void SetSignalledBridgeTunnelGreenIfClear(TileIndex tile, TileIndex end) { if (TunnelBridgeIsFree(tile, end, nullptr, true).Succeeded()) { auto process_tile = [](TileIndex t) { if (IsTunnelBridgeSignalSimulationEntrance(t)) { if (IsBridge(t)) { SetAllBridgeEntranceSimulatedSignalsGreen(t); MarkBridgeDirty(t, VMDF_NOT_MAP_MODE); } if (IsTunnelBridgeSignalSimulationEntrance(t) && GetTunnelBridgeEntranceSignalState(t) == SIGNAL_STATE_RED) { SetTunnelBridgeEntranceSignalState(t, SIGNAL_STATE_GREEN); MarkTileDirtyByTile(t, VMDF_NOT_MAP_MODE); } } }; process_tile(tile); process_tile(end); } } /** * Deletes/Clears the last wagon of a crashed train. It takes the engine of the * train, then goes to the last wagon and deletes that. Each call to this function * will remove the last wagon of a crashed train. If this wagon was on a crossing, * or inside a tunnel/bridge, recalculate the signals as they might need updating * @param v the Vehicle of which last wagon is to be removed */ static void DeleteLastWagon(Train *v) { Train *first = v->First(); /* Go to the last wagon and delete the link pointing there * *u is then the one-before-last wagon, and *v the last * one which will physically be removed */ Train *u = v; for (; v->Next() != nullptr; v = v->Next()) u = v; u->SetNext(nullptr); if (first != v) { /* Recalculate cached train properties */ first->ConsistChanged(CCF_ARRANGE); /* Update the depot window if the first vehicle is in depot - * if v == first, then it is updated in PreDestructor() */ if (first->track == TRACK_BIT_DEPOT) { SetWindowDirty(WC_VEHICLE_DEPOT, first->tile); } v->last_station_visited = first->last_station_visited; // for PreDestructor } /* 'v' shouldn't be accessed after it has been deleted */ const TrackBits orig_trackbits = v->track; TrackBits trackbits = GetTrackbitsFromCrashedVehicle(v); const TileIndex tile = v->tile; const Owner owner = v->owner; delete v; v = nullptr; // make sure nobody will try to read 'v' anymore 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, VEH_TRAIN, &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); Track t; FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t); } /* check if the wagon was on a road/rail-crossing */ if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile); /* Update signals */ if (IsTunnelBridgeWithSignalSimulation(tile)) { TileIndex end = GetOtherTunnelBridgeEnd(tile); UpdateSignalsOnSegment(end, INVALID_DIAGDIR, owner); SetSignalledBridgeTunnelGreenIfClear(tile, end); } if ((orig_trackbits & TRACK_BIT_WORMHOLE) || IsRailDepotTile(tile)) { UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner); } else { SetSignalsOnBothDir(tile, track, owner); } } /** * Rotate all vehicles of a (crashed) train chain randomly to animate the crash. * @param v First crashed vehicle. */ static void ChangeTrainDirRandomly(Train *v) { static const DirDiff delta[] = { DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT }; do { /* We don't need to twist around vehicles if they're not visible */ if (!(v->vehstatus & VS_HIDDEN)) { v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]); /* Refrain from updating the z position of the vehicle when on * a bridge, because UpdateInclination() will put the vehicle under * the bridge in that case */ if (!(v->track & TRACK_BIT_WORMHOLE)) { v->UpdatePosition(); v->UpdateInclination(false, true); } else { v->UpdateViewport(false, true); } } } while ((v = v->Next()) != nullptr); } /** * Handle a crashed train. * @param v First train vehicle. * @return %Vehicle chain still exists. */ static bool HandleCrashedTrain(Train *v) { int state = ++v->crash_anim_pos; if (state == 4 && !(v->vehstatus & VS_HIDDEN)) { CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE); } uint32 r; if (state <= 200 && Chance16R(1, 7, r)) { int index = (r * 10 >> 16); Vehicle *u = v; do { if (--index < 0) { r = Random(); CreateEffectVehicleRel(u, GB(r, 8, 3) + 2, GB(r, 16, 3) + 2, GB(r, 0, 3) + 5, EV_EXPLOSION_SMALL); break; } } while ((u = u->Next()) != nullptr); } if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v); if (state >= 4440 && !