mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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3746 lines
113 KiB
C++
3746 lines
113 KiB
C++
/* $Id$ */
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/** @file train_cmd.cpp Handling of trains. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "bridge_map.h"
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#include "debug.h"
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#include "tile_cmd.h"
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#include "landscape.h"
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#include "gui.h"
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#include "station_map.h"
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#include "tunnel_map.h"
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#include "articulated_vehicles.h"
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#include "command_func.h"
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#include "pathfind.h"
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#include "npf.h"
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#include "station_base.h"
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#include "news_func.h"
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#include "engine_func.h"
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#include "engine_base.h"
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#include "player_func.h"
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#include "player_base.h"
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#include "depot_base.h"
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#include "depot_func.h"
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#include "waypoint.h"
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#include "vehicle_gui.h"
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#include "train.h"
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#include "bridge.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_engine.h"
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#include "newgrf_sound.h"
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#include "newgrf_text.h"
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#include "direction_func.h"
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#include "yapf/yapf.h"
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#include "cargotype.h"
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#include "group.h"
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#include "table/sprites.h"
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#include "tunnelbridge_map.h"
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#include "strings_func.h"
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#include "functions.h"
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#include "window_func.h"
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#include "date_func.h"
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "signal_func.h"
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#include "variables.h"
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#include "autoreplace_gui.h"
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#include "gfx_func.h"
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#include "settings_type.h"
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#include "order_func.h"
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#include "newgrf_station.h"
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#include "effectvehicle_func.h"
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#include "table/strings.h"
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#include "table/train_cmd.h"
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static bool TrainCheckIfLineEnds(Vehicle *v);
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static void TrainController(Vehicle *v, Vehicle *nomove, bool update_image);
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static TileIndex TrainApproachingCrossingTile(const Vehicle *v);
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static const byte _vehicle_initial_x_fract[4] = {10, 8, 4, 8};
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static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
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/**
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* Determine the side in which the train will leave the tile
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*
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* @param direction vehicle direction
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* @param track vehicle track bits
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* @return side of tile the train will leave
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*/
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static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
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{
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static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
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DiagDirection diagdir = DirToDiagDir(direction);
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/* Determine the diagonal direction in which we will exit this tile */
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if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
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diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
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}
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return diagdir;
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}
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/** Return the cargo weight multiplier to use for a rail vehicle
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* @param cargo Cargo type to get multiplier for
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* @return Cargo weight multiplier
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*/
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byte FreightWagonMult(CargoID cargo)
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{
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if (!GetCargo(cargo)->is_freight) return 1;
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return _settings_game.vehicle.freight_trains;
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}
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/**
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* Recalculates the cached total power of a train. Should be called when the consist is changed
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* @param v First vehicle of the consist.
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*/
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void TrainPowerChanged(Vehicle *v)
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{
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uint32 total_power = 0;
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uint32 max_te = 0;
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for (const Vehicle *u = v; u != NULL; u = u->Next()) {
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/* Power is not added for articulated parts */
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if (IsArticulatedPart(u)) continue;
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RailType railtype = GetRailType(u->tile);
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bool engine_has_power = HasPowerOnRail(u->u.rail.railtype, railtype);
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bool wagon_has_power = HasPowerOnRail(v->u.rail.railtype, railtype);
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const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
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if (engine_has_power) {
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uint16 power = GetVehicleProperty(u, 0x0B, rvi_u->power);
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if (power != 0) {
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/* Halve power for multiheaded parts */
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if (IsMultiheaded(u)) power /= 2;
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total_power += power;
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/* Tractive effort in (tonnes * 1000 * 10 =) N */
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max_te += (u->u.rail.cached_veh_weight * 10000 * GetVehicleProperty(u, 0x1F, rvi_u->tractive_effort)) / 256;
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}
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}
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if (HasBit(u->u.rail.flags, VRF_POWEREDWAGON) && (wagon_has_power)) {
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total_power += RailVehInfo(u->u.rail.first_engine)->pow_wag_power;
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}
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}
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if (v->u.rail.cached_power != total_power || v->u.rail.cached_max_te != max_te) {
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/* If it has no power (no catenary), stop the train */
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if (total_power == 0) v->vehstatus |= VS_STOPPED;
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v->u.rail.cached_power = total_power;
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v->u.rail.cached_max_te = max_te;
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InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
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InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
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}
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}
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/**
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* Recalculates the cached weight of a train and its vehicles. Should be called each time the cargo on
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* the consist changes.
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* @param v First vehicle of the consist.
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*/
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static void TrainCargoChanged(Vehicle *v)
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{
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uint32 weight = 0;
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for (Vehicle *u = v; u != NULL; u = u->Next()) {
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uint32 vweight = GetCargo(u->cargo_type)->weight * u->cargo.Count() * FreightWagonMult(u->cargo_type) / 16;
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/* Vehicle weight is not added for articulated parts. */
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if (!IsArticulatedPart(u)) {
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/* vehicle weight is the sum of the weight of the vehicle and the weight of its cargo */
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vweight += GetVehicleProperty(u, 0x16, RailVehInfo(u->engine_type)->weight);
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/* powered wagons have extra weight added */
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if (HasBit(u->u.rail.flags, VRF_POWEREDWAGON))
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vweight += RailVehInfo(u->u.rail.first_engine)->pow_wag_weight;
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}
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/* consist weight is the sum of the weight of all vehicles in the consist */
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weight += vweight;
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/* store vehicle weight in cache */
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u->u.rail.cached_veh_weight = vweight;
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}
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/* store consist weight in cache */
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v->u.rail.cached_weight = weight;
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/* Now update train power (tractive effort is dependent on weight) */
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TrainPowerChanged(v);
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}
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/**
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* Recalculates the cached stuff of a train. Should be called each time a vehicle is added
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* to/removed from the chain, and when the game is loaded.
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* Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
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* @param v First vehicle of the chain.
