OpenTTD-patches/train_cmd.c
matthijs 3081316c69 (svn r2281) - Fix: [ 1115204 ] [NPF] When pressing the goto depot button, trains will now also look behind it if there is no depot in front. If so, the train reverses immediately. This also work anywhere, not just at stations.
- Add: [NPF] Reversing inside of depots now has a penalty. It also applies to trains only, other vehicles shouldn't bother reversing.
- Fix: [NPF] When checking whether to reverse a train, the trackdir of the first loc was used instead of the last vehicle as a starting node for pathfindig.
	This might have caused some trains not reversing when they should have (or vice versa). Typo introduced when converting to GetVehicleTrackdir() in r2256.
- CodeChange: [NPF] Removed duplicate code by letting NPFRouteTjoStationOrTile() call NPFRouteToStationOrTileTwoWay().
- Add: [NPF] NPFRouteToDepotBreadthFirstTwoWay() to find a depot while also looking backwards.
- Add: It is now possibly to specify a path cost for aystar starting nodes.
2005-05-07 22:00:36 +00:00

3219 lines
83 KiB
C

#include "stdafx.h"
#include "ttd.h"
#include "table/strings.h"
#include "map.h"
#include "tile.h"
#include "vehicle.h"
#include "command.h"
#include "pathfind.h"
#include "npf.h"
#include "station.h"
#include "table/train_cmd.h"
#include "gfx.h"
#include "news.h"
#include "engine.h"
#include "player.h"
#include "sound.h"
#include "depot.h"
#include "waypoint.h"
#include "vehicle_gui.h"
#define IS_FIRSTHEAD_SPRITE(spritenum) \
(is_custom_sprite(spritenum) ? IS_CUSTOM_FIRSTHEAD_SPRITE(spritenum) : _engine_sprite_add[spritenum] == 0)
static bool TrainCheckIfLineEnds(Vehicle *v);
extern void ShowTrainViewWindow(Vehicle *v);
static const byte _vehicle_initial_x_fract[4] = {10,8,4,8};
static const byte _vehicle_initial_y_fract[4] = {8,4,8,10};
static const byte _state_dir_table[4] = { 0x20, 8, 0x10, 4 };
/* These two arrays are used for realistic acceleration. XXX: How should they
* be interpreted? */
static const byte _curve_neighbours45[8][2] = {
{7, 1},
{0, 2},
{1, 3},
{2, 4},
{3, 5},
{4, 6},
{5, 7},
{6, 0},
};
static const byte _curve_neighbours90[8][2] = {
{6, 2},
{7, 3},
{0, 4},
{1, 5},
{2, 6},
{3, 7},
{4, 0},
{5, 1},
};
enum AccelType {
AM_ACCEL,
AM_BRAKE
};
static bool TrainShouldStop(Vehicle *v, TileIndex tile)
{
Order *o = &v->current_order;
assert(v->type == VEH_Train);
assert(IsTileType(v->tile, MP_STATION));
//When does a train drive through a station
//first we deal with the "new nonstop handling"
if (_patches.new_nonstop && o->flags & OF_NON_STOP &&
_map2[tile] == o->station )
return false;
if (v->last_station_visited == _map2[tile])
return false;
if (_map2[tile] != o->station &&
(o->flags & OF_NON_STOP || _patches.new_nonstop))
return false;
return true;
}
//new acceleration
static int GetTrainAcceleration(Vehicle *v, bool mode)
{
const Vehicle *u;
int num = 0; //number of vehicles, change this into the number of axles later
int power = 0;
int mass = 0;
int max_speed = 2000;
int area = 120;
int friction = 35; //[1e-3]
int drag_coeff = 20; //[1e-4]
int incl = 0;
int resistance;
int speed = v->cur_speed; //[mph]
int force = 0x3FFFFFFF;
int pos = 0;
int lastpos = -1;
int curvecount[2] = {0, 0};
int sum = 0;
int numcurve = 0;
speed *= 10;
speed /= 16;
//first find the curve speed limit
for (u = v; u->next != NULL; u = u->next, pos++) {
int dir = u->direction;
int ndir = u->next->direction;
int i;
for (i = 0; i < 2; i++) {
if ( _curve_neighbours45[dir][i] == ndir) {
curvecount[i]++;
if (lastpos != -1) {
numcurve++;
sum += pos - lastpos;
if (pos - lastpos == 1) {
max_speed = 88;
}
}
lastpos = pos;
}
}
//if we have a 90 degree turn, fix the speed limit to 60
if (_curve_neighbours90[dir][0] == ndir ||
_curve_neighbours90[dir][1] == ndir) {
max_speed = 61;
}
}
if (numcurve > 0) sum /= numcurve;
if ((curvecount[0] != 0 || curvecount[1] != 0) && max_speed > 88) {
int total = curvecount[0] + curvecount[1];
if (curvecount[0] == 1 && curvecount[1] == 1) {
max_speed = 0xFFFF;
} else if (total > 1) {
max_speed = 232 - (13 - clamp(sum, 1, 12)) * (13 - clamp(sum, 1, 12));
}
}
max_speed += (max_speed / 2) * v->u.rail.railtype;
if (IsTileType(v->tile, MP_STATION) && v->subtype == TS_Front_Engine) {
if (TrainShouldStop(v, v->tile)) {
int station_length = 0;
TileIndex tile = v->tile;
int delta_v;
max_speed = 120;
do {
station_length++;
tile = TILE_ADD(tile, TileOffsByDir(v->direction / 2));
} while (IsCompatibleTrainStationTile(tile, v->tile));
delta_v = v->cur_speed / (station_length + 1);
if (v->max_speed > (v->cur_speed - delta_v))
max_speed = v->cur_speed - (delta_v / 10);
max_speed = max(max_speed, 25 * station_length);
}
}
for (u = v; u != NULL; u = u->next) {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
int vmass;
num++;
power += rvi->power * 746; //[W]
drag_coeff += 3;
if (rvi->max_speed != 0)
max_speed = min(rvi->max_speed, max_speed);
if (u->u.rail.track == 0x80)
max_speed = 61;
vmass = rvi->weight; //[t]
vmass += (_cargoc.weights[u->cargo_type] * u->cargo_count) / 16;
mass += vmass; //[t]
if (HASBIT(u->u.rail.flags, VRF_GOINGUP)) {
incl += vmass * 60; //3% slope, quite a bit actually
} else if (HASBIT(u->u.rail.flags, VRF_GOINGDOWN)) {
incl -= vmass * 60;
}
}
// these are shown in the UI
v->u.rail.cached_weight = mass;
v->u.rail.cached_power = power / 746;
v->max_speed = max_speed;
if (v->u.rail.railtype != 2) {
resistance = 13 * mass / 10;
resistance += 60 * num;
resistance += friction * mass * speed / 1000;
resistance += (area * drag_coeff * speed * speed) / 10000;
} else
resistance = (area * (drag_coeff / 2) * speed * speed) / 10000;
resistance += incl;
resistance *= 4; //[N]
if (speed > 0) {
switch (v->u.rail.railtype) {
case 0:
case 1:
force = power / speed; //[N]
force *= 22;
force /= 10;
break;
case 2:
force = power / 25;
break;
}
} else {
//"kickoff" acceleration
force = resistance * 10;
}
if (force <= 0) force = 10000;
if (v->u.rail.railtype != 2) force = min(force, mass * 10 * 200);
if (mode == AM_ACCEL) {
return (force - resistance) / (mass * 4);
} else {
return min((-force - resistance) / (mass * 4), 10000 / (mass * 4));
}
}
void UpdateTrainAcceleration(Vehicle *v)
{
uint power = 0;
uint max_speed = 5000;
uint weight = 0;
Vehicle *u = v;
assert(v->subtype == TS_Front_Engine);
// compute stuff like max speed, power, and weight.
for (; u != NULL; u = u->next) {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
// power is sum of the power for all engines
power += rvi->power;
// limit the max speed to the speed of the slowest vehicle.
if (rvi->max_speed != 0 && rvi->max_speed <= max_speed)
max_speed = rvi->max_speed;
// weight is the sum of the weight of the wagon and the weight of the cargo.