(v->tick_counter & 0x1F)) { bool ret = v->Next() != nullptr; DeleteLastWagon(v); return ret; } return true; } /** Maximum speeds for train that is broken down or approaching line end */ static const uint16 _breakdown_speeds[16] = { 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15 }; /** * Train is approaching line end, slow down and possibly reverse * * @param v front train engine * @param signal not line end, just a red signal * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic. * @return true iff we did NOT have to reverse */ static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse) { /* Calc position within the current tile */ uint x = v->x_pos & 0xF; uint y = v->y_pos & 0xF; /* for diagonal directions, 'x' will be 0..15 - * for other directions, it will be 1, 3, 5, ..., 15 */ switch (v->direction) { case DIR_N : x = ~x + ~y + 25; break; case DIR_NW: x = y; FALLTHROUGH; case DIR_NE: x = ~x + 16; break; case DIR_E : x = ~x + y + 9; break; case DIR_SE: x = y; break; case DIR_S : x = x + y - 7; break; case DIR_W : x = ~y + x + 9; break; default: break; } /* Do not reverse when approaching red signal. Make sure the vehicle's front * does not cross the tile boundary when we do reverse, but as the vehicle's * location is based on their center, use half a vehicle's length as offset. * Multiply the half-length by two for straight directions to compensate that * we only get odd x offsets there. */ if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) { /* we are too near the tile end, reverse now */ v->cur_speed = 0; if (reverse) ReverseTrainDirection(v); return false; } /* slow down */ v->vehstatus |= VS_TRAIN_SLOWING; uint16 break_speed = _breakdown_speeds[x & 0xF]; if (break_speed < v->cur_speed) v->cur_speed = break_speed; return true; } /** * Determines whether train would like to leave the tile * @param v train to test * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge */ static bool TrainCanLeaveTile(const Train *v) { /* Exit if inside a tunnel/bridge or a depot */ if (v->track & TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false; TileIndex tile = v->tile; /* entering a tunnel/bridge? */ if (IsTileType(tile, MP_TUNNELBRIDGE)) { DiagDirection dir = GetTunnelBridgeDirection(tile); if (DiagDirToDir(dir) == v->direction) return false; if (IsRailCustomBridgeHeadTile(tile) && VehicleExitDir(v->direction, v->track) == dir) { if (_settings_game.pf.forbid_90_deg && v->Previous() == nullptr && GetTunnelBridgeLength(tile, GetOtherTunnelBridgeEnd(tile)) == 0) { /* Check for 90 degree turn on zero-length bridge span */ if (!(GetCustomBridgeHeadTrackBits(tile) & ~TrackCrossesTracks(FindFirstTrack(v->track)))) return true; } return false; } } /* entering a depot? */ if (IsRailDepotTile(tile)) { DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile)); if (DiagDirToDir(dir) == v->direction) return false; } return true; } /** * Determines whether train is approaching a rail-road crossing * (thus making it barred) * @param v front engine of train * @return TileIndex of crossing the train is approaching, else INVALID_TILE * @pre v in non-crashed front engine */ static TileIndex TrainApproachingCrossingTile(const Train *v) { assert(v->IsFrontEngine()); assert(!(v->vehstatus & VS_CRASHED)); if (!TrainCanLeaveTile(v)) return INVALID_TILE; DiagDirection dir = VehicleExitDir(v->direction, v->track); TileIndex tile = v->tile + TileOffsByDiagDir(dir); /* not a crossing || wrong axis || unusable rail (wrong type or owner) */ if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) || !CheckCompatibleRail(v, tile, dir)) { return INVALID_TILE; } return tile; } /** * Checks for line end. Also, bars crossing at next tile if needed * * @param v vehicle we are checking * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic. * @return true iff we did NOT have to reverse */ static bool TrainCheckIfLineEnds(Train *v, bool reverse) { /* First, handle broken down train */ if (HasBit(v->flags, VRF_BREAKDOWN_BRAKING)) { v->vehstatus |= VS_TRAIN_SLOWING; } else { v->vehstatus &= ~VS_TRAIN_SLOWING; } if (!TrainCanLeaveTile(v)) return true; /* Determine the non-diagonal direction in which we will exit this tile */ DiagDirection dir = VehicleExitDir(v->direction, v->track); /* Calculate next tile */ TileIndex tile = v->tile + TileOffsByDiagDir(dir); /* Determine the track status on the next tile */ TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir)); TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir); TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs; TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs; /* We are sure the train is not entering a depot, it