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*/
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void TrainConsistChanged(Vehicle *v)
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{
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uint16 max_speed = UINT16_MAX;
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assert(v->type == VEH_TRAIN);
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assert(IsFrontEngine(v) || IsFreeWagon(v));
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const RailVehicleInfo *rvi_v = RailVehInfo(v->engine_type);
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EngineID first_engine = IsFrontEngine(v) ? v->engine_type : INVALID_ENGINE;
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v->u.rail.cached_total_length = 0;
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v->u.rail.compatible_railtypes = RAILTYPES_NONE;
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bool train_can_tilt = true;
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for (Vehicle *u = v; u != NULL; u = u->Next()) {
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const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
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/* Check the v->first cache. */
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assert(u->First() == v);
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/* update the 'first engine' */
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u->u.rail.first_engine = v == u ? INVALID_ENGINE : first_engine;
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u->u.rail.railtype = rvi_u->railtype;
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if (IsTrainEngine(u)) first_engine = u->engine_type;
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/* Set user defined data to its default value */
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u->u.rail.user_def_data = rvi_u->user_def_data;
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}
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for (Vehicle *u = v; u != NULL; u = u->Next()) {
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/* Update user defined data (must be done before other properties) */
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u->u.rail.user_def_data = GetVehicleProperty(u, 0x25, u->u.rail.user_def_data);
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}
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for (Vehicle *u = v; u != NULL; u = u->Next()) {
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const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
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if (!HasBit(EngInfo(u->engine_type)->misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
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/* Cache wagon override sprite group. NULL is returned if there is none */
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u->u.rail.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->u.rail.first_engine);
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/* Reset color map */
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u->colormap = PAL_NONE;
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if (rvi_u->visual_effect != 0) {
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u->u.rail.cached_vis_effect = rvi_u->visual_effect;
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} else {
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if (IsTrainWagon(u) || IsArticulatedPart(u)) {
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/* Wagons and articulated parts have no effect by default */
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u->u.rail.cached_vis_effect = 0x40;
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} else if (rvi_u->engclass == 0) {
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/* Steam is offset by -4 units */
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u->u.rail.cached_vis_effect = 4;
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} else {
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/* Diesel fumes and sparks come from the centre */
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u->u.rail.cached_vis_effect = 8;
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}
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}
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if (!IsArticulatedPart(u)) {
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/* Check powered wagon / visual effect callback */
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if (HasBit(EngInfo(u->engine_type)->callbackmask, CBM_TRAIN_WAGON_POWER)) {
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uint16 callback = GetVehicleCallback(CBID_TRAIN_WAGON_POWER, 0, 0, u->engine_type, u);
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if (callback != CALLBACK_FAILED) u->u.rail.cached_vis_effect = GB(callback, 0, 8);
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}
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if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
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UsesWagonOverride(u) && !HasBit(u->u.rail.cached_vis_effect, 7)) {
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/* wagon is powered */
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SetBit(u->u.rail.flags, VRF_POWEREDWAGON); // cache 'powered' status
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} else {
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ClrBit(u->u.rail.flags, VRF_POWEREDWAGON);
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}
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/* Do not count powered wagons for the compatible railtypes, as wagons always
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have railtype normal */
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if (rvi_u->power > 0) {
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v->u.rail.compatible_railtypes |= GetRailTypeInfo(u->u.rail.railtype)->powered_railtypes;
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}
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/* Some electric engines can be allowed to run on normal rail. It happens to all
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* existing electric engines when elrails are disabled and then re-enabled */
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if (HasBit(u->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
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u->u.rail.railtype = RAILTYPE_RAIL;
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u->u.rail.compatible_railtypes |= RAILTYPES_RAIL;
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}
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/* max speed is the minimum of the speed limits of all vehicles in the consist */
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if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
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uint16 speed = GetVehicleProperty(u, 0x09, rvi_u->max_speed);
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if (speed != 0) max_speed = min(speed, max_speed);
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}
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}
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if (u->cargo_type == rvi_u->cargo_type && u->cargo_subtype == 0) {
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/* Set cargo capacity if we've not been refitted */
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u->cargo_cap = GetVehicleProperty(u, 0x14, rvi_u->capacity);
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}
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/* check the vehicle length (callback) */
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uint16 veh_len = CALLBACK_FAILED;
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if (HasBit(EngInfo(u->engine_type)->callbackmask, CBM_VEHICLE_LENGTH)) {
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veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
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}
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if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
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veh_len = Clamp(veh_len, 0, u->Next() == NULL ? 7 : 5); // the clamp on vehicles not the last in chain is stricter, as too short wagons can break the 'follow next vehicle' code
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u->u.rail.cached_veh_length = 8 - veh_len;
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v->u.rail.cached_total_length += u->u.rail.cached_veh_length;