weight += rvi->weight;
weight += (_cargoc.weights[u->cargo_type] * u->cargo_count) / 16;
}
// these are shown in the UI
v->u.rail.cached_weight = weight;
v->u.rail.cached_power = power;
v->max_speed = max_speed;
assert(weight != 0);
v->acceleration = clamp(power / weight * 4, 1, 255);
}
int GetTrainImage(const Vehicle *v, byte direction)
{
int img = v->spritenum;
int base;
if (is_custom_sprite(img)) {
base = GetCustomVehicleSprite(v, direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(img));
if (base != 0) return base;
img = _engine_original_sprites[v->engine_type];
}
base = _engine_sprite_base[img] + ((direction + _engine_sprite_add[img]) & _engine_sprite_and[img]);
if (v->cargo_count >= (v->cargo_cap >> 1))
base += _wagon_full_adder[img];
return base;
}
void DrawTrainEngine(int x, int y, int engine, uint32 image_ormod)
{
const RailVehicleInfo *rvi = RailVehInfo(engine);
int img = rvi->image_index;
uint32 image = 0;
if (is_custom_sprite(img)) {
image = GetCustomVehicleIcon(engine, 6);
if (image == 0) img = _engine_original_sprites[engine];
}
if (image == 0) {
image = (6 & _engine_sprite_and[img]) + _engine_sprite_base[img];
}
if (rvi->flags & RVI_MULTIHEAD) {
DrawSprite(image | image_ormod, x - 14, y);
x += 15;
image = 0;
if (is_custom_sprite(img)) {
image = GetCustomVehicleIcon(engine, 2);
if (image == 0) img = _engine_original_sprites[engine];
}
if (image == 0) {
image =
((6 + _engine_sprite_add[img + 1]) & _engine_sprite_and[img + 1]) +
_engine_sprite_base[img + 1];
}
}
DrawSprite(image | image_ormod, x, y);
}
void DrawTrainEngineInfo(int engine, int x, int y, int maxw)
{
const RailVehicleInfo *rvi = RailVehInfo(engine);
int cap;
uint multihead = (rvi->flags & RVI_MULTIHEAD) ? 1 : 0;
SetDParam(0, ((_price.build_railvehicle >> 3) * rvi->base_cost) >> 5);
SetDParam(2, rvi->max_speed * 10 >> 4);
SetDParam(3, rvi->power << multihead);
SetDParam(1, rvi->weight << multihead);
SetDParam(4, (rvi->running_cost_base * _price.running_rail[rvi->engclass] >> 8) << multihead);
cap = rvi->capacity;
SetDParam(5, STR_8838_N_A);
if (cap != 0) {
SetDParam(6, cap << multihead);
SetDParam(5, _cargoc.names_long_p[rvi->cargo_type]);
}
DrawStringMultiCenter(x, y, STR_885B_COST_WEIGHT_T_SPEED_POWER, maxw);
}
static int32 CmdBuildRailWagon(uint engine, uint tile, uint32 flags)
{
int32 value;
Vehicle *v;
const RailVehicleInfo *rvi;
int dir;
const Engine *e;
int x,y;
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
rvi = RailVehInfo(engine);
value = (rvi->base_cost * _price.build_railwagon) >> 8;
if (!(flags & DC_QUERY_COST)) {
_error_message = STR_00E1_TOO_MANY_VEHICLES_IN_GAME;
v = AllocateVehicle();
if (v == NULL)
return CMD_ERROR;
if (flags & DC_EXEC) {
byte img = rvi->image_index;
Vehicle *u, *w;
v->spritenum = img;
u = NULL;
FOR_ALL_VEHICLES(w) {
if (w->type == VEH_Train && w->tile == (TileIndex)tile &&
w->subtype == TS_Free_Car && w->engine_type == engine) {
u = GetLastVehicleInChain(w);
break;
}
}
v->engine_type = engine;
dir = _map5[tile] & 3;
v->direction = (byte)(dir*2+1);
v->tile = (TileIndex)tile;
x = TileX(tile) * 16 | _vehicle_initial_x_fract[dir];
y = TileY(tile) * 16 | _vehicle_initial_y_fract[dir];
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x,y);
v->owner = _current_player;
v->z_height = 6;
v->u.rail.track = 0x80;
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
v->subtype = TS_Free_Car;
if (u != NULL) {
u->next = v;
v->subtype = TS_Not_First;
v->u.rail.first_engine = u->u.rail.first_engine;
if (v->u.rail.first_engine == 0xffff && u->subtype == TS_Front_Engine)
v->u.rail.first_engine = u->engine_type;
} else {
v->u.rail.first_engine = 0xffff;
}
v->cargo_type = rvi->cargo_type;
v->cargo_cap = rvi->capacity;
v->value = value;
// v->day_counter = 0;
e = &_engines[engine];
v->u.rail.railtype = e->railtype;
v->build_year = _cur_year;
v->type = VEH_Train;
v->cur_image = 0xAC2;
_new_wagon_id = v->index;
VehiclePositionChanged(v);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
}
return value;
}
// Move all free vehicles in the depot to the train
static void NormalizeTrainVehInDepot(Vehicle *u)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && v->subtype == TS_Free_Car &&
v->tile == u->tile &&
v->u.rail.track == 0x80) {
if (DoCommandByTile(0, v->index | (u->index << 16), 1, DC_EXEC,
CMD_MOVE_RAIL_VEHICLE) == CMD_ERROR)
break;
}
}
}
static const byte _railveh_unk1[] = {
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 0, 0, 0,
0, 0, 0, 0, 1, 0, 1, 0,
0, 1, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0,
};
static const byte _railveh_score[] = {
1, 4, 7, 19, 20, 30, 31, 19,
20, 21, 22, 10, 11, 30, 31, 32,
33, 34, 35, 29, 45, 32, 50, 40,
41, 51, 52, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 60, 62,
63, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 70, 71, 72, 73,
74, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0,
};
int32 EstimateTrainCost(const RailVehicleInfo *rvi)
{
return (rvi->base_cost * (_price.build_railvehicle >> 3)) >> 5;
}
void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building)
{
u->direction = v->direction;
u->owner = v->owner;
u->tile = v->tile;
u->x_pos = v->x_pos;
u->y_pos = v->y_pos;
u->z_pos = v->z_pos;
u->z_height = 6;
u->u.rail.track = 0x80;
v->u.rail.first_engine = 0xffff;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
u->subtype = TS_Not_First;
u->spritenum = v->spritenum + 1;
u->cargo_type = v->cargo_type;
u->cargo_cap = v->cargo_cap;
u->u.rail.railtype = v->u.rail.railtype;
if (building) v->next = u;
u->engine_type = v->engine_type;
u->build_year = v->build_year;
if (building) v->value >>= 1;
u->value = v->value;
u->type = VEH_Train;
u->cur_image = 0xAC2;
VehiclePositionChanged(u);
}
/* Build a railroad vehicle
* p1 = vehicle type id
*/
int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
const RailVehicleInfo *rvi;
int value,dir;
Vehicle *v, *u;
UnitID unit_num;
Engine *e;
TileIndex tile = TILE_FROM_XY(x,y);
if (!IsEngineBuildable(p1, VEH_Train)) return CMD_ERROR;
if (!(flags & DC_QUERY_COST)) {
if (!IsTileDepotType(tile, TRANSPORT_RAIL)) return CMD_ERROR;
if (_map_owner[tile] != _current_player) return CMD_ERROR;
}
_cmd_build_rail_veh_var1 = 0;
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
rvi = RailVehInfo(p1);
if (rvi->flags & RVI_WAGON) {
return CmdBuildRailWagon(p1, tile, flags);
}
value = EstimateTrainCost(rvi);
if (!(flags & DC_QUERY_COST)) {
v = AllocateVehicle();
if (v == NULL || IsOrderPoolFull())
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
unit_num = GetFreeUnitNumber(VEH_Train);
if (unit_num > _patches.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
v->unitnumber = unit_num;
dir = _map5[tile] & 3;
v->direction = (byte)(dir*2+1);
v->tile = (TileIndex)tile;
v->owner = _current_player;
v->x_pos = (x |= _vehicle_initial_x_fract[dir]);
v->y_pos = (y |= _vehicle_initial_y_fract[dir]);
v->z_pos = GetSlopeZ(x,y);
v->z_height = 6;
v->u.rail.track = 0x80;
v->u.rail.first_engine = 0xffff;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = rvi->cargo_type;
v->cargo_cap = rvi->capacity;
v->max_speed = rvi->max_speed;
v->value = value;
v->last_station_visited = INVALID_STATION;
v->dest_tile = 0;
v->engine_type = (byte)p1;
e = DEREF_ENGINE(p1);
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->lifelength * 366;
v->string_id = STR_SV_TRAIN_NAME;
v->u.rail.railtype = e->railtype;
_new_train_id = v->index;
v->service_interval = _patches.servint_trains;
v->date_of_last_service = _date;
v->build_year = _cur_year;
v->type = VEH_Train;
v->cur_image = 0xAC2;
VehiclePositionChanged(v);
if (rvi->flags&RVI_MULTIHEAD && (u = AllocateVehicle()) != NULL)
AddRearEngineToMultiheadedTrain(v, u, true);
UpdateTrainAcceleration(v);
NormalizeTrainVehInDepot(v);
InvalidateWindow(WC_VEHICLE_DEPOT, tile);
RebuildVehicleLists();
InvalidateWindow(WC_COMPANY, v->owner);
}
}
_cmd_build_rail_veh_var1 = _railveh_unk1[p1];
_cmd_build_rail_veh_score = _railveh_score[p1];
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train); // updates the replace Train window
return value;
}
static bool IsTunnelTile(TileIndex tile)
{
return IsTileType(tile, MP_TUNNELBRIDGE) && (_map5[tile] & 0x80) == 0;
}
int CheckTrainStoppedInDepot(const Vehicle *v)
{
int count;
TileIndex tile = v->tile;
/* check if stopped in a depot */
if (!IsTileDepotType(tile, TRANSPORT_RAIL) || v->cur_speed != 0) {
_error_message = STR_881A_TRAINS_CAN_ONLY_BE_ALTERED;
return -1;
}
count = 0;
for (; v != NULL; v = v->next) {
count++;
if (v->u.rail.track != 0x80 || v->tile != tile ||
(v->subtype == TS_Front_Engine && !(v->vehstatus & VS_STOPPED))) {
_error_message = STR_881A_TRAINS_CAN_ONLY_BE_ALTERED;
return -1;
}
}
return count;
}
// unlink a rail wagon from the linked list.
// returns the new value of first
static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
{
Vehicle *u;
v->u.rail.first_engine = INVALID_VEHICLE;
// unlinking the first vehicle of the chain?
if (v == first) {
v = v->next;
if (v == NULL) return NULL;
for (u = v; u != NULL; u = u->next) u->u.rail.first_engine = v->engine_type;
v->subtype = TS_Free_Car;
return v;
}
for (u = first; u->next != v; u = u->next) {}
u->next = v->next;
return first;
}
static Vehicle *FindGoodVehiclePos(const Vehicle *src)
{
Vehicle *dst;
uint16 eng = src->engine_type;
TileIndex tile = src->tile;
FOR_ALL_VEHICLES(dst) {
if (dst->type == VEH_Train && dst->subtype == TS_Free_Car &&
dst->tile == tile) {
// check so all vehicles in the line have the same engine.
Vehicle *v = dst;
while (v->engine_type == eng) {
v = v->next;
if (v == NULL) return dst;
}
}
}
return NULL;
}
/* p1 & 0xffff = source vehicle index
* p1 & 0xffff0000 = what wagon to put the wagon AFTER,
* 0xffff0000 to make a new line
* p2 & 1 = move all vehicles following the vehicle..
*/
int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *src, *dst, *src_head, *dst_head;
bool is_loco;
if (!IsVehicleIndex(p1 & 0xFFFF)) return CMD_ERROR;
src = GetVehicle(p1 & 0xFFFF);
if (src->type != VEH_Train) return CMD_ERROR;
is_loco = !(RailVehInfo(src->engine_type)->flags & RVI_WAGON) && IS_FIRSTHEAD_SPRITE(src->spritenum);
// if nothing is selected as destination, try and find a matching vehicle to drag to.
if (((int32)p1 >> 16) == -1) {
dst = NULL;
if (!is_loco) dst = FindGoodVehiclePos(src);
} else {
dst = GetVehicle((int32)p1 >> 16);
}
// don't move the same vehicle..
if (src == dst)
return 0;
/* the player must be the owner */
if (!CheckOwnership(src->owner) || (dst!=NULL && !CheckOwnership(dst->owner)))
return CMD_ERROR;
/* locate the head of the two chains */
src_head = GetFirstVehicleInChain(src);
dst_head = NULL;
if (dst != NULL) dst_head = GetFirstVehicleInChain(dst);
/* clear the ->first cache */
{
Vehicle *u;
for (u = src_head; u != NULL; u = u->next) u->first = NULL;
for (u = dst_head; u != NULL; u = u->next) u->first = NULL;
}
/* check if all vehicles in the source train are stopped */
if (CheckTrainStoppedInDepot(src_head) < 0)
return CMD_ERROR;
/* check if all the vehicles in the dest train are stopped,
* and that the length of the dest train is no longer than XXX vehicles */
if (dst_head != NULL) {
int num = CheckTrainStoppedInDepot(dst_head);
if (num < 0)
return CMD_ERROR;
if (num > (_patches.mammoth_trains ? 100 : 9) && dst_head->subtype == TS_Front_Engine )
return_cmd_error(STR_8819_TRAIN_TOO_LONG);
// if it's a multiheaded vehicle we're dragging to, drag to the vehicle before..
while (IS_CUSTOM_SECONDHEAD_SPRITE(dst->spritenum) || (
!is_custom_sprite(dst->spritenum) && _engine_sprite_add[dst->spritenum] != 0)
) {
Vehicle *v = GetPrevVehicleInChain(dst);
if (v == NULL || src == v) break;
dst = v;
}
assert(dst_head->tile == src_head->tile);
}
// when moving all wagons, we can't have the same src_head and dst_head
if (p2 & 1 && src_head == dst_head)
return 0;
// moving a loco to a new line?, then we need to assign a unitnumber.
if (dst == NULL && src->subtype != TS_Front_Engine && is_loco) {
UnitID unit_num = GetFreeUnitNumber(VEH_Train);
if (unit_num > _patches.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC)
src->unitnumber = unit_num;
}
/* do it? */
if (flags & DC_EXEC) {
if (p2 & 1) {
// unlink ALL wagons
if (src != src_head) {
Vehicle *v = src_head;
while (v->next != src) v=v->next;
v->next = NULL;
}
} else {
// unlink single wagon from linked list
UnlinkWagon(src, src_head);
src->next = NULL;
}
if (dst == NULL) {
// move the train to an empty line. for locomotives, we set the type to 0. for wagons, 4.
if (is_loco) {
if (src->subtype != TS_Front_Engine) {
// setting the type to 0 also involves setting up the orders field.
src->subtype = TS_Front_Engine;
assert(src->orders == NULL);
src->num_orders = 0;
}
dst_head = src;
} else {
src->subtype = TS_Free_Car;
}
src->u.rail.first_engine = 0xffff;
} else {
if (src->subtype == TS_Front_Engine) {
// the vehicle was previously a loco. need to free the order list and delete vehicle windows etc.