is detected above */ /* mask unreachable track bits if we are forbidden to do 90deg turns */ TrackBits bits = TrackdirBitsToTrackBits(trackdirbits); if (Rail90DegTurnDisallowedTilesFromDiagDir(v->tile, tile, dir)) { bits &= ~TrackCrossesTracks(FindFirstTrack(v->track)); } /* no suitable trackbits at all || unusable rail (wrong type or owner) */ if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile, dir)) { return TrainApproachingLineEnd(v, false, reverse); } /* approaching red signal */ if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse); /* approaching a rail/road crossing? then make it red */ if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile); if (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL && IsTunnelBridgeSignalSimulationEntrance(tile) && GetTunnelBridgeEntranceSignalState(tile) == SIGNAL_STATE_RED) { return TrainApproachingLineEnd(v, true, reverse); } return true; } /* Calculate the summed up value of all parts of a train */ Money Train::CalculateCurrentOverallValue() const { Money ovr_value = 0; const Train *v = this; do { ovr_value += v->value; } while ((v = v->GetNextVehicle()) != nullptr); return ovr_value; } static bool TrainLocoHandler(Train *v, bool mode) { /* train has crashed? */ if (v->vehstatus & VS_CRASHED) { return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here } if (v->force_proceed != TFP_NONE) { ClrBit(v->flags, VRF_TRAIN_STUCK); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } /* train is broken down? */ if (HasBit(v->flags, VRF_CONSIST_BREAKDOWN) && HandlePossibleBreakdowns(v)) return true; if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) { ReverseTrainDirection(v); } /* exit if train is stopped */ if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true; bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL; if (ProcessOrders(v) && CheckReverseTrain(v)) { v->wait_counter = 0; v->cur_speed = 0; v->subspeed = 0; ClrBit(v->flags, VRF_LEAVING_STATION); ReverseTrainDirection(v); return true; } else if (HasBit(v->flags, VRF_LEAVING_STATION)) { /* Try to reserve a path when leaving the station as we * might not be marked as wanting a reservation, e.g. * when an overlength train gets turned around in a station. */ DiagDirection dir = VehicleExitDir(v->direction, v->track); if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR; if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) { TryPathReserve(v, true, true); } ClrBit(v->flags, VRF_LEAVING_STATION); } v->HandleLoading(mode); if (v->current_order.IsType(OT_LOADING)) return true; if (CheckTrainStayInDepot(v)) return true; if (v->current_order.IsType(OT_WAITING) && v->reverse_distance == 0) { v->HandleWaiting(false); if (v->current_order.IsType(OT_WAITING)) return true; ProcessOrders(v); if (IsRailWaypointTile(v->tile)) { StationID station_id = GetStationIndex(v->tile); if (v->current_order.ShouldStopAtStation(v, station_id, true)) { UpdateVehicleTimetable(v, true); v->last_station_visited = station_id; SetWindowDirty(WC_VEHICLE_VIEW, v->index); v->current_order.MakeWaiting(); v->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION); return true; } } } if (!mode) v->ShowVisualEffect(); /* We had no order but have an order now, do look ahead. */ if (!valid_order && !v->current_order.IsType(OT_NOTHING)) { CheckNextTrainTile(v); } /* Handle stuck trains. */ if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) { ++v->wait_counter; /* Should we try reversing this tick if still stuck? */ bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals; if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true; if (!TryPathReserve(v)) { /* Still stuck. */ if (turn_around) ReverseTrainDirection(v); if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) { /* Show message to player. */ if (v->owner == _local_company && (HasBit(v->flags, VRF_WAITING_RESTRICTION) ? _settings_client.gui.restriction_wait_vehicle_warn : _settings_client.gui.lost_vehicle_warn)) { SetDParam(0, v->index); AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index); } v->wait_counter = 0; } /* Exit if force proceed not pressed, else reset stuck flag anyway. */ if (v->force_proceed == TFP_NONE) return true; ClrBit(v->flags, VRF_TRAIN_STUCK); v->wait_counter = 0; SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } } if (v->current_order.IsType(OT_LEAVESTATION)) { v->current_order.Free(); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); return