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}
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/* store consist weight/max speed in cache */
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v->u.rail.cached_max_speed = max_speed;
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v->u.rail.cached_tilt = train_can_tilt;
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/* 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) */
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TrainCargoChanged(v);
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if (IsFrontEngine(v)) {
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UpdateTrainAcceleration(v);
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InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
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}
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}
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enum AccelType {
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AM_ACCEL,
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AM_BRAKE
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};
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/** new acceleration*/
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static int GetTrainAcceleration(Vehicle *v, bool mode)
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{
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static const int absolute_max_speed = UINT16_MAX;
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int max_speed = absolute_max_speed;
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int speed = v->cur_speed * 10 / 16; // km-ish/h -> mp/h
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int curvecount[2] = {0, 0};
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/*first find the curve speed limit */
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int numcurve = 0;
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int sum = 0;
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int pos = 0;
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int lastpos = -1;
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for (const Vehicle *u = v; u->Next() != NULL; u = u->Next(), pos++) {
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Direction this_dir = u->direction;
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Direction next_dir = u->Next()->direction;
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DirDiff dirdiff = DirDifference(this_dir, next_dir);
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if (dirdiff == DIRDIFF_SAME) continue;
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if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
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if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
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if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
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if (lastpos != -1) {
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numcurve++;
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sum += pos - lastpos;
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if (pos - lastpos == 1) {
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max_speed = 88;
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}
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}
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lastpos = pos;
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}
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/*if we have a 90 degree turn, fix the speed limit to 60 */
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if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
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max_speed = 61;
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}
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}
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if ((curvecount[0] != 0 || curvecount[1] != 0) && max_speed > 88) {
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int total = curvecount[0] + curvecount[1];
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if (curvecount[0] == 1 && curvecount[1] == 1) {
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max_speed = absolute_max_speed;
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} else if (total > 1) {
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if (numcurve > 0) sum /= numcurve;
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max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
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}
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}
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if (max_speed != absolute_max_speed) {
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/* Apply the engine's rail type curve speed advantage, if it slowed by curves */
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const RailtypeInfo *rti = GetRailTypeInfo(v->u.rail.railtype);
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max_speed += (max_speed / 2) * rti->curve_speed;
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if (v->u.rail.cached_tilt) {
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/* Apply max_speed bonus of 20% for a tilting train */
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max_speed += max_speed / 5;
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}
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}
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if (IsTileType(v->tile, MP_STATION) && IsFrontEngine(v)) {
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if (v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) {
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int station_length = GetStationByTile(v->tile)->GetPlatformLength(v->tile, DirToDiagDir(v->direction));
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int st_max_speed = 120;
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int delta_v = v->cur_speed / (station_length + 1);
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if (v->max_speed > (v->cur_speed - delta_v)) {
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st_max_speed = v->cur_speed - (delta_v / 10);
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}
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st_max_speed = max(st_max_speed, 25 * station_length);
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max_speed = min(max_speed, st_max_speed);
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}
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}
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int mass = v->u.rail.cached_weight;
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int power = v->u.rail.cached_power * 746;
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max_speed = min(max_speed, v->u.rail.cached_max_speed);
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int num = 0; //number of vehicles, change this into the number of axles later
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int incl = 0;
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int drag_coeff = 20; //[1e-4]
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for (const Vehicle *u = v; u != NULL; u = u->Next()) {
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num++;
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drag_coeff += 3;
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if (u->u.rail.track == TRACK_BIT_DEPOT) max_speed = min(max_speed, 61);
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if (HasBit(u->u.rail.flags, VRF_GOINGUP)) {
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incl += u->u.rail.cached_veh_weight * 60; //3% slope, quite a bit actually
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} else if (HasBit(u->u.rail.flags, VRF_GOINGDOWN)) {
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incl -= u->u.rail.cached_veh_weight * 60;
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}
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}
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v->max_speed = max_speed;
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const int area = 120;
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const int friction = 35; //[1e-3]
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int resistance;
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if (v->u.rail.railtype != RAILTYPE_MAGLEV) {
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resistance = 13 * mass / 10;