DeleteWindowById(WC_VEHICLE_VIEW, src->index);
DeleteVehicleOrders(src);
}
src->subtype = TS_Not_First;
src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
// setup first_engine
src->u.rail.first_engine = dst->u.rail.first_engine;
if (src->u.rail.first_engine == 0xffff && dst->subtype == TS_Front_Engine)
src->u.rail.first_engine = dst->engine_type;
// link in the wagon(s) in the chain.
{
Vehicle *v;
for (v = src; v->next != NULL; v = v->next) {
v->next->u.rail.first_engine = v->u.rail.first_engine;
}
v->next = dst->next;
}
dst->next = src;
}
if (src_head->subtype == TS_Front_Engine)
UpdateTrainAcceleration(src_head);
InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index);
if (dst_head) {
if (dst_head->subtype == TS_Front_Engine)
UpdateTrainAcceleration(dst_head);
InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index);
/* Update the refit button */
InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, 12);
}
/* I added this to so that the refit buttons get updated */
InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, 12);
InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
RebuildVehicleLists();
}
return 0;
}
/* p1 = train to start / stop */
int32 CmdStartStopTrain(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner))
return CMD_ERROR;
if (flags & DC_EXEC) {
v->u.rail.days_since_order_progr = 0;
v->vehstatus ^= VS_STOPPED;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
return 0;
}
/**
* Search for a matching rear-engine of a dual-headed train.
* Do this as if you would find matching parentheses. If a new
* engine is 'started', first 'close' that before 'closing' our
* searched engine
*/
static Vehicle *GetRearEngine(const Vehicle *v, uint16 engine)
{
Vehicle *u;
int en_count = 1;
for (u = v->next; u != NULL; u = u->next) {
if (u->engine_type == engine) { // find matching engine
en_count += (IS_FIRSTHEAD_SPRITE(u->spritenum)) ? +1 : -1;
if (en_count == 0) return (Vehicle *)u;
}
}
return NULL;
}
/**
* Sell a (single) train wagon/engine.
* @param p1 the wagon/engine index
* @param p2 the selling mode
* - 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
* - 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
* - 2: when selling attached locos, rearrange all vehicles after it to separate lines;
* all wagons of the same type will go on the same line. Used by the AI currently
*/
int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v, *tmp, *first;
int32 cost = 0;
if (!IsVehicleIndex(p1) || p2 > 2) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner))
return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
first = GetFirstVehicleInChain(v);
// make sure the vehicle is stopped in the depot
if (CheckTrainStoppedInDepot(first) < 0)
return CMD_ERROR;
if ((flags & DC_EXEC) && v == first && first->subtype == TS_Front_Engine) {
DeleteWindowById(WC_VEHICLE_VIEW, first->index);
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train);
InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
}
switch (p2) {
case 0: case 2: { /* Delete given wagon */
bool switch_engine = false; // update second wagon to engine?
byte ori_subtype = v->subtype; // backup subtype of deleted wagon in case DeleteVehicle() changes
/* 1. Delete the engine, if it is dualheaded also delete the matching
* rear engine of the loco (from the point of deletion onwards) */
Vehicle *rear = (RailVehInfo(v->engine_type)->flags & RVI_MULTIHEAD) ? GetRearEngine(v, v->engine_type) : NULL;
if (rear != NULL) {
cost -= v->value;
if (flags & DC_EXEC) {
v = UnlinkWagon(rear, v);
DeleteVehicle(rear);
}
}
/* 2. We are selling the first engine, some special action might be required
* here, so take attention */
if ((flags & DC_EXEC) && v == first) {
Vehicle *new_f = first->next;
/* 2.1 If the first wagon is sold, update the first-> pointers to NULL */
for (tmp = first; tmp != NULL; tmp = tmp->next) tmp->first = NULL;
/* 2.2 If there are wagons present after the deleted front engine, check
* if the second wagon (which will be first) is an engine. If it is one,
* promote it as a new train, retaining the unitnumber, orders */
if (new_f != NULL) {
if (!(RailVehInfo(new_f->engine_type)->flags & RVI_WAGON) && IS_FIRSTHEAD_SPRITE(new_f->spritenum)) {
switch_engine = true;
/* Copy important data from the front engine */
new_f->unitnumber = first->unitnumber;
new_f->current_order = first->current_order;
new_f->cur_order_index = first->cur_order_index;
new_f->orders = first->orders;
new_f->num_orders = first->num_orders;
first->orders = NULL; // XXX - to not to delete the orders */
ShowTrainViewWindow(new_f);
}
}
}
/* 3. Delete the requested wagon */
cost -= v->value;
if (flags & DC_EXEC) {
first = UnlinkWagon(v, first);
DeleteVehicle(v);
/* 4 If the second wagon was an engine, update it to front_engine
* which UnlinkWagon() has changed to TS_Free_Car */
if (switch_engine) first->subtype = TS_Front_Engine;
/* 5. If the train still exists, update its acceleration, window, etc. */
if (first != NULL && first->subtype == TS_Front_Engine) {
InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
UpdateTrainAcceleration(first);
}
/* (6.) Borked AI. If it sells an engine it expects all wagons lined
* up on a new line to be added to the newly built loco. Replace it is.
* Totally braindead cause building a new engine adds all loco-less
* engines to its train anyways */
if (p2 == 2 && ori_subtype == TS_Front_Engine) {
for (v = first; v != NULL; v = tmp) {
tmp = v->next;
DoCommandByTile(v->tile, v->index | INVALID_VEHICLE << 16, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
}
}
}
} break;
case 1: { /* Delete wagon and all wagons after it given certain criteria */
/* 1. Count the number for first and rear engines for dualheads
* to be able to deduce which ones go with which ones */
int enf_count = 0;
int enr_count = 0;
for (tmp = first; tmp != NULL; tmp = tmp->next) {
if (RailVehInfo(tmp->engine_type)->flags & RVI_MULTIHEAD)
(IS_FIRSTHEAD_SPRITE(tmp->spritenum)) ? enf_count++ : enr_count++;
}
/* 2. Start deleting every vehicle after the selected one
* If we encounter a matching rear-engine to a front-engine
* earlier in the chain (before deletion), leave it alone */
for (; v != NULL; v = tmp) {
tmp = v->next;
if (RailVehInfo(v->engine_type)->flags & RVI_MULTIHEAD) {
/* Always delete newly encountered front-engines */
if (IS_FIRSTHEAD_SPRITE(v->spritenum)) {
enf_count--;
/* If we have more rear engines than front engines, then that means
* that this rear-engine does not belong to any front-engine; delete */
} else if (enr_count > enf_count) { enr_count--;}
/* Otherwise leave it alone */
else continue;
}
cost -= v->value;
if (flags & DC_EXEC) {
first = UnlinkWagon(v, first);
DeleteVehicle(v);
}
}
/* 3. If it is still a valid train after selling, update its acceleration */
if ((flags & DC_EXEC) && first != NULL && first->subtype == TS_Front_Engine) UpdateTrainAcceleration(first);
} break;
}
return cost;
}
static void UpdateTrainDeltaXY(Vehicle *v, int direction)
{
#define MKIT(a,b,c,d) ((a&0xFF)<<24) | ((b&0xFF)<<16) | ((c&0xFF)<<8) | ((d&0xFF)<<0)
static const uint32 _delta_xy_table[8] = {
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
};
#undef MKIT
uint32 x = _delta_xy_table[direction];
v->x_offs = (byte)x;
v->y_offs = (byte)(x>>=8);
v->sprite_width = (byte)(x>>=8);
v->sprite_height = (byte)(x>>=8);
}
static void UpdateVarsAfterSwap(Vehicle *v)
{
UpdateTrainDeltaXY(v, v->direction);
v->cur_image = GetTrainImage(v, v->direction);
BeginVehicleMove(v);
VehiclePositionChanged(v);
EndVehicleMove(v);
}
static void SetLastSpeed(Vehicle *v, int spd) {
int old = v->u.rail.last_speed;
if (spd != old) {
v->u.rail.last_speed = spd;
if (_patches.vehicle_speed || !old != !spd)
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
}
static void SwapTrainFlags(byte *swap_flag1, byte *swap_flag2)
{
byte flag1, flag2;
flag1 = *swap_flag1;
flag2 = *swap_flag2;
/* Clear the flags */
CLRBIT(*swap_flag1, VRF_GOINGUP);
CLRBIT(*swap_flag1, VRF_GOINGDOWN);
CLRBIT(*swap_flag2, VRF_GOINGUP);
CLRBIT(*swap_flag2, VRF_GOINGDOWN);
/* Reverse the rail-flags (if needed) */
if (HASBIT(flag1, VRF_GOINGUP)) {
SETBIT(*swap_flag2, VRF_GOINGDOWN);
} else if (HASBIT(flag1, VRF_GOINGDOWN)) {
SETBIT(*swap_flag2, VRF_GOINGUP);
}
if (HASBIT(flag2, VRF_GOINGUP)) {
SETBIT(*swap_flag1, VRF_GOINGDOWN);
} else if (HASBIT(flag2, VRF_GOINGDOWN)) {
SETBIT(*swap_flag1, VRF_GOINGUP);
}
}
static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
{
Vehicle *a, *b;
/* locate vehicles to swap */
for(a=v; l!=0; l--) { a = a->next; }
for(b=v; r!=0; r--) { b = b->next; }
if (a != b) {
/* swap the hidden bits */
{
uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
a->vehstatus = tmp;
}
/* swap variables */
swap_byte(&a->u.rail.track, &b->u.rail.track);
swap_byte(&a->direction, &b->direction);
/* toggle direction */
if (!(a->u.rail.track & 0x80)) a->direction ^= 4;
if (!(b->u.rail.track & 0x80)) b->direction ^= 4;