true; } int j = v->UpdateSpeed(); /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */ if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) { /* If we manually stopped, we're not force-proceeding anymore. */ v->force_proceed = TFP_NONE; SetWindowDirty(WC_VEHICLE_VIEW, v->index); } int adv_spd = v->GetAdvanceDistance(); if (j < adv_spd) { /* if the vehicle has speed 0, update the last_speed field. */ if (v->cur_speed == 0) v->SetLastSpeed(); } else { TrainCheckIfLineEnds(v); /* Loop until the train has finished moving. */ for (;;) { j -= adv_spd; TrainController(v, nullptr); /* Don't continue to move if the train crashed. */ if (CheckTrainCollision(v)) break; /* Determine distance to next map position */ adv_spd = v->GetAdvanceDistance(); /* No more moving this tick */ if (j < adv_spd || v->cur_speed == 0) break; OrderType order_type = v->current_order.GetType(); /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */ if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) && (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) && IsTileType(v->tile, MP_STATION) && v->current_order.GetDestination() == GetStationIndex(v->tile)) { ProcessOrders(v); } } v->SetLastSpeed(); } for (Train *u = v; u != nullptr; u = u->Next()) { if (!(u->IsDrawn())) continue; u->UpdateViewport(false, false); } if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress return true; } /** * Get running cost for the train consist. * @return Yearly running costs. */ Money Train::GetRunningCost() const { Money cost = 0; const Train *v = this; do { const Engine *e = v->GetEngine(); if (e->u.rail.running_cost_class == INVALID_PRICE) continue; uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost); if (cost_factor == 0) continue; /* Halve running cost for multiheaded parts */ if (v->IsMultiheaded()) cost_factor /= 2; cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF()); } while ((v = v->GetNextVehicle()) != nullptr); return cost; } /** * Update train vehicle data for a tick. * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only). */ bool Train::Tick() { UpdateStateChecksum((((uint64) this->x_pos) << 32) | (this->y_pos << 16) | this->track ); if (this->IsFrontEngine()) { if (!((this->vehstatus & VS_STOPPED) || this->IsWaitingInDepot()) || this->cur_speed > 0) this->running_ticks++; this->current_order_time++; if (!TrainLocoHandler(this, false)) return false; return TrainLocoHandler(this, true); } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) { /* Delete flooded standalone wagon chain */ if (++this->crash_anim_pos >= 4400) { delete this; return false; } } return true; } /** * Check whether a train needs service, and if so, find a depot or service it. * @return v %Train to check. */ static void CheckIfTrainNeedsService(Train *v) { if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return; if (v->IsChainInDepot()) { VehicleServiceInDepot(v); return; } uint max_penalty; switch (_settings_game.pf.pathfinder_for_trains) { case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break; case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break; default: NOT_REACHED(); } FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty); /* Only go to the depot if it is not too far out of our way. */ if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) { if (v->current_order.IsType(OT_GOTO_DEPOT)) { /* If we were already heading for a depot but it has * suddenly moved farther away, we continue our normal * schedule? */ v->current_order.MakeDummy(); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } return; } DepotID depot = GetDepotIndex(tfdd.tile); if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() != depot && !Chance16(3, 16)) { return; } SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS); v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE); v->dest_tile = tfdd.tile; SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } /** Update day counters of the train vehicle. */ void Train::OnNewDay() { AgeVehicle(this); if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this); if (this->IsFrontEngine()) { CheckIfTrainNeedsService(this); CheckOrders(this); /* update destination */ if (this->current_order.IsType(OT_GOTO_STATION)) { TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile; if (tile != INVALID_TILE) this->dest_tile = tile; } if (this->running_ticks != 0) { /* running costs */ CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS)); /* sharing fee */ PayDailyTrackSharingFee(this); this->profit_this_year -= cost.GetCost(); this->running_ticks = 0; SubtractMoneyFromCompanyFract(this->owner, cost); SetWindowDirty(WC_VEHICLE_DETAILS, this->index); DirtyVehicleListWindowForVehicle(this); } } if (IsEngine() || IsMultiheaded()) { CheckVehicleBreakdown(this); } } /** * Get the tracks of the train vehicle. * @return Current tracks of the vehicle. */ Trackdir Train::GetVehicleTrackdir() const { if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR; if (this->track == TRACK_BIT_DEPOT) { /* We'll assume the train is facing outwards */ return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot } if (this->track == TRACK_BIT_WORMHOLE) { /* Train in tunnel or on bridge, so just use his direction and make an educated guess * given the track bits on the tunnel/bridge head tile. * If a reachable track piece is reserved, use that, otherwise use the first reachable track piece. */ TrackBits tracks = GetAcrossTunnelBridgeReservationTrackBits(this->tile); if (!tracks) tracks = GetAcrossTunnelBridgeTrackBits(this->tile); Trackdir td = TrackExitdirToTrackdir(FindFirstTrack(tracks), GetTunnelBridgeDirection(this->tile)); if (GetTunnelBridgeDirection(this->tile) != DirToDiagDir(this->direction)) td = ReverseTrackdir(td); return td; } else if (this->track & TRACK_BIT_WORMHOLE) { return TrackDirectionToTrackdir(FindFirstTrack(this->track & TRACK_BIT_MASK), this->direction); } return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction); } /** * Delete a train while it is visible. * This happens when a company bankrupts when infrastructure sharing is enabled. * @param v The train to delete. */ void DeleteVisibleTrain(Train *v) { SCOPE_INFO_FMT([v], "DeleteVisibleTrain: %s", scope_dumper().VehicleInfo(v)); assert(!v->IsVirtual()); FreeTrainTrackReservation(v); TileIndex crossing = TrainApproachingCrossingTile(v); /* delete train from back to front */ Train *u; Train *prev = v->Last(); do { u = prev; prev = u->Previous(); if (prev != nullptr) prev->SetNext(nullptr); /* 'u' shouldn't be accessed after it has been deleted */ TileIndex tile = u->tile; TrackBits trackbits = u->track; bool in_wormhole = trackbits & TRACK_BIT_WORMHOLE; delete u; if (in_wormhole) { /* Vehicle is inside a wormhole, u->track contains no useful value then. */ if (IsTunnelBridgeWithSignalSimulation(tile)) { TileIndex end = GetOtherTunnelBridgeEnd(tile); AddSideToSignalBuffer(end, INVALID_DIAGDIR, GetTileOwner(tile)); SetSignalledBridgeTunnelGreenIfClear(tile, end); } } else { Track track = TrackBitsToTrack(trackbits); if (HasReservedTracks(tile, trackbits)) UnreserveRailTrack(tile, track); if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile); } /* Update signals */ if (in_wormhole || IsRailDepotTile(tile)) { AddSideToSignalBuffer(tile, INVALID_DIAGDIR, GetTileOwner(tile)); } else { AddTrackToSignalBuffer(tile, TrackBitsToTrack(trackbits), GetTileOwner(tile)); } } while (prev != nullptr); if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing); UpdateSignalsInBuffer(); } /* Get the pixel-width of the image that is used for the train vehicle * @return: the image width number in pixel */ int GetDisplayImageWidth(Train *t, Point *offset) { int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH; int vehicle_pitch = 0; const Engine *e = Engine::Get(t->engine_type); if (e->grf_prop.grffile != nullptr && is_custom_sprite(e->u.rail.image_index)) { reference_width = e->grf_prop.grffile->traininfo_vehicle_width; vehicle_pitch = e->grf_prop.grffile->traininfo_vehicle_pitch; } if (offset != nullptr) { offset->x = reference_width / 2; offset->y = vehicle_pitch; } return t->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH; } Train* CmdBuildVirtualRailWagon(const Engine *e, uint32 user) { const RailVehicleInfo *rvi = &e->u.rail; Train *v = new Train(); v->x_pos = 0; v->y_pos = 0; v->spritenum = rvi->image_index; v->engine_type = e->index; v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback v->direction = DIR_W; v->tile = 0; // INVALID_TILE; v->owner = _current_company; v->track = TRACK_BIT_DEPOT; SetBit(v->flags, VRF_CONSIST_SPEED_REDUCTION); v->vehstatus = VS_HIDDEN | VS_DEFPAL; v->motion_counter = user; v->SetWagon(); v->SetFreeWagon(); v->SetVirtual(); v->cargo_type = e->GetDefaultCargoType(); v->cargo_cap = rvi->capacity; v->railtype = rvi->railtype; v->build_year = _cur_year; v->sprite_seq.Set(SPR_IMG_QUERY); v->random_bits = VehicleRandomBits(); v->group_id = DEFAULT_GROUP; AddArticulatedParts(v); // Make sure we set EVERYTHING to virtual, even articulated parts. for (Train* train_part = v; train_part != nullptr; train_part = train_part->Next()) { train_part->SetVirtual(); } _new_vehicle_id = v->index; v->UpdateViewport(true, false); v->First()->ConsistChanged(CCF_ARRANGE); CheckConsistencyOfArticulatedVehicle(v); InvalidateVehicleTickCaches(); return v; } Train* CmdBuildVirtualRailVehicle(EngineID eid, StringID &error, uint32 user) { const Engine *e = Engine::GetIfValid(eid); if (e == nullptr || e->type != VEH_TRAIN) { error = STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE + VEH_TRAIN; return nullptr; } const RailVehicleInfo *rvi = &e->u.rail; int num_vehicles = (e->u.rail.railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) + CountArticulatedParts(eid, false); if (!Train::CanAllocateItem(num_vehicles)) { error = STR_ERROR_TOO_MANY_VEHICLES_IN_GAME; return nullptr; } RegisterGameEvents(GEF_VIRT_TRAIN); if (rvi->railveh_type == RAILVEH_WAGON) { return CmdBuildVirtualRailWagon(e, user); } Train *v = new Train(); v->x_pos = 0; v->y_pos = 0; v->direction = DIR_W; v->tile = 0; // INVALID_TILE; v->owner = _current_company; v->track = TRACK_BIT_DEPOT; SetBit(v->flags, VRF_CONSIST_SPEED_REDUCTION); v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL; v->spritenum = rvi->image_index; v->cargo_type = e->GetDefaultCargoType(); v->cargo_cap = rvi->capacity; v->last_station_visited = INVALID_STATION; v->motion_counter = user; v->engine_type = e->index; v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback v->reliability = e->reliability; v->reliability_spd_dec = e->reliability_spd_dec; v->max_age = e->GetLifeLengthInDays(); v->railtype = rvi->railtype; _new_vehicle_id = v->index; v->build_year = _cur_year; v->sprite_seq.Set(SPR_IMG_QUERY); v->random_bits = VehicleRandomBits(); v->group_id = DEFAULT_GROUP; v->SetFrontEngine(); v->SetEngine(); v->SetVirtual(); if (rvi->railveh_type == RAILVEH_MULTIHEAD) { AddRearEngineToMultiheadedTrain(v); } else { AddArticulatedParts(v); } // Make sure we set EVERYTHING to virtual, even articulated parts. for (Train* train_part = v; train_part != nullptr; train_part = train_part->Next()) { train_part->SetVirtual(); } v->ConsistChanged(CCF_ARRANGE); CheckConsistencyOfArticulatedVehicle(v); InvalidateVehicleTickCaches(); return v; } /** * Build a virtual train vehicle. * @param tile unused * @param flags type of operation * @param p1 various bitstuffed data * bits 0-15: vehicle type being built. * bits 24-31: refit cargo type. * @param p2 user * @param text unused * @return the cost of this operation or an error */ CommandCost CmdBuildVirtualRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { EngineID eid = GB(p1, 0, 16); if (!IsEngineBuildable(eid, VEH_TRAIN, _current_company)) { return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE + VEH_TRAIN); } /* Validate the cargo type. */ CargoID cargo = GB(p1, 24, 8); if (cargo >= NUM_CARGO && cargo != CT_INVALID) return CMD_ERROR; bool should_execute = (flags & DC_EXEC) != 0; if (should_execute) { StringID err = INVALID_STRING_ID; Train* train = CmdBuildVirtualRailVehicle(eid, err, p2); if (train == nullptr) { return_cmd_error(err); } if (cargo != CT_INVALID) { CargoID default_cargo = Engine::Get(eid)->GetDefaultCargoType(); if (default_cargo != cargo) { CommandCost refit_res = CmdRefitVehicle(tile, flags, train->index, cargo, nullptr); if (!refit_res.Succeeded()) return refit_res; } } } return CommandCost(); } void ClearVehicleWindows(const Train *v) { if (v->IsPrimaryVehicle()) { DeleteWindowById(WC_VEHICLE_VIEW, v->index); DeleteWindowById(WC_VEHICLE_ORDERS, v->index); DeleteWindowById(WC_VEHICLE_REFIT, v->index); DeleteWindowById(WC_VEHICLE_DETAILS, v->index); DeleteWindowById(WC_VEHICLE_TIMETABLE, v->index); DeleteWindowById(WC_SCHDISPATCH_SLOTS, v->index); DeleteWindowById(WC_VEHICLE_CARGO_TYPE_LOAD_ORDERS, v->index); DeleteWindowById(WC_VEHICLE_CARGO_TYPE_UNLOAD_ORDERS, v->index); } } /** * Replace a vehicle based on a template replacement order. * @param tile unused * @param flags type of operation * @param p1 the ID of the vehicle