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resistance += 60 * num;
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resistance += friction * mass * speed / 1000;
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resistance += (area * drag_coeff * speed * speed) / 10000;
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} else {
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resistance = (area * (drag_coeff / 2) * speed * speed) / 10000;
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}
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resistance += incl;
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resistance *= 4; //[N]
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/* Due to the mph to m/s conversion below, at speeds below 3 mph the force is
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* actually double the train's power */
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const int max_te = v->u.rail.cached_max_te; // [N]
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int force;
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if (speed > 2) {
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switch (v->u.rail.railtype) {
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case RAILTYPE_RAIL:
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case RAILTYPE_ELECTRIC:
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case RAILTYPE_MONO:
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force = power / speed; //[N]
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force *= 22;
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force /= 10;
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if (mode == AM_ACCEL && force > max_te) force = max_te;
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break;
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default: NOT_REACHED();
|
|
case RAILTYPE_MAGLEV:
|
|
force = power / 25;
|
|
break;
|
|
}
|
|
} else {
|
|
/* "kickoff" acceleration */
|
|
force = (mode == AM_ACCEL && v->u.rail.railtype != RAILTYPE_MAGLEV) ? min(max_te, power) : power;
|
|
force = max(force, (mass * 8) + resistance);
|
|
}
|
|
|
|
if (force <= 0) force = 10000;
|
|
|
|
if (v->u.rail.railtype != RAILTYPE_MAGLEV) force = min(force, mass * 10 * 200);
|
|
|
|
if (mode == AM_ACCEL) {
|
|
return (force - resistance) / (mass * 4);
|
|
} else {
|
|
return min((-force - resistance) / (mass * 4), -10000 / (mass * 4));
|
|
}
|
|
}
|
|
|
|
void UpdateTrainAcceleration(Vehicle *v)
|
|
{
|
|
assert(IsFrontEngine(v));
|
|
|
|
v->max_speed = v->u.rail.cached_max_speed;
|
|
|
|
uint power = v->u.rail.cached_power;
|
|
uint weight = v->u.rail.cached_weight;
|
|
assert(weight != 0);
|
|
v->acceleration = Clamp(power / weight * 4, 1, 255);
|
|
}
|
|
|
|
SpriteID Train::GetImage(Direction direction) const
|
|
{
|
|
uint8 spritenum = this->spritenum;
|
|
SpriteID sprite;
|
|
|
|
if (HasBit(this->u.rail.flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
|
|
|
|
if (is_custom_sprite(spritenum)) {
|
|
sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
|
|
if (sprite != 0) return sprite;
|
|
|
|
spritenum = GetEngine(this->engine_type)->image_index;
|
|
}
|
|
|
|
sprite = _engine_sprite_base[spritenum] + ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]);
|
|
|
|
if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
|
|
|
|
return sprite;
|
|
}
|
|
|
|
static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
|
|
{
|
|
Direction dir = rear_head ? DIR_E : DIR_W;
|
|
uint8 spritenum = RailVehInfo(engine)->image_index;
|
|
|
|
if (is_custom_sprite(spritenum)) {
|
|
SpriteID sprite = GetCustomVehicleIcon(engine, dir);
|
|
if (sprite != 0) {
|
|
y += _traininfo_vehicle_pitch; // TODO Make this per-GRF
|
|
return sprite;
|
|
}
|
|
|
|
spritenum = GetEngine(engine)->image_index;
|
|
}
|
|
|
|
if (rear_head) spritenum++;
|
|
|
|
return ((6 + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
|
|
}
|
|
|
|
void DrawTrainEngine(int x, int y, EngineID engine, SpriteID pal)
|
|
{
|
|
if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
|
|
int yf = y;
|
|
int yr = y;
|
|
|
|
SpriteID spritef = GetRailIcon(engine, false, yf);
|
|
SpriteID spriter = GetRailIcon(engine, true, yr);
|
|
DrawSprite(spritef, pal, x - 14, yf);
|
|
DrawSprite(spriter, pal, x + 15, yr);
|
|
} else {
|
|
SpriteID sprite = GetRailIcon(engine, false, y);
|
|
DrawSprite(sprite, pal, x, y);
|
|
}
|
|
}
|
|
|
|
static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
|
|
{
|
|
const RailVehicleInfo *rvi = RailVehInfo(engine);
|
|
CommandCost value(EXPENSES_NEW_VEHICLES, (GetEngineProperty(engine, 0x17, rvi->base_cost) * _price.build_railwagon) >> 8);
|
|
|
|
uint num_vehicles = 1 + CountArticulatedParts(engine, false);
|
|
|
|
if (!(flags & DC_QUERY_COST)) {
|
|
/* Check that the wagon can drive on the track in question */
|
|
if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
|
|
|
|
/* Allow for the wagon and the articulated parts, plus one to "terminate" the list. */
|
|
Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
|
|
memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
|
|
|
|
if (!Vehicle::AllocateList(vl, num_vehicles))
|
|
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
|
|
|
|
if (flags & DC_EXEC) {
|
|
Vehicle *v = vl[0];
|
|
v->spritenum = rvi->image_index;
|
|
|
|
Vehicle *u = NULL;
|
|
|
|
Vehicle *w;
|
|
FOR_ALL_VEHICLES(w) {
|
|
if (w->type == VEH_TRAIN && w->tile == tile &&
|
|
IsFreeWagon(w) && w->engine_type == engine &&
|
|
!HASBITS(w->vehstatus, VS_CRASHED)) { /// do not connect new wagon with crashed/flooded consists
|
|
u = GetLastVehicleInChain(w);
|
|
break;
|
|
}
|
|
}
|
|
|
|
v = new (v) Train();
|
|
v->engine_type = engine;
|
|
|
|
DiagDirection dir = GetRailDepotDirection(tile);
|
|
|
|
v->direction = DiagDirToDir(dir);
|
|
v->tile = tile;
|
|
|
|
int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
|
|
int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
|
|
|
|
v->x_pos = x;
|
|
v->y_pos = y;
|
|
v->z_pos = GetSlopeZ(x, y);
|
|
v->owner = _current_player;
|
|
v->u.rail.track = TRACK_BIT_DEPOT;
|
|
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
|
|
|
|
// v->subtype = 0;
|
|
SetTrainWagon(v);
|
|
|
|
if (u != NULL) {
|
|
u->SetNext(v);
|
|
} else {
|
|
SetFreeWagon(v);
|
|
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
|
|
}
|
|
|
|
v->cargo_type = rvi->cargo_type;
|
|
// v->cargo_subtype = 0;
|
|
v->cargo_cap = rvi->capacity;
|
|
v->value = value.GetCost();
|
|
// v->day_counter = 0;
|
|
|
|
v->u.rail.railtype = rvi->railtype;
|
|
|
|
v->build_year = _cur_year;
|
|
v->cur_image = 0xAC2;
|
|
v->random_bits = VehicleRandomBits();
|
|
|
|
v->group_id = DEFAULT_GROUP;
|
|
|
|
AddArticulatedParts(vl, VEH_TRAIN);
|
|
|
|
_new_vehicle_id = v->index;
|
|
|
|
VehiclePositionChanged(v);
|
|
TrainConsistChanged(v->First());
|
|
UpdateTrainGroupID(v->First());
|
|
|
|
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
|
|
if (IsLocalPlayer()) {
|
|
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
|
|
}
|
|
GetPlayer(_current_player)->num_engines[engine]++;
|
|
}
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
/** Move all free vehicles in the depot to the train */
|
|
static void NormalizeTrainVehInDepot(const Vehicle *u)
|
|
{
|
|
const Vehicle *v;
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_TRAIN && IsFreeWagon(v) &&
|
|
v->tile == u->tile &&
|
|
v->u.rail.track == TRACK_BIT_DEPOT) {
|
|
if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
|
|
CMD_MOVE_RAIL_VEHICLE)))
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static CommandCost EstimateTrainCost(EngineID engine, const RailVehicleInfo *rvi)
|
|
{
|
|
return CommandCost(EXPENSES_NEW_VEHICLES, GetEngineProperty(engine, 0x17, rvi->base_cost) * (_price.build_railvehicle >> 3) >> 5);
|
|
}
|
|
|
|
static void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building)
|
|
{
|
|
u = new (u) Train();
|
|
u->direction = v->direction;
|
|
u->owner = v->owner;
|
|
u->tile = v->tile;
|
|
u->x_pos = v->x_pos;
|
|
u->y_pos = v->y_pos;
|
|
u->z_pos = v->z_pos;
|
|
u->u.rail.track = TRACK_BIT_DEPOT;
|
|
u->vehstatus = v->vehstatus & ~VS_STOPPED;
|
|
// u->subtype = 0;
|
|
SetMultiheaded(u);
|
|
u->spritenum = v->spritenum + 1;
|
|
u->cargo_type = v->cargo_type;
|
|
u->cargo_subtype = v->cargo_subtype;
|
|
u->cargo_cap = v->cargo_cap;
|
|
u->u.rail.railtype = v->u.rail.railtype;
|
|
if (building) v->SetNext(u);
|
|
u->engine_type = v->engine_type;
|
|
u->build_year = v->build_year;
|
|
if (building) v->value >>= 1;
|
|
u->value = v->value;
|
|
u->cur_image = 0xAC2;
|
|
u->random_bits = VehicleRandomBits();
|
|
VehiclePositionChanged(u);
|
|
}
|
|
|
|
/** Build a railroad vehicle.