/* swap more variables */
swap_int32(&a->x_pos, &b->x_pos);
swap_int32(&a->y_pos, &b->y_pos);
swap_tile(&a->tile, &b->tile);
swap_byte(&a->z_pos, &b->z_pos);
SwapTrainFlags(&a->u.rail.flags, &b->u.rail.flags);
/* update other vars */
UpdateVarsAfterSwap(a);
UpdateVarsAfterSwap(b);
VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
} else {
if (!(a->u.rail.track & 0x80)) a->direction ^= 4;
UpdateVarsAfterSwap(a);
VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
}
}
/* Check if the vehicle is a train and is on the tile we are testing */
static void *TestTrainOnCrossing(Vehicle *v, void *data)
{
if (v->tile != *(const TileIndex*)data || v->type != VEH_Train)
return NULL;
return v;
}
static void DisableTrainCrossing(TileIndex tile)
{
/* Test if we have a rail/road-crossing */
if (IsTileType(tile, MP_STREET) && (_map5[tile] & 0xF0) == 0x10) {
/* Check if there is a train on the tile itself */
if (VehicleFromPos(tile, &tile, TestTrainOnCrossing) == NULL) {
/* If light is on, switch light off */
if (_map5[tile] & 4) {
_map5[tile] &= ~4;
MarkTileDirtyByTile(tile);
}
}
}
}
static void ReverseTrainDirection(Vehicle *v)
{
int l = 0, r = -1;
Vehicle *u;
if (IsTileDepotType(v->tile, TRANSPORT_RAIL))
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
/* Check if we were approaching a rail/road-crossing */
{
TileIndex tile = v->tile;
int t;
/* Determine the diagonal direction in which we will exit this tile */
t = v->direction >> 1;
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[t]) {
t = (t - 1) & 3;
}
/* Calculate next tile */
tile += TileOffsByDir(t);
/* Check if the train left a rail/road-crossing */
DisableTrainCrossing(tile);
}
// count number of vehicles
u = v;
do r++; while ( (u = u->next) != NULL );
/* swap start<>end, start+1<>end-1, ... */
do {
ReverseTrainSwapVeh(v, l++, r--);
} while (l <= r);
if (IsTileDepotType(v->tile, TRANSPORT_RAIL))
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
CLRBIT(v->u.rail.flags, VRF_REVERSING);
}
/* p1 = vehicle */
int32 CmdReverseTrainDirection(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner))
return CMD_ERROR;
_error_message = STR_EMPTY;
// if (v->u.rail.track & 0x80 || IsTileDepotType(v->tile, TRANSPORT_RAIL))
// return CMD_ERROR;
if (v->u.rail.crash_anim_pos != 0 || v->breakdown_ctr != 0)
return CMD_ERROR;
if (flags & DC_EXEC) {
if (_patches.realistic_acceleration && v->cur_speed != 0) {
TOGGLEBIT(v->u.rail.flags, VRF_REVERSING);
} else {
v->cur_speed = 0;
SetLastSpeed(v, 0);
ReverseTrainDirection(v);
}
}
return 0;
}
int32 CmdForceTrainProceed(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner))
return CMD_ERROR;
if (flags & DC_EXEC)
v->u.rail.force_proceed = 0x50;
return 0;
}
// p1 = vehicle to refit
// p2 = new cargo (0xFF)
// p2 = skip check for stopped in hanger (0x0100)
int32 CmdRefitRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
int32 cost;
uint num;
byte SkipStoppedInDepotCheck = (p2 & 0x100) >> 8;
p2 = p2 & 0xFF;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner) || ((CheckTrainStoppedInDepot(v) < 0) && !(SkipStoppedInDepotCheck)))
return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_TRAIN_RUN);
cost = 0;
num = 0;
do {
/* XXX: We also refit all the attached wagons en-masse if they
* can be refitted. This is how TTDPatch does it. TODO: Have
* some nice [Refit] button near each wagon. --pasky */
if ((!(RailVehInfo(v->engine_type)->flags & RVI_WAGON)
|| (_engine_refit_masks[v->engine_type] & (1 << p2)))
&& (byte) p2 != v->cargo_type && v->cargo_cap != 0) {
cost += (_price.build_railvehicle >> 8);
num += v->cargo_cap;
if (flags & DC_EXEC) {
//autorefitted train cars wants to keep the cargo
//it will be checked if the cargo is valid in CmdReplaceVehicle
if (!(SkipStoppedInDepotCheck))
v->cargo_count = 0;
v->cargo_type = (byte)p2;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
// SkipStoppedInDepotCheck is called by CmdReplace and it should only apply to the single car it is called for
} while ( (v=v->next) != NULL || SkipStoppedInDepotCheck );
_returned_refit_amount = num;
return cost;
}
typedef struct TrainFindDepotData {
uint best_length;
uint tile;
byte owner;
/**
* true if reversing is necesarry for the train to get to this depot This
* value is unused when new depot finding and NPF are both disabled
*/
bool reverse;
} TrainFindDepotData;
static bool TrainFindDepotEnumProc(uint tile, TrainFindDepotData *tfdd, int track, uint length, byte *state)
{
if (IsTileType(tile, MP_RAILWAY) && _map_owner[tile] == tfdd->owner) {
if ((_map5[tile] & ~0x3) == 0xC0) {
if (length < tfdd->best_length) {
tfdd->best_length = length;
tfdd->tile = tile;
}
return true;
}
// make sure the train doesn't run against a oneway signal
if ((_map5[tile] & 0xC0) == 0x40) {
if (!(_map3_lo[tile] & _signal_along_trackdir[track]) && _map3_lo[tile] & _signal_against_trackdir[track])
return true;
}
}
// stop searching if we've found a destination that is closer already.
return length >= tfdd->best_length;
}
// returns the tile of a depot to goto to. The given vehicle must not be
// crashed!
static TrainFindDepotData FindClosestTrainDepot(Vehicle *v)
{
int i;
TrainFindDepotData tfdd;
uint tile = v->tile;
assert(!(v->vehstatus & VS_CRASHED));
tfdd.owner = v->owner;
tfdd.best_length = (uint)-1;
tfdd.reverse = false;
if (IsTileDepotType(tile, TRANSPORT_RAIL)){
tfdd.tile = tile;
tfdd.best_length = 0;
return tfdd;
}
if (v->u.rail.track == 0x40) { tile = GetVehicleOutOfTunnelTile(v); }
if (_patches.new_pathfinding_all) {
NPFFoundTargetData ftd;
Vehicle* last = GetLastVehicleInChain(v);
byte trackdir = GetVehicleTrackdir(v);
byte trackdir_rev = REVERSE_TRACKDIR(GetVehicleTrackdir(last));
assert (trackdir != 0xFF);
ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, last->tile, trackdir_rev, TRANSPORT_RAIL, v->owner, NPF_INFINITE_PENALTY);
if (ftd.best_bird_dist == 0) {
/* Found target */
tfdd.tile = ftd.node.tile;
/* Our caller expects a number of tiles, so we just approximate that
* number by this. It might not be completely what we want, but it will
* work for now :-) We can possibly change this when the old pathfinder
* is removed. */
tfdd.best_length = ftd.best_path_dist / NPF_TILE_LENGTH;
if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE))
tfdd.reverse = true;
}
} else if (!_patches.new_depot_finding) {
// search in all directions
for(i=0; i!=4; i++)
NewTrainPathfind(tile, i, (TPFEnumProc*)TrainFindDepotEnumProc, &tfdd, NULL);
} else {
// search in the forward direction first.
i = v->direction >> 1;
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) { i = (i - 1) & 3; }
NewTrainPathfind(tile, i, (TPFEnumProc*)TrainFindDepotEnumProc, &tfdd, NULL);
if (tfdd.best_length == (uint)-1){
tfdd.reverse = true;
// search in backwards direction
i = (v->direction^4) >> 1;
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) { i = (i - 1) & 3; }
NewTrainPathfind(tile, i, (TPFEnumProc*)TrainFindDepotEnumProc, &tfdd, NULL);
}
}
return tfdd;
}
int32 CmdTrainGotoDepot(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
TrainFindDepotData tfdd;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner))
return CMD_ERROR;
if (v->vehstatus & VS_CRASHED)
return CMD_ERROR;
if (v->current_order.type == OT_GOTO_DEPOT) {
if (flags & DC_EXEC) {
if (HASBIT(v->current_order.flags, OFB_PART_OF_ORDERS)) {
v->u.rail.days_since_order_progr = 0;
v->cur_order_index++;
}
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
return 0;
}
tfdd = FindClosestTrainDepot(v);
if (tfdd.best_length == (uint)-1)
return_cmd_error(STR_883A_UNABLE_TO_FIND_ROUTE_TO);
if (flags & DC_EXEC) {
v->dest_tile = tfdd.tile;
v->current_order.type = OT_GOTO_DEPOT;
v->current_order.flags = OF_NON_STOP | OF_FULL_LOAD;
v->current_order.station = GetDepotByTile(tfdd.tile)->index;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
/* If there is no depot in front, reverse automatically */
if (tfdd.reverse)
DoCommandByTile(v->tile, v->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);
}
return 0;
}
/* p1 = vehicle
* p2 = new service int
*/
int32 CmdChangeTrainServiceInt(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner))
return CMD_ERROR;
if (flags & DC_EXEC) {
v->service_interval = (uint16)p2;
InvalidateWindowWidget(WC_VEHICLE_DETAILS, v->index, 8);
}
return 0;
}
void OnTick_Train(void)
{
_age_cargo_skip_counter = (_age_cargo_skip_counter == 0) ? 184 : (_age_cargo_skip_counter - 1);
}
static const int8 _vehicle_smoke_pos[16] = {
-4, -4, -4, 0, 4, 4, 4, 0,
-4, 0, 4, 4, 4, 0,-4,-4,
};
static void HandleLocomotiveSmokeCloud(Vehicle *v)
{
Vehicle *u;
if (v->vehstatus & VS_TRAIN_SLOWING || v->load_unload_time_rem != 0 || v->cur_speed < 2)
return;
u = v;
do {
int engtype = v->engine_type;
// no smoke?
if (RailVehInfo(engtype)->flags & 2
|| _engines[engtype].railtype > 0
|| (v->vehstatus&VS_HIDDEN) || (v->u.rail.track & 0xC0) )
continue;
switch (RailVehInfo(engtype)->engclass) {
case 0:
// steam smoke.