to replace. * @param p2 whether the vehicle should leave (1) or stay (0) in the depot. * @param text unused * @return the cost of this operation or an error */ CommandCost CmdTemplateReplaceVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { VehicleID vehicle_id = p1; Vehicle* vehicle = Vehicle::GetIfValid(vehicle_id); if (vehicle == nullptr || vehicle->type != VEH_TRAIN) { return CMD_ERROR; } bool should_execute = (flags & DC_EXEC) != 0; if (!should_execute) { return CommandCost(); } Train* incoming = Train::From(vehicle); bool leaveDepot = (p2 != 0); Train *new_chain = nullptr; Train *remainder_chain = nullptr; Train *tmp_chain = nullptr; TemplateVehicle *tv = GetTemplateVehicleByGroupIDRecursive(incoming->group_id); if (tv == nullptr) { if (leaveDepot) incoming->vehstatus &= ~VS_STOPPED; return CMD_ERROR; } EngineID eid = tv->engine_type; _new_vehicle_id = p1; CommandCost buy(EXPENSES_NEW_VEHICLES); CommandCost move_cost(EXPENSES_NEW_VEHICLES); CommandCost tmp_result(EXPENSES_NEW_VEHICLES); /* first some tests on necessity and sanity */ if (tv == nullptr) return buy; if (tv->IsReplaceOldOnly() && !vehicle->NeedsAutorenewing(Company::Get(vehicle->owner), false)) { if (leaveDepot) incoming->vehstatus &= ~VS_STOPPED; return buy; } bool need_replacement = !TrainMatchesTemplate(incoming, tv); bool need_refit = !TrainMatchesTemplateRefit(incoming, tv); bool use_refit = tv->refit_as_template; CargoID store_refit_ct = CT_INVALID; short store_refit_csubt = 0; // if a train shall keep its old refit, store the refit setting of its first vehicle if (!use_refit) { for (Train *getc = incoming; getc != nullptr; getc = getc->GetNextUnit()) { if (getc->cargo_type != CT_INVALID) { store_refit_ct = getc->cargo_type; break; } } } // TODO: set result status to success/no success before returning if (!need_replacement) { if (!need_refit || !use_refit) { /* before returning, release incoming train first if 2nd param says so */ if (leaveDepot) incoming->vehstatus &= ~VS_STOPPED; return buy; } } else { CommandCost buyCost = TestBuyAllTemplateVehiclesInChain(tv, tile); if (!buyCost.Succeeded() || !CheckCompanyHasMoney(buyCost)) { if (leaveDepot) incoming->vehstatus &= ~VS_STOPPED; if (!buyCost.Succeeded() && buyCost.GetErrorMessage() != INVALID_STRING_ID) { return buyCost; } else { return_cmd_error(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY); } } } if (need_replacement || (need_refit && use_refit)) RegisterGameEvents(GEF_TBTR_REPLACEMENT); /* define replacement behavior */ bool reuseDepot = tv->IsSetReuseDepotVehicles(); bool keepRemainders = tv->IsSetKeepRemainingVehicles(); if (need_replacement) { // step 1: generate primary for newchain and generate remainder_chain // 1. primary of incoming might already fit the template // leave incoming's primary as is and move the rest to a free chain = remainder_chain // 2. needed primary might be one of incoming's member vehicles // 3. primary might be available as orphan vehicle in the depot // 4. we need to buy a new engine for the primary // all options other than 1. need to make sure to copy incoming's primary's status if (eid == incoming->engine_type) { // 1 new_chain = incoming; remainder_chain = incoming->GetNextUnit(); if (remainder_chain) { move_cost.AddCost(CmdMoveRailVehicle(tile, flags, remainder_chain->index | (1 << 20), INVALID_VEHICLE, 0)); } } else if ((tmp_chain = ChainContainsEngine(eid, incoming)) && tmp_chain != nullptr) { // 2 // new_chain is the needed engine, move it to an empty spot in the depot new_chain = tmp_chain; if (flags & DC_EXEC) ClearVehicleWindows(tmp_chain); move_cost.AddCost(DoCommand(tile, new_chain->index, INVALID_VEHICLE, flags, CMD_MOVE_RAIL_VEHICLE)); remainder_chain = incoming; } else if (reuseDepot && (tmp_chain = DepotContainsEngine(tile, eid, incoming)) && tmp_chain != nullptr) { // 3 new_chain = tmp_chain; if (flags & DC_EXEC) ClearVehicleWindows(tmp_chain); move_cost.AddCost(DoCommand(tile, new_chain->index, INVALID_VEHICLE, flags, CMD_MOVE_RAIL_VEHICLE)); remainder_chain = incoming; } else { // 4 tmp_result = DoCommand(tile, eid, 0, flags, CMD_BUILD_VEHICLE); /* break up in case buying the vehicle didn't succeed */ if (!tmp_result.Succeeded()) { return tmp_result; } buy.AddCost(tmp_result); new_chain = Train::Get(_new_vehicle_id); /* make sure the newly built engine is not attached to any free wagons inside the depot */ move_cost.AddCost(DoCommand(tile, new_chain->index, INVALID_VEHICLE, flags, CMD_MOVE_RAIL_VEHICLE)); /* prepare the remainder chain */ remainder_chain = incoming; } // If we bought a new engine or reused one from the depot, copy some parameters from the incoming primary engine if (incoming != new_chain && flags == DC_EXEC) { CopyHeadSpecificThings(incoming, new_chain, flags); NeutralizeStatus(incoming); // additionally, if we don't want to use the template refit, refit as incoming // the template refit will be set further down, if we use it at all if (!use_refit) { uint32 cb = GetCmdRefitVeh(new_chain); DoCommand(new_chain->tile, new_chain->index, store_refit_ct | store_refit_csubt << 8 | (1 << 16) | (1 << 31), flags, cb); } } // step 2: fill up newchain according to the template // foreach member of template (after primary): // 1. needed engine might be within remainder_chain already // 2. needed engine might be orphaned within the depot (copy status) // 3. we need to buy (again) (copy status) TemplateVehicle *cur_tmpl = tv->GetNextUnit(); Train *last_veh = new_chain; while (cur_tmpl) { // 1. engine contained in remainder chain if ((tmp_chain = ChainContainsEngine(cur_tmpl->engine_type, remainder_chain)) && tmp_chain != nullptr) { // advance remainder_chain (if necessary) to not lose track of it if (tmp_chain == remainder_chain) { remainder_chain = remainder_chain->GetNextUnit(); } move_cost.AddCost(CmdMoveRailVehicle(tile, flags, tmp_chain->index, last_veh->index, 0)); } // 2. engine contained somewhere else in the depot else if (reuseDepot && (tmp_chain = DepotContainsEngine(tile, cur_tmpl->engine_type, new_chain)) && tmp_chain != nullptr) { move_cost.AddCost(CmdMoveRailVehicle(tile, flags, tmp_chain->index, last_veh->index, 0)); } // 3. must buy new engine else { tmp_result = DoCommand(tile, cur_tmpl->engine_type, 0, flags, CMD_BUILD_VEHICLE); if (!tmp_result.Succeeded()) { return tmp_result; } buy.AddCost(tmp_result); tmp_chain = Train::Get(_new_vehicle_id); move_cost.AddCost(CmdMoveRailVehicle(tile, flags, tmp_chain->index, last_veh->index, 0)); } // TODO: is this enough ? might it be that we bought a new wagon here and it now has std refit ? if (need_refit && flags == DC_EXEC) { if (use_refit) { uint32 cb = GetCmdRefitVeh(tmp_chain); DoCommand(tmp_chain->tile, tmp_chain->index, cur_tmpl->cargo_type | (cur_tmpl->cargo_subtype << 8) | (1 << 16) | (1 << 31), flags, cb); } else { uint32 cb = GetCmdRefitVeh(tmp_chain); DoCommand(tmp_chain->tile, tmp_chain->index, store_refit_ct | (store_refit_csubt << 8) | (1 << 16) | (1 << 31), flags, cb); } if (HasBit(tmp_chain->flags, VRF_REVERSE_DIRECTION) != HasBit(cur_tmpl->ctrl_flags, TVCF_REVERSED)) { DoCommand(tmp_chain->tile, tmp_chain->index, true, flags, CMD_REVERSE_TRAIN_DIRECTION | CMD_MSG(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE)); } } cur_tmpl = cur_tmpl->GetNextUnit(); last_veh = tmp_chain; } } /* no replacement done */ else { new_chain = incoming; } /// step 3: reorder and neutralize the remaining vehicles from incoming // wagons remaining from remainder_chain should be filled up in as few freewagonchains as possible // each locos might be left as singular in the depot // neutralize each remaining engine's status // refit, only if the template option is set so if (use_refit && (need_refit || need_replacement)) { buy.AddCost(CmdRefitTrainFromTemplate(new_chain, tv, flags)); } if (new_chain && remainder_chain) { for (Train *ct = remainder_chain; ct; ct = ct->GetNextUnit()) { TransferCargoForTrain(ct, new_chain); } } // point incoming to the newly created train so that starting/stopping from the calling function can be done incoming = new_chain; if (leaveDepot && flags == DC_EXEC) { new_chain->vehstatus &= ~VS_STOPPED; } if (remainder_chain && keepRemainders && flags == DC_EXEC) { BreakUpRemainders(remainder_chain); } else if (remainder_chain) { buy.AddCost(DoCommand(tile, remainder_chain->index | (1 << 20), 0, flags, CMD_SELL_VEHICLE)); } /* Redraw main gui for changed statistics */ SetWindowClassesDirty(WC_TEMPLATEGUI_MAIN); _new_vehicle_id = new_chain->index; return buy; } void TrainRoadVehicleCrashBreakdown(Vehicle *v) { Train *t = Train::From(v)->First(); t->breakdown_ctr = 2; SetBit(t->flags, VRF_CONSIST_BREAKDOWN); t->breakdown_delay = 255; t->breakdown_type = BREAKDOWN_RV_CRASH; t->breakdown_severity = 0; t->reliability = 0; }