|
|
* @param tile tile of the depot where rail-vehicle is built
|
|
* @param flags type of operation
|
|
* @param p1 engine type id
|
|
* @param p2 bit 0 when set, the train will get number 0, otherwise it will get a free number
|
|
* bit 1 prevents any free cars from being added to the train
|
|
*/
|
|
CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
/* Check if the engine-type is valid (for the player) */
|
|
if (!IsEngineBuildable(p1, VEH_TRAIN, _current_player)) return_cmd_error(STR_RAIL_VEHICLE_NOT_AVAILABLE);
|
|
|
|
/* Check if the train is actually being built in a depot belonging
|
|
* to the player. Doesn't matter if only the cost is queried */
|
|
if (!(flags & DC_QUERY_COST)) {
|
|
if (!IsRailDepotTile(tile)) return CMD_ERROR;
|
|
if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
|
|
}
|
|
|
|
const RailVehicleInfo *rvi = RailVehInfo(p1);
|
|
|
|
if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(p1, tile, flags);
|
|
|
|
CommandCost value = EstimateTrainCost(p1, rvi);
|
|
|
|
uint num_vehicles =
|
|
(rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
|
|
CountArticulatedParts(p1, false);
|
|
|
|
if (!(flags & DC_QUERY_COST)) {
|
|
/* Check if depot and new engine uses the same kind of tracks *
|
|
* We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
|
|
if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
|
|
|
|
/* Allow for the dual-heads and the articulated parts, plus one to "terminate" the list. */
|
|
Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
|
|
memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
|
|
|
|
if (!Vehicle::AllocateList(vl, num_vehicles)) {
|
|
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
|
|
}
|
|
|
|
Vehicle *v = vl[0];
|
|
|
|
UnitID unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
|
|
if (unit_num > _settings_game.vehicle.max_trains)
|
|
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
|
|
|
|
if (flags & DC_EXEC) {
|
|
DiagDirection dir = GetRailDepotDirection(tile);
|
|
int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
|
|
int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
|
|
|
|
v = new (v) Train();
|
|
v->unitnumber = unit_num;
|
|
v->direction = DiagDirToDir(dir);
|
|
v->tile = tile;
|
|
v->owner = _current_player;
|
|
v->x_pos = x;
|
|
v->y_pos = y;
|
|
v->z_pos = GetSlopeZ(x, y);
|
|
// v->running_ticks = 0;
|
|
v->u.rail.track = TRACK_BIT_DEPOT;
|
|
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
|
|
v->spritenum = rvi->image_index;
|
|
v->cargo_type = rvi->cargo_type;
|
|
// v->cargo_subtype = 0;
|
|
v->cargo_cap = rvi->capacity;
|
|
v->max_speed = rvi->max_speed;
|
|
v->value = value.GetCost();
|
|
v->last_station_visited = INVALID_STATION;
|
|
// v->dest_tile = 0;
|
|
|
|
v->engine_type = p1;
|
|
|
|
const Engine *e = GetEngine(p1);
|
|
v->reliability = e->reliability;
|
|
v->reliability_spd_dec = e->reliability_spd_dec;
|
|
v->max_age = e->lifelength * 366;
|
|
|
|
v->name = NULL;
|
|
v->u.rail.railtype = rvi->railtype;
|
|
_new_vehicle_id = v->index;
|
|
|
|
v->service_interval = _settings_game.vehicle.servint_trains;
|
|
v->date_of_last_service = _date;
|
|
v->build_year = _cur_year;
|
|
v->cur_image = 0xAC2;
|
|
v->random_bits = VehicleRandomBits();
|
|
|
|
// v->vehicle_flags = 0;
|
|
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
|
|
|
|
v->group_id = DEFAULT_GROUP;
|
|
|
|
// v->subtype = 0;
|
|
SetFrontEngine(v);
|
|
SetTrainEngine(v);
|
|
|
|
VehiclePositionChanged(v);
|
|
|
|
if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
|
|
SetMultiheaded(v);
|
|
AddRearEngineToMultiheadedTrain(vl[0], vl[1], true);
|
|
/* Now we need to link the front and rear engines together
|
|
* other_multiheaded_part is the pointer that links to the other half of the engine
|
|
* vl[0] is the front and vl[1] is the rear
|
|
*/
|
|
vl[0]->u.rail.other_multiheaded_part = vl[1];
|
|
vl[1]->u.rail.other_multiheaded_part = vl[0];
|
|
} else {
|
|
AddArticulatedParts(vl, VEH_TRAIN);
|
|
}
|
|
|
|
TrainConsistChanged(v);
|
|
UpdateTrainGroupID(v);
|
|
|
|
if (!HasBit(p2, 1)) { // check if the cars should be added to the new vehicle
|
|
NormalizeTrainVehInDepot(v);
|
|
}
|
|
|
|
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
|
|
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
|
|
InvalidateWindow(WC_COMPANY, v->owner);
|
|
if (IsLocalPlayer()) {
|
|
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
|
|
}
|
|
|
|
GetPlayer(_current_player)->num_engines[p1]++;
|
|
}
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
|
|
/* Check if all the wagons of the given train are in a depot, returns the
|
|
* number of cars (including loco) then. If not it returns -1 */
|
|
int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped)
|
|
{
|
|
TileIndex tile = v->tile;
|
|
|
|
/* check if stopped in a depot */
|
|
if (!IsRailDepotTile(tile) || v->cur_speed != 0) return -1;
|
|
|
|
int count = 0;
|
|
for (; v != NULL; v = v->Next()) {
|
|
/* This count is used by the depot code to determine the number of engines
|
|
* in the consist. Exclude articulated parts so that autoreplacing to
|
|
* engines with more articulated parts than before works correctly.