if ( (v->tick_counter&0xF) == 0 && !IsTileDepotType(v->tile, TRANSPORT_RAIL) && !IsTunnelTile(v->tile)) {
CreateEffectVehicleRel(v,
(_vehicle_smoke_pos[v->direction]),
(_vehicle_smoke_pos[v->direction+8]),
10,
EV_STEAM_SMOKE);
}
break;
case 1:
// diesel smoke
if (u->cur_speed <= 40 && !IsTileDepotType(v->tile, TRANSPORT_RAIL) && !IsTunnelTile(v->tile) && (uint16)Random() <= 0x1E00) {
CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
}
break;
case 2:
// blue spark
if ( (v->tick_counter&0x3) == 0 && !IsTileDepotType(v->tile, TRANSPORT_RAIL) && !IsTunnelTile(v->tile) && (uint16)Random() <= 0x5B0) {
CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
}
break;
}
} while ( (v = v->next) != NULL );
}
static void TrainPlayLeaveStationSound(Vehicle *v)
{
static const SoundFx sfx[] = {
SND_04_TRAIN,
SND_0A_TRAIN_HORN,
SND_0A_TRAIN_HORN
};
int engtype = v->engine_type;
switch (_engines[engtype].railtype) {
case 0:
SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], v);
break;
case 1:
SndPlayVehicleFx(SND_47_MAGLEV_2, v);
break;
case 2:
SndPlayVehicleFx(SND_41_MAGLEV, v);
break;
}
}
static bool CheckTrainStayInDepot(Vehicle *v)
{
Vehicle *u;
// bail out if not all wagons are in the same depot or not in a depot at all
for (u = v; u != NULL; u = u->next)
if (u->u.rail.track != 0x80 || u->tile != v->tile)
return false;
if (v->u.rail.force_proceed == 0) {
if (++v->load_unload_time_rem < 37) {
InvalidateWindowClasses(WC_TRAINS_LIST);
return true;
}
v->load_unload_time_rem = 0;
if (UpdateSignalsOnSegment(v->tile, v->direction)) {
InvalidateWindowClasses(WC_TRAINS_LIST);
return true;
}
}
VehicleServiceInDepot(v);
InvalidateWindowClasses(WC_TRAINS_LIST);
TrainPlayLeaveStationSound(v);
v->u.rail.track = 1;
if (v->direction & 2)
v->u.rail.track = 2;
v->vehstatus &= ~VS_HIDDEN;
v->cur_speed = 0;
UpdateTrainDeltaXY(v, v->direction);
v->cur_image = GetTrainImage(v, v->direction);
VehiclePositionChanged(v);
UpdateSignalsOnSegment(v->tile, v->direction);
UpdateTrainAcceleration(v);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
return false;
}
/* Check for station tiles */
typedef struct TrainTrackFollowerData {
TileIndex dest_coords;
StationID station_index; // station index we're heading for
uint best_bird_dist;
uint best_track_dist;
byte best_track;
} TrainTrackFollowerData;
static bool TrainTrackFollower(uint tile, TrainTrackFollowerData *ttfd, int track, uint length, byte *state){
if (IsTileType(tile, MP_RAILWAY) && (_map5[tile]&0xC0) == 0x40) {
// the tile has a signal
byte m3 = _map3_lo[tile];
if (!(m3 & _signal_along_trackdir[track])) {
// if one way signal not pointing towards us, stop going in this direction.
if (m3 & _signal_against_trackdir[track])
return true;
} else if (_map2[tile] & _signal_along_trackdir[track]) {
// green signal in our direction. either one way or two way.
*state = true;
} else if (m3 & _signal_against_trackdir[track]) {
// two way signal. unless we passed another green signal on the way,
// stop going in this direction.
if (!*state) return true;
}
}
// heading for nowhere?
if (ttfd->dest_coords == 0)
return false;
// did we reach the final station?
if ((ttfd->station_index == INVALID_STATION && tile == ttfd->dest_coords) ||
(IsTileType(tile, MP_STATION) && IS_BYTE_INSIDE(_map5[tile], 0, 8) && _map2[tile] == ttfd->station_index)) {
/* We do not check for dest_coords if we have a station_index,
* because in that case the dest_coords are just an
* approximation of where the station is */
// found station
ttfd->best_bird_dist = 0;
if (length < ttfd->best_track_dist) {
ttfd->best_track_dist = length;
ttfd->best_track = state[1];
}
return true;
} else {
uint dist;
// we've actually found the destination already. no point searching in directions longer than this.
if (ttfd->best_track_dist != (uint)-1)
return length >= ttfd->best_track_dist;
// didn't find station
dist = DistanceManhattan(tile, ttfd->dest_coords);
if (dist < ttfd->best_bird_dist) {
ttfd->best_bird_dist = dist;
ttfd->best_track = state[1];
}
return false;
}
}
static void FillWithStationData(TrainTrackFollowerData *fd, Vehicle *v)
{
fd->dest_coords = v->dest_tile;
if (v->current_order.type == OT_GOTO_STATION)
fd->station_index = v->current_order.station;
else
fd->station_index = INVALID_STATION;
}
static const byte _initial_tile_subcoord[6][4][3] = {
{{ 15, 8, 1 },{ 0, 0, 0 },{ 0, 8, 5 },{ 0, 0, 0 }},
{{ 0, 0, 0 },{ 8, 0, 3 },{ 0, 0, 0 },{ 8,15, 7 }},
{{ 0, 0, 0 },{ 7, 0, 2 },{ 0, 7, 6 },{ 0, 0, 0 }},
{{ 15, 8, 2 },{ 0, 0, 0 },{ 0, 0, 0 },{ 8,15, 6 }},
{{ 15, 7, 0 },{ 8, 0, 4 },{ 0, 0, 0 },{ 0, 0, 0 }},
{{ 0, 0, 0 },{ 0, 0, 0 },{ 0, 8, 4 },{ 7,15, 0 }},
};
static const uint32 _reachable_tracks[4] = {
0x10091009,
0x00160016,
0x05200520,
0x2A002A00,
};
static const byte _search_directions[6][4] = {
{ 0, 9, 2, 9 }, // track 1
{ 9, 1, 9, 3 }, // track 2
{ 9, 0, 3, 9 }, // track upper
{ 1, 9, 9, 2 }, // track lower
{ 3, 2, 9, 9 }, // track left
{ 9, 9, 1, 0 }, // track right
};
static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
#if PF_BENCHMARK
unsigned int rdtsc()
{
unsigned int high, low;
__asm__ __volatile__ ("rdtsc" : "=a" (low), "=d" (high));
return low;
}
#endif
/* choose a track */
static byte ChooseTrainTrack(Vehicle *v, uint tile, int enterdir, byte trackbits)
{
TrainTrackFollowerData fd;
int bits = trackbits;
uint best_track;
#if PF_BENCHMARK
int time = rdtsc();
static float f;
#endif
assert( (bits & ~0x3F) == 0);
/* quick return in case only one possible track is available */
if (KILL_FIRST_BIT(bits) == 0)
return FIND_FIRST_BIT(bits);
if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
byte trackdir;
NPFFillWithOrderData(&fstd, v);
/* The enterdir for the new tile, is the exitdir for the old tile */
trackdir = GetVehicleTrackdir(v);
assert(trackdir != 0xff);
ftd = NPFRouteToStationOrTile(tile - TileOffsByDir(enterdir), trackdir, &fstd, TRANSPORT_RAIL, v->owner);
if (ftd.best_trackdir == 0xff) {
/* We are already at our target. Just do something */
//TODO: maybe display error?
//TODO: go straight ahead if possible?
best_track = FIND_FIRST_BIT(bits);
} else {
/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
the direction we need to take to get there, if ftd.best_bird_dist is not 0,
we did not find our target, but ftd.best_trackdir contains the direction leading
to the tile closest to our target. */
/* Discard enterdir information, making it a normal track */
best_track = ftd.best_trackdir & 7; /* TODO: Wrapper function? */
}
} else {
FillWithStationData(&fd, v);
if (_patches.new_pathfinding) {
/* New train pathfinding */
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
fd.best_track = 0xFF;
NewTrainPathfind(tile - TileOffsByDir(enterdir), enterdir, (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
// printf("Train %d %s\n", v->unitnumber, fd.best_track_dist == -1 ? "NOTFOUND" : "FOUND");
if (fd.best_track == 0xff) {
// blaha
best_track = FIND_FIRST_BIT(bits);
} else {
best_track = fd.best_track & 7;
}
} else {
/* Original pathfinding */
int i, r;
uint best_bird_dist = 0;
uint best_track_dist = 0;
byte train_dir = v->direction & 3;
best_track = (uint)-1;
do {
i = FIND_FIRST_BIT(bits);
bits = KILL_FIRST_BIT(bits);
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
NewTrainPathfind(tile, _search_directions[i][enterdir], (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
if (best_track != (uint)-1) {
if (best_track_dist == (uint)-1) {
if (fd.best_track_dist == (uint)-1) {
/* neither reached the destination, pick the one with the smallest bird dist */
if (fd.best_bird_dist > best_bird_dist) goto bad;
if (fd.best_bird_dist < best_bird_dist) goto good;
} else {
/* we found the destination for the first time */
goto good;
}
} else {
if (fd.best_track_dist == (uint)-1) {
/* didn't find destination, but we've found the destination previously */
goto bad;
} else {
/* both old & new reached the destination, compare track length */
if (fd.best_track_dist > best_track_dist) goto bad;
if (fd.best_track_dist < best_track_dist) goto good;
}
}
/* if we reach this position, there's two paths of equal value so far.
* pick one randomly. */
r = (byte)Random();
if (_pick_track_table[i] == train_dir) r += 80;
if (_pick_track_table[best_track] == train_dir) r -= 80;
if (r <= 127) goto bad;
}
good:;
best_track = i;
best_bird_dist = fd.best_bird_dist;
best_track_dist = fd.best_track_dist;
bad:;
} while (bits != 0);
// printf("Train %d %s\n", v->unitnumber, best_track_dist == -1 ? "NOTFOUND" : "FOUND");
assert(best_track != (uint)-1);
}
}
#if PF_BENCHMARK
time = rdtsc() - time;
f = f * 0.99 + 0.01 * time;
printf("PF time = %d %f\n", time, f);
#endif
return best_track;
}
static bool CheckReverseTrain(Vehicle *v)
{
TrainTrackFollowerData fd;
int i, r;
int best_track;
uint best_bird_dist = 0;
uint best_track_dist = 0;
uint reverse, reverse_best;
if (_opt.diff.line_reverse_mode != 0 ||
v->u.rail.track & 0xC0 ||
!(v->direction & 1))
return false;
FillWithStationData(&fd, v);
best_track = -1;
reverse_best = reverse = 0;
assert(v->u.rail.track);
i = _search_directions[FIND_FIRST_BIT(v->u.rail.track)][v->direction>>1];
if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
byte trackdir, trackdir_rev;
Vehicle* last = GetLastVehicleInChain(v);
NPFFillWithOrderData(&fstd, v);
trackdir = GetVehicleTrackdir(v);
trackdir_rev = REVERSE_TRACKDIR(GetVehicleTrackdir(last));
assert(trackdir != 0xff);
assert(trackdir_rev != 0xff);
ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, last->tile, trackdir_rev, &fstd, TRANSPORT_RAIL, v->owner);
if (ftd.best_bird_dist != 0) {
/* We didn't find anything, just keep on going straight ahead */
reverse_best = false;
} else {
if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE))
reverse_best = true;
else
reverse_best = false;
}
} else {
while(true) {
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
NewTrainPathfind(v->tile, reverse ^ i, (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
if (best_track != -1) {
if (best_bird_dist != 0) {
if (fd.best_bird_dist != 0) {
/* neither reached the destination, pick the one with the smallest bird dist */
if (fd.best_bird_dist > best_bird_dist) goto bad;
if (fd.best_bird_dist < best_bird_dist) goto good;
} else {
/* we found the destination for the first time */
goto good;
}
} else {
if (fd.best_bird_dist != 0) {
/* didn't find destination, but we've found the destination previously */
goto bad;
} else {
/* both old & new reached the destination, compare track length */
if (fd.best_track_dist > best_track_dist) goto bad;
if (fd.best_track_dist < best_track_dist) goto good;
}
}
/* if we reach this position, there's two paths of equal value so far.
