/*
* 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;
}