|
|
*
|
|
* Also skip counting rear ends of multiheaded engines */
|
|
if (!IsArticulatedPart(v) && !IsRearDualheaded(v)) count++;
|
|
if (v->u.rail.track != TRACK_BIT_DEPOT || v->tile != tile ||
|
|
(IsFrontEngine(v) && needs_to_be_stopped && !(v->vehstatus & VS_STOPPED))) {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
/* Used to check if the train is inside the depot and verifying that the VS_STOPPED flag is set */
|
|
int CheckTrainStoppedInDepot(const Vehicle *v)
|
|
{
|
|
return CheckTrainInDepot(v, true);
|
|
}
|
|
|
|
/* Used to check if the train is inside the depot, but not checking the VS_STOPPED flag */
|
|
inline bool CheckTrainIsInsideDepot(const Vehicle *v)
|
|
{
|
|
return CheckTrainInDepot(v, false) > 0;
|
|
}
|
|
|
|
/**
|
|
* Unlink a rail wagon from the consist.
|
|
* @param v Vehicle to remove.
|
|
* @param first The first vehicle of the consist.
|
|
* @return The first vehicle of the consist.
|
|
*/
|
|
static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
|
|
{
|
|
/* unlinking the first vehicle of the chain? */
|
|
if (v == first) {
|
|
v = GetNextVehicle(v);
|
|
if (v == NULL) return NULL;
|
|
|
|
if (IsTrainWagon(v)) SetFreeWagon(v);
|
|
|
|
return v;
|
|
}
|
|
|
|
Vehicle *u;
|
|
for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {}
|
|
GetLastEnginePart(u)->SetNext(GetNextVehicle(v));
|
|
return first;
|
|
}
|
|
|
|
static Vehicle *FindGoodVehiclePos(const Vehicle *src)
|
|
{
|
|
Vehicle *dst;
|
|
EngineID eng = src->engine_type;
|
|
TileIndex tile = src->tile;
|
|
|
|
FOR_ALL_VEHICLES(dst) {
|
|
if (dst->type == VEH_TRAIN && IsFreeWagon(dst) && dst->tile == tile && !HASBITS(dst->vehstatus, VS_CRASHED)) {
|
|
/* check so all vehicles in the line have the same engine. */
|
|
Vehicle *v = dst;
|
|
|
|
while (v->engine_type == eng) {
|
|
v = v->Next();
|
|
if (v == NULL) return dst;
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
* add a vehicle v behind vehicle dest
|
|
* use this function since it sets flags as needed
|
|
*/
|
|
static void AddWagonToConsist(Vehicle *v, Vehicle *dest)
|
|
{
|
|
UnlinkWagon(v, v->First());
|
|
if (dest == NULL) return;
|
|
|
|
Vehicle *next = dest->Next();
|
|
v->SetNext(NULL);
|
|
dest->SetNext(v);
|
|
v->SetNext(next);
|
|
ClearFreeWagon(v);
|
|
ClearFrontEngine(v);
|
|
}
|
|
|
|
/*
|
|
* move around on the train so rear engines are placed correctly according to the other engines
|
|
* always call with the front engine
|
|
*/
|
|
static void NormaliseTrainConsist(Vehicle *v)
|
|
{
|
|
if (IsFreeWagon(v)) return;
|
|
|
|
assert(IsFrontEngine(v));
|
|
|
|
for (; v != NULL; v = GetNextVehicle(v)) {
|
|
if (!IsMultiheaded(v) || !IsTrainEngine(v)) continue;
|
|
|
|
/* make sure that there are no free cars before next engine */
|
|
Vehicle *u;
|
|
for (u = v; u->Next() != NULL && !IsTrainEngine(u->Next()); u = u->Next()) {}
|
|
|
|
if (u == v->u.rail.other_multiheaded_part) continue;
|
|
AddWagonToConsist(v->u.rail.other_multiheaded_part, u);
|
|
}
|
|
}
|
|
|
|
/** Move a rail vehicle around inside the depot.