* pick one randomly. */
r = (byte)Random();
if (_pick_track_table[i] == (v->direction & 3)) r += 80;
if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
if (r <= 127) goto bad;
}
good:;
best_track = i;
best_bird_dist = fd.best_bird_dist;
best_track_dist = fd.best_track_dist;
reverse_best = reverse;
bad:;
if (reverse != 0)
break;
reverse = 2;
}
}
return reverse_best != 0;
}
static bool ProcessTrainOrder(Vehicle *v)
{
const Order *order;
bool result;
// These are un-interruptible
if (v->current_order.type >= OT_GOTO_DEPOT &&
v->current_order.type <= OT_LEAVESTATION) {
// Let a depot order in the orderlist interrupt.
if (v->current_order.type != OT_GOTO_DEPOT ||
!(v->current_order.flags & OF_UNLOAD))
return false;
}
if (v->current_order.type == OT_GOTO_DEPOT &&
(v->current_order.flags & (OF_UNLOAD | OF_FULL_LOAD)) == (OF_UNLOAD | OF_FULL_LOAD) &&
!VehicleNeedsService(v)) {
v->cur_order_index++;
}
// check if we've reached the waypoint?
if (v->current_order.type == OT_GOTO_WAYPOINT && v->tile == v->dest_tile) {
v->cur_order_index++;
}
// check if we've reached a non-stop station while TTDPatch nonstop is enabled..
if (_patches.new_nonstop && v->current_order.flags & OF_NON_STOP &&
v->current_order.station == _map2[v->tile] && IsTileType(v->tile, MP_STATION) ) {
v->cur_order_index++;
}
// Get the current order
if (v->cur_order_index >= v->num_orders)
v->cur_order_index = 0;
order = GetVehicleOrder(v, v->cur_order_index);
// If no order, do nothing.
if (order == NULL) {
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
v->dest_tile = 0;
return false;
}
// If it is unchanged, keep it.
if (order->type == v->current_order.type &&
order->flags == v->current_order.flags &&
order->station == v->current_order.station)
return false;
// Otherwise set it, and determine the destination tile.
v->current_order = *order;
v->dest_tile = 0;
result = false;
switch (order->type) {
case OT_GOTO_STATION:
if (order->station == v->last_station_visited)
v->last_station_visited = INVALID_STATION;
v->dest_tile = GetStation(order->station)->xy;
result = CheckReverseTrain(v);
break;
case OT_GOTO_DEPOT:
v->dest_tile = GetDepot(order->station)->xy;
result = CheckReverseTrain(v);
break;
case OT_GOTO_WAYPOINT:
v->dest_tile = GetWaypoint(order->station)->xy;
result = CheckReverseTrain(v);
break;
}
InvalidateVehicleOrder(v);
return result;
}
static void MarkTrainDirty(Vehicle *v)
{
do {
v->cur_image = GetTrainImage(v, v->direction);
MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
} while ( (v=v->next) != NULL);
}
static void HandleTrainLoading(Vehicle *v, bool mode)
{
if (v->current_order.type == OT_NOTHING)
return;
if (v->current_order.type != OT_DUMMY) {
if (v->current_order.type != OT_LOADING)
return;
if (mode)
return;
// don't mark the train as lost if we're loading on the final station.
if (v->current_order.flags & OF_NON_STOP)
v->u.rail.days_since_order_progr = 0;
if (--v->load_unload_time_rem)
return;
if (v->current_order.flags & OF_FULL_LOAD && CanFillVehicle(v)) {
v->u.rail.days_since_order_progr = 0; /* Prevent a train lost message for full loading trains */
SET_EXPENSES_TYPE(EXPENSES_TRAIN_INC);
if (LoadUnloadVehicle(v)) {
InvalidateWindow(WC_TRAINS_LIST, v->owner);
MarkTrainDirty(v);
// need to update acceleration since the goods on the train changed.
UpdateTrainAcceleration(v);
}
return;
}
TrainPlayLeaveStationSound(v);
{
Order b = v->current_order;
v->current_order.type = OT_LEAVESTATION;
v->current_order.flags = 0;
// If this was not the final order, don't remove it from the list.
if (!(b.flags & OF_NON_STOP))
return;
}
}
v->u.rail.days_since_order_progr = 0;
v->cur_order_index++;
InvalidateVehicleOrder(v);
}
static int UpdateTrainSpeed(Vehicle *v)
{
uint spd;
uint accel;
if (v->vehstatus & VS_STOPPED || HASBIT(v->u.rail.flags, VRF_REVERSING)) {
if (_patches.realistic_acceleration)
accel = GetTrainAcceleration(v, AM_BRAKE) * 2;
else
accel = v->acceleration * -2;
} else {
if (_patches.realistic_acceleration)
accel = GetTrainAcceleration(v, AM_ACCEL);
else
accel = v->acceleration;
}
spd = v->subspeed + accel * 2;
v->subspeed = (byte)spd;
{
int tempmax = v->max_speed;
if (v->cur_speed > v->max_speed)
tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
v->cur_speed = spd = clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
}
if (!(v->direction & 1)) spd = spd * 3 >> 2;
spd += v->progress;
v->progress = (byte)spd;
return (spd >> 8);
}
static void TrainEnterStation(Vehicle *v, StationID station)
{
Station *st;
uint32 flags;
v->last_station_visited = station;
/* check if a train ever visited this station before */
st = GetStation(station);
if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
st->had_vehicle_of_type |= HVOT_TRAIN;
SetDParam(0, st->index);
flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0);
AddNewsItem(
STR_8801_CITIZENS_CELEBRATE_FIRST,
flags,
v->index,
0);
}
// Did we reach the final destination?
if (v->current_order.type == OT_GOTO_STATION &&
v->current_order.station == station) {
// Yeah, keep the load/unload flags
// Non Stop now means if the order should be increased.
v->current_order.type = OT_LOADING;
v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD;
v->current_order.flags |= OF_NON_STOP;
} else {
// No, just do a simple load
v->current_order.type = OT_LOADING;
v->current_order.flags = 0;
}
v->current_order.station = 0;
SET_EXPENSES_TYPE(EXPENSES_TRAIN_INC);
if (LoadUnloadVehicle(v) != 0) {
InvalidateWindow(WC_TRAINS_LIST, v->owner);
MarkTrainDirty(v);
UpdateTrainAcceleration(v);
}
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
{
byte new_z, old_z;
// need this hint so it returns the right z coordinate on bridges.
_get_z_hint = v->z_pos;
new_z = GetSlopeZ(v->x_pos, v->y_pos);
_get_z_hint = 0;
old_z = v->z_pos;
v->z_pos = new_z;
if (new_tile) {
CLRBIT(v->u.rail.flags, VRF_GOINGUP);
CLRBIT(v->u.rail.flags, VRF_GOINGDOWN);
if (new_z != old_z) {
TileIndex tile = TILE_FROM_XY(v->x_pos, v->y_pos);
// XXX workaround, whole UP/DOWN detection needs overhaul
if (!IsTileType(tile, MP_TUNNELBRIDGE) || (_map5[tile] & 0x80) != 0)
SETBIT(v->u.rail.flags, (new_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
}
}
VehiclePositionChanged(v);
EndVehicleMove(v);
return old_z;
}
static const byte _new_vehicle_direction_table[11] = {
0, 7, 6, 0,
1, 0, 5, 0,
2, 3, 4,
};
static int GetNewVehicleDirectionByTile(uint new_tile, uint old_tile)
{
uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 +
TileX(new_tile) - TileX(old_tile) + 1;
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
static int GetNewVehicleDirection(Vehicle *v, int x, int y)
{
uint offs = (y - v->y_pos + 1) * 4 + (x - v->x_pos + 1);
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
static int GetDirectionToVehicle(Vehicle *v, int x, int y)
{
byte offs;
x -= v->x_pos;
if (x >= 0) {
offs = (x > 2) ? 0 : 1;
} else {
offs = (x < -2) ? 2 : 1;
}
y -= v->y_pos;
if (y >= 0) {
offs += ((y > 2) ? 0 : 1) * 4;
} else {
offs += ((y < -2) ? 2 : 1) * 4;
}
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
/* Check if the vehicle is compatible with the specified tile */
static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
{
switch (GetTileType(tile)) {
case MP_RAILWAY:
case MP_STATION:
// normal tracks, jump to owner check
break;
case MP_TUNNELBRIDGE:
if ((_map5[tile] & 0xC0) == 0xC0) { // is bridge middle part?
uint height;
uint tileh = GetTileSlope(tile, &height);
// correct Z position of a train going under a bridge on slopes
if (CorrectZ(tileh)) height += 8;
if (v->z_pos != height) return true; // train is going over bridge
}
break;
case MP_STREET:
// tracks over roads, do owner check of tracks (_map_owner[tile])
return
_map_owner[tile] == v->owner &&
(v->subtype != TS_Front_Engine || (_map3_hi[tile] & 0xF) == v->u.rail.railtype);
default:
return true;
}
return
_map_owner[tile] == v->owner &&
(v->subtype != TS_Front_Engine || (_map3_lo[tile] & 0xF) == v->u.rail.railtype);
}
typedef struct {
byte small_turn, large_turn;
byte z_up; // fraction to remove when moving up
byte z_down; // fraction to remove when moving down
} RailtypeSlowdownParams;
static const RailtypeSlowdownParams _railtype_slowdown[3] = {
// normal accel
{256/4, 256/2, 256/4, 2}, // normal
{256/4, 256/2, 256/4, 2}, // monorail
{0, 256/2, 256/4, 2}, // maglev
};
/* Modify the speed of the vehicle due to a turn */
static void AffectSpeedByDirChange(Vehicle *v, byte new_dir)
{
byte diff;
const RailtypeSlowdownParams *rsp;
if (_patches.realistic_acceleration || (diff = (v->direction - new_dir) & 7) == 0)
return;
rsp = &_railtype_slowdown[v->u.rail.railtype];
v->cur_speed -= ((diff == 1 || diff == 7) ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
}
/* Modify the speed of the vehicle due to a change in altitude */
static void AffectSpeedByZChange(Vehicle *v, byte old_z)
{
const RailtypeSlowdownParams *rsp;
if (old_z == v->z_pos || _patches.realistic_acceleration)
return;
rsp = &_railtype_slowdown[v->u.rail.railtype];
if (old_z < v->z_pos) {
v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
} else {
uint16 spd = v->cur_speed + rsp->z_down;
if (spd <= v->max_speed)
v->cur_speed = spd;
}
}
static const byte _otherside_signal_directions[14] = {
1, 3, 1, 3, 5, 3, 0, 0,
5, 7, 7, 5, 7, 1,
};
static void TrainMovedChangeSignals(uint tile, int dir)
{
int i;
if (IsTileType(tile, MP_RAILWAY) && (_map5[tile] & 0xC0) == 0x40) {
i = FindFirstBit2x64((_map5[tile]+(_map5[tile]<<8)) & _reachable_tracks[dir]);
UpdateSignalsOnSegment(tile, _otherside_signal_directions[i]);
}
}
typedef struct TrainCollideChecker {
const Vehicle *v;
const Vehicle *v_skip;
} TrainCollideChecker;
static void *FindTrainCollideEnum(Vehicle *v, void *data)
{
const TrainCollideChecker* tcc = data;
if (v != tcc->v &&
v != tcc->v_skip &&
v->type == VEH_Train &&
v->u.rail.track != 0x80 &&
myabs(v->z_pos - tcc->v->z_pos) <= 6 &&
myabs(v->x_pos - tcc->v->x_pos) < 6 &&
myabs(v->y_pos - tcc->v->y_pos) < 6) {
return v;
} else {
return NULL;
}
}
static void SetVehicleCrashed(Vehicle *v)
{
Vehicle *u;
if (v->u.rail.crash_anim_pos != 0)
return;
v->u.rail.crash_anim_pos++;
u = v;
BEGIN_ENUM_WAGONS(v)
v->vehstatus |= VS_CRASHED;
END_ENUM_WAGONS(v)
InvalidateWindowWidget(WC_VEHICLE_VIEW, u->index, STATUS_BAR);
}
static int CountPassengersInTrain(const Vehicle *v)
{
int num = 0;
BEGIN_ENUM_WAGONS(v)
if (v->cargo_type == CT_PASSENGERS) num += v->cargo_count;
END_ENUM_WAGONS(v)
return num;
}
/*
* Checks whether the specified train has a collision with another vehicle. If
* so, destroys this vehicle, and the other vehicle if its subtype is 0 (TS_Front_Engine).