|
|
* @param tile unused
|
|
* @param flags type of operation
|
|
* @param p1 various bitstuffed elements
|
|
* - p1 (bit 0 - 15) source vehicle index
|
|
* - p1 (bit 16 - 31) what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
|
|
* @param p2 (bit 0) move all vehicles following the source vehicle
|
|
*/
|
|
CommandCost CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
VehicleID s = GB(p1, 0, 16);
|
|
VehicleID d = GB(p1, 16, 16);
|
|
|
|
if (!IsValidVehicleID(s)) return CMD_ERROR;
|
|
|
|
Vehicle *src = GetVehicle(s);
|
|
|
|
if (src->type != VEH_TRAIN || !CheckOwnership(src->owner)) return CMD_ERROR;
|
|
|
|
/* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
|
|
if (HASBITS(src->vehstatus, VS_CRASHED)) return CMD_ERROR;
|
|
|
|
/* if nothing is selected as destination, try and find a matching vehicle to drag to. */
|
|
Vehicle *dst;
|
|
if (d == INVALID_VEHICLE) {
|
|
dst = IsTrainEngine(src) ? NULL : FindGoodVehiclePos(src);
|
|
} else {
|
|
if (!IsValidVehicleID(d)) return CMD_ERROR;
|
|
dst = GetVehicle(d);
|
|
if (dst->type != VEH_TRAIN || !CheckOwnership(dst->owner)) return CMD_ERROR;
|
|
|
|
/* Do not allow appending to crashed vehicles, too */
|
|
if (HASBITS(dst->vehstatus, VS_CRASHED)) return CMD_ERROR;
|
|
}
|
|
|
|
/* if an articulated part is being handled, deal with its parent vehicle */
|
|
while (IsArticulatedPart(src)) src = src->Previous();
|
|
if (dst != NULL) {
|
|
while (IsArticulatedPart(dst)) dst = dst->Previous();
|
|
}
|
|
|
|
/* don't move the same vehicle.. */
|
|
if (src == dst) return CommandCost();
|
|
|
|
/* locate the head of the two chains */
|
|
Vehicle *src_head = src->First();
|
|
Vehicle *dst_head;
|
|
if (dst != NULL) {
|
|
dst_head = dst->First();
|
|
if (dst_head->tile != src_head->tile) return CMD_ERROR;
|
|
/* Now deal with articulated part of destination wagon */
|
|
dst = GetLastEnginePart(dst);
|
|
} else {
|
|
dst_head = NULL;
|
|
}
|
|
|
|
if (IsRearDualheaded(src)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
|
|
|
|
/* when moving all wagons, we can't have the same src_head and dst_head */
|
|
if (HasBit(p2, 0) && src_head == dst_head) return CommandCost();
|
|
|
|
{
|
|
int max_len = _settings_game.vehicle.mammoth_trains ? 100 : 10;
|
|
|
|
/* check if all vehicles in the source train are stopped inside a depot. */
|
|
int src_len = CheckTrainStoppedInDepot(src_head);
|
|
if (src_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
|
|
|
|
/* check the destination row if the source and destination aren't the same. */
|
|
if (src_head != dst_head) {
|
|
int dst_len = 0;
|
|
|
|
if (dst_head != NULL) {
|
|
/* check if all vehicles in the dest train are stopped. */
|
|
dst_len = CheckTrainStoppedInDepot(dst_head);
|
|
if (dst_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
|
|
}
|
|
|
|
/* We are moving between rows, so only count the wagons from the source
|
|
* row that are being moved. */
|
|
if (HasBit(p2, 0)) {
|
|
const Vehicle *u;
|
|
for (u = src_head; u != src && u != NULL; u = GetNextVehicle(u))
|
|
src_len--;
|
|
} else {
|
|
/* If moving only one vehicle, just count that. */
|
|
src_len = 1;
|
|
}
|
|
|
|
if (src_len + dst_len > max_len) {
|
|
/* Abort if we're adding too many wagons to a train. */
|
|
if (dst_head != NULL && IsFrontEngine(dst_head)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
|
|
/* Abort if we're making a train on a new row. */
|
|
if (dst_head == NULL && IsTrainEngine(src)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
|
|
}
|
|
} else {
|
|
/* Abort if we're creating a new train on an existing row. */
|
|
if (src_len > max_len && src == src_head && IsTrainEngine(GetNextVehicle(src_head)))
|
|
return_cmd_error(STR_8819_TRAIN_TOO_LONG);
|
|
}
|
|
}
|
|
|
|
/* moving a loco to a new line?, then we need to assign a unitnumber. */
|
|
if (dst == NULL && !IsFrontEngine(src) && IsTrainEngine(src)) {
|
|
UnitID unit_num = GetFreeUnitNumber(VEH_TRAIN);
|
|
if (unit_num > _settings_game.vehicle.max_trains)
|
|
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
|
|
|
|
if (flags & DC_EXEC) src->unitnumber = unit_num;
|
|
}
|
|
|
|
/*
|
|
* Check whether the vehicles in the source chain are in the destination
|
|
* chain. This can easily be done by checking whether the first vehicle
|
|
* of the source chain is in the destination chain as the Next/Previous
|
|
* pointers always make a doubly linked list of it where the assumption
|
|
* v->Next()->Previous() == v holds (assuming v->Next() != NULL).
|
|
*/
|
|
bool src_in_dst = false;
|
|
for (Vehicle *v = dst_head; !src_in_dst && v != NULL; v = v->Next()) src_in_dst = v == src;
|
|
|
|
/*
|
|
* If the source chain is in the destination chain then the user is
|
|
* only reordering the vehicles, thus not attaching a new vehicle.
|
|
* Therefor the 'allow wagon attach' callback does not need to be
|
|
* called. If it would be called strange things would happen because
|
|
* one 'attaches' an already 'attached' vehicle causing more trouble
|
|
* than it actually solves (infinite loops and such).
|
|
*/
|
|
if (dst_head != NULL && !src_in_dst) {
|
|
/*
|
|
* When performing the 'allow wagon attach' callback, we have to check
|
|
* that for each and every wagon, not only the first one. This means
|
|
* that we have to test one wagon, attach it to the train and then test
|
|
* the next wagon till we have reached the end. We have to restore it
|
|
* to the state it was before we 'tried' attaching the train when the
|
|
* attaching fails or succeeds because we are not 'only' doing this
|
|
* in the DC_EXEC state.
|
|
*/
|
|
Vehicle *dst_tail = dst_head;
|
|
while (dst_tail->Next() != NULL) dst_tail = dst_tail->Next();
|
|
|
|
Vehicle *orig_tail = dst_tail;
|
|
Vehicle *next_to_attach = src;
|
|
Vehicle *src_previous = src->Previous();
|
|
|
|
while (next_to_attach != NULL) {
|
|
/* Back up and clear the first_engine data to avoid using wagon override group */
|
|
EngineID first_engine = next_to_attach->u.rail.first_engine;
|
|
next_to_attach->u.rail.first_engine = INVALID_ENGINE;
|
|
|
|
uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, dst_head->engine_type, next_to_attach, dst_head);
|
|
|
|
/* Restore original first_engine data */
|
|
next_to_attach->u.rail.first_engine = first_engine;
|
|
|
|
if (callback != CALLBACK_FAILED) {
|
|
StringID error = STR_NULL;
|
|
|
|
if (callback == 0xFD) error = STR_INCOMPATIBLE_RAIL_TYPES;
|
|
if (callback < 0xFD) error = GetGRFStringID(GetEngineGRFID(dst_head->engine_type), 0xD000 + callback);
|
|
|
|
if (error != STR_NULL) {
|
|
/*
|
|
* The attaching is not allowed. In this case 'next_to_attach'
|
|
* can contain some vehicles of the 'source' and the destination
|
|
* train can have some too. We 'just' add the to-be added wagons
|
|
* to the chain and then split it where it was previously
|
|
* separated, i.e. the tail of the original destination train.