* Reports the incident in a flashy news item, modifies station ratings and
* plays a sound.
*/
static void CheckTrainCollision(Vehicle *v)
{
TrainCollideChecker tcc;
Vehicle *coll;
Vehicle *realcoll;
int num;
/* can't collide in depot */
if (v->u.rail.track == 0x80)
return;
assert(v->u.rail.track == 0x40 || TILE_FROM_XY(v->x_pos, v->y_pos) == v->tile);
tcc.v = v;
tcc.v_skip = v->next;
/* find colliding vehicle */
realcoll = VehicleFromPos(TILE_FROM_XY(v->x_pos, v->y_pos), &tcc, FindTrainCollideEnum);
if (realcoll == NULL)
return;
coll = GetFirstVehicleInChain(realcoll);
/* it can't collide with its own wagons */
if (v == coll ||
(v->u.rail.track & 0x40 && (v->direction & 2) != (realcoll->direction & 2)))
return;
//two drivers + passangers killed in train v
num = 2 + CountPassengersInTrain(v);
if (!(coll->vehstatus & VS_CRASHED))
//two drivers + passangers killed in train coll (if it was not crashed already)
num += 2 + CountPassengersInTrain(coll);
SetVehicleCrashed(v);
if (coll->subtype == TS_Front_Engine)
SetVehicleCrashed(coll);
SetDParam(0, num);
AddNewsItem(STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ACCIDENT, 0),
v->index,
0
);
ModifyStationRatingAround(v->tile, v->owner, -160, 30);
SndPlayVehicleFx(SND_13_BIG_CRASH, v);
}
typedef struct VehicleAtSignalData {
TileIndex tile;
byte direction;
} VehicleAtSignalData;
static void *CheckVehicleAtSignal(Vehicle *v, void *data)
{
const VehicleAtSignalData* vasd = data;
if (v->type == VEH_Train && v->subtype == TS_Front_Engine &&
v->tile == vasd->tile) {
byte diff = (v->direction - vasd->direction + 2) & 7;
if (diff == 2 || (v->cur_speed <= 5 && diff <= 4))
return v;
}
return NULL;
}
static void TrainController(Vehicle *v)
{
Vehicle *prev = NULL;
GetNewVehiclePosResult gp;
uint32 r, tracks,ts;
int i, enterdir, newdir, dir;
byte chosen_dir;
byte chosen_track;
byte old_z;
/* For every vehicle after and including the given vehicle */
for (; v != NULL; prev = v, v = v->next) {
BeginVehicleMove(v);
if (v->u.rail.track != 0x40) {
/* Not inside tunnel */
if (GetNewVehiclePos(v, &gp)) {
/* Staying in the old tile */
if (v->u.rail.track == 0x80) {
/* inside depot */
gp.x = v->x_pos;
gp.y = v->y_pos;
} else {
/* is not inside depot */
if (!TrainCheckIfLineEnds(v))
return;
r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (r & 0x8) {
//debug("%x & 0x8", r);
goto invalid_rail;
}
if (r & 0x2) {
TrainEnterStation(v, r >> 8);
return;
}
if (v->current_order.type == OT_LEAVESTATION) {
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
}
} else {
/* A new tile is about to be entered. */
byte bits;
/* Determine what direction we're entering the new tile from */
dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile);
enterdir = dir >> 1;
assert(enterdir==0 || enterdir==1 || enterdir==2 || enterdir==3);
/* Get the status of the tracks in the new tile and mask
* away the bits that aren't reachable. */
ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL) & _reachable_tracks[enterdir];
/* Combine the from & to directions.
* Now, the lower byte contains the track status, and the byte at bit 16 contains
* the signal status. */
tracks = ts|(ts >> 8);
bits = tracks & 0xFF;
if (_patches.new_pathfinding_all && _patches.forbid_90_deg && prev == NULL)
/* We allow wagons to make 90 deg turns, because forbid_90_deg
* can be switched on halfway a turn */
bits &= ~_track_crosses_tracks[FIND_FIRST_BIT(v->u.rail.track)];
if ( bits == 0) {
//debug("%x == 0", bits);
goto invalid_rail;
}
/* Check if the new tile contrains tracks that are compatible
* with the current train, if not, bail out. */
if (!CheckCompatibleRail(v, gp.new_tile)) {
//debug("!CheckCompatibleRail(%p, %x)", v, gp.new_tile);
goto invalid_rail;
}
if (prev == NULL) {
/* Currently the locomotive is active. Determine which one of the
* available tracks to choose */
chosen_track = 1 << ChooseTrainTrack(v, gp.new_tile, enterdir, bits);
assert(chosen_track & tracks);
/* Check if it's a red signal and that force proceed is not clicked. */
if ( (tracks>>16)&chosen_track && v->u.rail.force_proceed == 0) goto red_light;
} else {
static byte _matching_tracks[8] = {0x30, 1, 0xC, 2, 0x30, 1, 0xC, 2};
/* The wagon is active, simply follow the prev vehicle. */
chosen_track = (byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits);
}
/* make sure chosen track is a valid track */
assert(chosen_track==1 || chosen_track==2 || chosen_track==4 || chosen_track==8 || chosen_track==16 || chosen_track==32);
/* Update XY to reflect the entrance to the new tile, and select the direction to use */
{
const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
gp.x = (gp.x & ~0xF) | b[0];
gp.y = (gp.y & ~0xF) | b[1];
chosen_dir = b[2];
}
/* Call the landscape function and tell it that the vehicle entered the tile */
r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (r&0x8){
//debug("%x & 0x8", r);
goto invalid_rail;
}
if (v->subtype == TS_Front_Engine) v->load_unload_time_rem = 0;
if (!(r&0x4)) {
v->tile = gp.new_tile;
v->u.rail.track = chosen_track;
assert(v->u.rail.track);
}
if (v->subtype == TS_Front_Engine)
TrainMovedChangeSignals(gp.new_tile, enterdir);
/* Signals can only change when the first
* (above) or the last vehicle moves. */
if (v->next == NULL)
TrainMovedChangeSignals(gp.old_tile, (enterdir) ^ 2);
if (prev == NULL) {
AffectSpeedByDirChange(v, chosen_dir);
}
v->direction = chosen_dir;
}
} else {
/* in tunnel */
GetNewVehiclePos(v, &gp);
if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) &&
!(_map5[gp.new_tile] & 0xF0)) {
r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (r & 0x4) goto common;
}
v->x_pos = gp.x;
v->y_pos = gp.y;
VehiclePositionChanged(v);
if (prev == NULL)
CheckTrainCollision(v);
continue;
}
common:;
/* update image of train, as well as delta XY */
newdir = GetNewVehicleDirection(v, gp.x, gp.y);
UpdateTrainDeltaXY(v, newdir);
v->cur_image = GetTrainImage(v, newdir);
v->x_pos = gp.x;
v->y_pos = gp.y;
/* update the Z position of the vehicle */
old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
if (prev == NULL) {
/* This is the first vehicle in the train */
AffectSpeedByZChange(v, old_z);
CheckTrainCollision(v);
}
}
return;
invalid_rail:
/* We've reached end of line?? */
if (prev != NULL) {
error("!Disconnecting train");
}
goto reverse_train_direction;
red_light: {
/* We're in front of a red signal ?? */
/* find the first set bit in ts. need to do it in 2 steps, since
* FIND_FIRST_BIT only handles 6 bits at a time. */
i = FindFirstBit2x64(ts);
if (!(_map3_lo[gp.new_tile] & _signal_against_trackdir[i])) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255-100;
if (++v->load_unload_time_rem < _patches.wait_oneway_signal * 20)
return;
} else if (_map3_lo[gp.new_tile] & _signal_along_trackdir[i]){
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255-10;
if (++v->load_unload_time_rem < _patches.wait_twoway_signal * 73) {
TileIndex o_tile = gp.new_tile + TileOffsByDir(enterdir);
VehicleAtSignalData vasd;
vasd.tile = o_tile;
vasd.direction = dir ^ 4;
/* check if a train is waiting on the other side */
if (VehicleFromPos(o_tile, &vasd, CheckVehicleAtSignal) == NULL)
return;
}
}
}
reverse_train_direction:
v->load_unload_time_rem = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
}
extern TileIndex CheckTunnelBusy(TileIndex tile, uint *length);
/**
* Deletes/Clears the last wagon of a crashed train. It takes the engine of the
* train, then goes to the last wagon and deletes that. Each call to this function
* will remove the last wagon of a crashed train. If this wagon was on a crossing,
* or inside a tunnel, recalculate the signals as they might need updating
* @param v the @Vehicle of which last wagon is to be removed
*/
static void DeleteLastWagon(Vehicle *v)
{
Vehicle *u = v;
/* Go to the last wagon and delete the link pointing there
* *u is then the one-before-last wagon, and *v the last
* one which will physicially be removed */
for (; v->next != NULL; v = v->next) u = v;
u->next = NULL;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
RebuildVehicleLists();
InvalidateWindow(WC_COMPANY, v->owner);
BeginVehicleMove(v);
EndVehicleMove(v);
DeleteVehicle(v);
if (!(v->u.rail.track & 0xC0))
SetSignalsOnBothDir(v->tile, FIND_FIRST_BIT(v->u.rail.track));
/* Check if the wagon was on a road/rail-crossing and disable it if no
* others are on it */
DisableTrainCrossing(v->tile);
if (v->u.rail.track == 0x40) { // inside a tunnel
TileIndex endtile = CheckTunnelBusy(v->tile, NULL);
if (endtile == INVALID_TILE) // tunnel is busy (error returned)
return;
switch (v->direction) {
case 1:
case 5:
SetSignalsOnBothDir(v->tile, 0);
SetSignalsOnBothDir(endtile, 0);
break;
case 3:
case 7:
SetSignalsOnBothDir(v->tile, 1);
SetSignalsOnBothDir(endtile, 1);
break;
default:
break;
}
}
}
static void ChangeTrainDirRandomly(Vehicle *v)
{
static int8 _random_dir_change[4] = { -1, 0, 0, 1};
do {
//I need to buffer the train direction
if (!(v->u.rail.track & 0x40))
v->direction = (v->direction + _random_dir_change[Random()&3]) & 7;
if (!(v->vehstatus & VS_HIDDEN)) {
BeginVehicleMove(v);
UpdateTrainDeltaXY(v, v->direction);
v->cur_image = GetTrainImage(v, v->direction);
AfterSetTrainPos(v, false);
}
} while ( (v=v->next) != NULL);
}
static void HandleCrashedTrain(Vehicle *v)
{
int state = ++v->u.rail.crash_anim_pos, index;
uint32 r;
Vehicle *u;
if ( (state == 4) && (v->u.rail.track != 0x40) ) {
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
}
if (state <= 200 && (uint16)(r=Random()) <= 0x2492) {
index = (r * 10 >> 16);
u = v;
do {
if (--index < 0) {
r = Random();
CreateEffectVehicleRel(u,
2 + ((r>>8)&7),
2 + ((r>>16)&7),
5 + (r&7),
EV_EXPLOSION_SMALL);
break;
}
} while ( (u=u->next) != NULL);
}
if (state <= 240 && !(v->tick_counter&3)) {
ChangeTrainDirRandomly(v);
}
if (state >= 4440 && !(v->tick_counter&0x1F)) {
DeleteLastWagon(v);
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train);
}
}
static void HandleBrokenTrain(Vehicle *v)
{
if (v->breakdown_ctr != 1) {
v->breakdown_ctr = 1;
v->cur_speed = 0;
if (v->breakdowns_since_last_service != 255)
v->breakdowns_since_last_service++;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
SndPlayVehicleFx((_opt.landscape != LT_CANDY) ?
SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
if (!(v->vehstatus & VS_HIDDEN)) {
Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u)
u->u.special.unk0 = v->breakdown_delay * 2;
}
}
if (!(v->tick_counter & 3)) {
if (!--v->breakdown_delay) {
v->breakdown_ctr = 0;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
}
}
}
static const byte _breakdown_speeds[16] = {
225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
};
static bool TrainCheckIfLineEnds(Vehicle *v)
{
uint tile;
uint x,y;
int t;
uint32 ts;
if ((uint)(t=v->breakdown_ctr) > 1) {
v->vehstatus |= VS_TRAIN_SLOWING;
t = _breakdown_speeds[ ((~t) >> 4) & 0xF];
if ((uint16)t <= v->cur_speed)
v->cur_speed = t;
} else {
v->vehstatus &= ~VS_TRAIN_SLOWING;
}
// exit if inside a tunnel
if (v->u.rail.track & 0x40)
return true;
tile = v->tile;
// tunnel entrance?
if (IsTileType(tile, MP_TUNNELBRIDGE) &&
(_map5[tile] & 0xF0) == 0 && (byte)((_map5[tile] & 3)*2+1) == v->direction)
return true;
// depot?
/* XXX -- When enabled, this makes it possible to crash trains of others
(by building a depot right against a station) */
/* if (IsTileType(tile, MP_RAILWAY) && (_map5[tile] & 0xFC) == 0xC0)
return true;*/
/* Determine the non-diagonal direction in which we will exit this tile */
t = v->direction >> 1;
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[t]) {
t = (t - 1) & 3;
}
/* Calculate next tile */
tile += TileOffsByDir(t);
// determine the track status on the next tile.
ts = GetTileTrackStatus(tile, TRANSPORT_RAIL) & _reachable_tracks[t];
/* Calc position within the current tile ?? */
x = v->x_pos & 0xF;
y = v->y_pos & 0xF;
switch(v->direction) {
case 0:
x = (~x) + (~y) + 24;
break;
case 7:
x = y;
/* fall through */
case 1:
x = (~x) + 16;
break;
case 2:
x = (~x) + y + 8;
break;
case 3:
x = y;
break;
case 4:
x = x + y - 8;
break;
case 6:
x = (~y) + x + 8;
break;
}
if ( (uint16)ts != 0) {
/* If we approach a rail-piece which we can't enter, don't enter it! */
if (x + 4 > 15 && !CheckCompatibleRail(v, tile)) {
v->cur_speed = 0;
ReverseTrainDirection(v);
return false;
}
if ((ts &= (ts >> 16)) == 0) {
// make a rail/road crossing red
if (IsTileType(tile, MP_STREET) && (_map5[tile] & 0xF0) == 0x10) {
if (!(_map5[tile] & 4)) {
_map5[tile] |= 4;
SndPlayVehicleFx(SND_0E_LEVEL_CROSSING, v);
MarkTileDirtyByTile(tile);
}
}
return true;
}
} else if (x + 4 > 15) {
v->cur_speed = 0;
ReverseTrainDirection(v);
return false;
}
// slow down
v->vehstatus |= VS_TRAIN_SLOWING;
t = _breakdown_speeds[x & 0xF];
if (!(v->direction&1)) t>>=1;
if ((uint16)t < v->cur_speed)
v->cur_speed = t;
return true;
}
static void TrainLocoHandler(Vehicle *v, bool mode)
{
int j;
/* train has crashed? */
if (v->u.rail.crash_anim_pos != 0) {
if (!mode) HandleCrashedTrain(v);
return;
}
if (v->u.rail.force_proceed != 0)
v->u.rail.force_proceed--;
/* train is broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenTrain(v);
return;
}
v->breakdown_ctr--;
}
if (HASBIT(v->u.rail.flags, VRF_REVERSING) && v->cur_speed == 0) {
ReverseTrainDirection(v);
}
/* exit if train is stopped */
if (v->vehstatus & VS_STOPPED && v->cur_speed == 0)
return;
if (ProcessTrainOrder(v)) {
v->load_unload_time_rem = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
return;
}
HandleTrainLoading(v, mode);
if (v->current_order.type == OT_LOADING)
return;
if (CheckTrainStayInDepot(v))
return;
if (!mode) HandleLocomotiveSmokeCloud(v);
j = UpdateTrainSpeed(v);
if (j == 0) {
// if the vehicle has speed 0, update the last_speed field.
if (v->cur_speed != 0)
return;
} else {
TrainCheckIfLineEnds(v);
do {
TrainController(v);
if (v->cur_speed <= 0x100)
break;
} while (--j != 0);
}
SetLastSpeed(v, v->cur_speed);
}
void Train_Tick(Vehicle *v)
{
if (_age_cargo_skip_counter == 0 && v->cargo_days != 0xff)
v->cargo_days++;
v->tick_counter++;
if (v->subtype == TS_Front_Engine) {
TrainLocoHandler(v, false);
// make sure vehicle wasn't deleted.
if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
TrainLocoHandler(v, true);
} else if (v->subtype == TS_Free_Car && HASBITS(v->vehstatus, VS_CRASHED)) {
// Delete flooded standalone wagon
if (++v->u.rail.crash_anim_pos >= 4400)
DeleteVehicle(v);
}
}
static const byte _depot_track_ind[4] = {0,1,0,1};
// Validation for the news item "Train is waiting in depot"
static bool ValidateTrainInDepot( uint data_a, uint data_b )
{
Vehicle *v = GetVehicle(data_a);
return (v->u.rail.track == 0x80 && (v->vehstatus | VS_STOPPED));
}
void TrainEnterDepot(Vehicle *v, uint tile)
{
SetSignalsOnBothDir(tile, _depot_track_ind[_map5[tile]&3]);
if (v->subtype != TS_Front_Engine)
v = GetFirstVehicleInChain(v);
VehicleServiceInDepot(v);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
v->load_unload_time_rem = 0;
v->cur_speed = 0;
MaybeReplaceVehicle(v);
TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
if (v->current_order.type == OT_GOTO_DEPOT) {
Order t;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
t = v->current_order;
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
if (HASBIT(t.flags, OFB_PART_OF_ORDERS)) { // Part of the orderlist?
v->u.rail.days_since_order_progr = 0;
v->cur_order_index++;
} else if (HASBIT(t.flags, OFB_HALT_IN_DEPOT)) { // User initiated?
v->vehstatus |= VS_STOPPED;
if (v->owner == _local_player) {
SetDParam(0, v->unitnumber);
AddValidatedNewsItem(
STR_8814_TRAIN_IS_WAITING_IN_DEPOT,
NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
v->index,
0,
ValidateTrainInDepot);
}
}
}
InvalidateWindowClasses(WC_TRAINS_LIST);
}
static void CheckIfTrainNeedsService(Vehicle *v)
{
Depot *depot;
TrainFindDepotData tfdd;
if (_patches.servint_trains == 0)
return;
if (!VehicleNeedsService(v))
return;
if (v->vehstatus & VS_STOPPED)
return;
if (_patches.gotodepot && VehicleHasDepotOrders(v))
return;
// Don't interfere with a depot visit scheduled by the user, or a
// depot visit by the order list.
if (v->current_order.type == OT_GOTO_DEPOT &&
(v->current_order.flags & (OF_HALT_IN_DEPOT | OF_PART_OF_ORDERS)) != 0)
return;
tfdd = FindClosestTrainDepot(v);
/* Only go to the depot if it is not too far out of our way. */
if (tfdd.best_length == (uint)-1 || tfdd.best_length > 16 ) {
if (v->current_order.type == OT_GOTO_DEPOT) {
/* If we were already heading for a depot but it has
* suddenly moved farther away, we continue our normal
* schedule? */
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
return;
}
depot = GetDepotByTile(tfdd.tile);
if (v->current_order.type == OT_GOTO_DEPOT &&
v->current_order.station != depot->index &&
!CHANCE16(3,16))
return;
v->current_order.type = OT_GOTO_DEPOT;
v->current_order.flags = OF_NON_STOP;
v->current_order.station = depot->index;
v->dest_tile = tfdd.tile;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
int32 GetTrainRunningCost(Vehicle *v)
{
int32 cost = 0;
do {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
if (rvi->running_cost_base)
cost += rvi->running_cost_base * _price.running_rail[rvi->engclass];
} while ( (v=v->next) != NULL );
return cost;
}
void OnNewDay_Train(Vehicle *v)
{
TileIndex tile;
if ((++v->day_counter & 7) == 0)
DecreaseVehicleValue(v);
if (v->subtype == TS_Front_Engine) {
CheckVehicleBreakdown(v);
AgeVehicle(v);
CheckIfTrainNeedsService(v);
// check if train hasn't advanced in its order list for a set number of days
if (_patches.lost_train_days && v->num_orders && !(v->vehstatus & (VS_STOPPED | VS_CRASHED) ) && ++v->u.rail.days_since_order_progr >= _patches.lost_train_days && v->owner == _local_player) {
v->u.rail.days_since_order_progr = 0;
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_LOST,
NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
v->index,
0);
}
CheckOrders(v->index, OC_INIT);
/* update destination */
if (v->current_order.type == OT_GOTO_STATION &&
(tile = GetStation(v->current_order.station)->train_tile) != 0)
v->dest_tile = tile;
if ((v->vehstatus & VS_STOPPED) == 0) {
/* running costs */
int32 cost = GetTrainRunningCost(v) / 364;
v->profit_this_year -= cost >> 8;
SET_EXPENSES_TYPE(EXPENSES_TRAIN_RUN);
SubtractMoneyFromPlayerFract(v->owner, cost);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindowClasses(WC_TRAINS_LIST);
}
}
}
void TrainsYearlyLoop(void)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && v->subtype == TS_Front_Engine) {
// show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list)
if (_patches.train_income_warn && v->owner == _local_player && v->age >= 730 && v->profit_this_year < 0) {
SetDParam(1, v->profit_this_year);
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_UNPROFITABLE,
NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
v->index,
0);
}
v->profit_last_year = v->profit_this_year;
v->profit_this_year = 0;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
}
void HandleClickOnTrain(Vehicle *v)
{
if (v->subtype != TS_Front_Engine) v = GetFirstVehicleInChain(v);
ShowTrainViewWindow(v);
}
void InitializeTrains(void)
{
_age_cargo_skip_counter = 1;
}