|
|
* Furthermore the 'previous' link of the original source vehicle needs
|
|
* to be restored, otherwise the train goes missing in the depot.
|
|
*/
|
|
dst_tail->SetNext(next_to_attach);
|
|
orig_tail->SetNext(NULL);
|
|
if (src_previous != NULL) src_previous->SetNext(src);
|
|
|
|
return_cmd_error(error);
|
|
}
|
|
}
|
|
|
|
/* Only check further wagons if told to move the chain */
|
|
if (!HasBit(p2, 0)) break;
|
|
|
|
/*
|
|
* Adding a next wagon to the chain so we can test the other wagons.
|
|
* First 'take' the first wagon from 'next_to_attach' and move it
|
|
* to the next wagon. Then add that to the tail of the destination
|
|
* train and update the tail with the new vehicle.
|
|
*/
|
|
Vehicle *to_add = next_to_attach;
|
|
next_to_attach = next_to_attach->Next();
|
|
|
|
to_add->SetNext(NULL);
|
|
dst_tail->SetNext(to_add);
|
|
dst_tail = dst_tail->Next();
|
|
}
|
|
|
|
/*
|
|
* When we reach this the attaching is allowed. It also means that the
|
|
* chain of vehicles to attach is empty, so we do not need to merge that.
|
|
* This means only the splitting needs to be done.
|
|
* Furthermore the 'previous' link of the original source vehicle needs
|
|
* to be restored, otherwise the train goes missing in the depot.
|
|
*/
|
|
orig_tail->SetNext(NULL);
|
|
if (src_previous != NULL) src_previous->SetNext(src);
|
|
}
|
|
|
|
/* do it? */
|
|
if (flags & DC_EXEC) {
|
|
/* If we move the front Engine and if the second vehicle is not an engine
|
|
add the whole vehicle to the DEFAULT_GROUP */
|
|
if (IsFrontEngine(src) && !IsDefaultGroupID(src->group_id)) {
|
|
Vehicle *v = GetNextVehicle(src);
|
|
|
|
if (v != NULL && IsTrainEngine(v)) {
|
|
v->group_id = src->group_id;
|
|
src->group_id = DEFAULT_GROUP;
|
|
}
|
|
}
|
|
|
|
if (HasBit(p2, 0)) {
|
|
/* unlink ALL wagons */
|
|
if (src != src_head) {
|
|
Vehicle *v = src_head;
|
|
while (GetNextVehicle(v) != src) v = GetNextVehicle(v);
|
|
GetLastEnginePart(v)->SetNext(NULL);
|
|
} else {
|
|
InvalidateWindowData(WC_VEHICLE_DEPOT, src_head->tile); // We removed a line
|
|
src_head = NULL;
|
|
}
|
|
} else {
|
|
/* if moving within the same chain, dont use dst_head as it may get invalidated */
|
|
if (src_head == dst_head) dst_head = NULL;
|
|
/* unlink single wagon from linked list */
|
|
src_head = UnlinkWagon(src, src_head);
|
|
GetLastEnginePart(src)->SetNext(NULL);
|
|
}
|
|
|
|
if (dst == NULL) {
|
|
/* We make a new line in the depot, so we know already that we invalidate the window data */
|
|
InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
|
|
|
|
/* move the train to an empty line. for locomotives, we set the type to TS_Front. for wagons, 4. */
|
|
if (IsTrainEngine(src)) {
|
|
if (!IsFrontEngine(src)) {
|
|
/* setting the type to 0 also involves setting up the orders field. */
|
|
SetFrontEngine(src);
|
|
assert(src->orders == NULL);
|
|
src->num_orders = 0;
|
|
|
|
/* Decrease the engines number of the src engine_type */
|
|
if (!IsDefaultGroupID(src->group_id) && IsValidGroupID(src->group_id)) {
|
|
GetGroup(src->group_id)->num_engines[src->engine_type]--;
|
|
}
|
|
|
|
/* If we move an engine to a new line affect it to the DEFAULT_GROUP */
|
|
src->group_id = DEFAULT_GROUP;
|
|
}
|
|
} else {
|
|
SetFreeWagon(src);
|
|
}
|
|
dst_head = src;
|
|
} else {
|
|
if (IsFrontEngine(src)) {
|
|
/* the vehicle was previously a loco. need to free the order list and delete vehicle windows etc. */
|
|
DeleteWindowById(WC_VEHICLE_VIEW, src->index);
|
|
DeleteVehicleOrders(src);
|
|
RemoveVehicleFromGroup(src);
|
|
}
|
|
|
|
if (IsFrontEngine(src) || IsFreeWagon(src)) {
|
|
InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
|
|
ClearFrontEngine(src);
|
|
ClearFreeWagon(src);
|
|
src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
|
|
}
|
|
|
|
/* link in the wagon(s) in the chain. */
|
|
{
|
|
Vehicle *v;
|
|
|
|
for (v = src; GetNextVehicle(v) != NULL; v = GetNextVehicle(v)) {}
|
|
GetLastEnginePart(v)->SetNext(dst->Next());
|
|
}
|
|
dst->SetNext(src);
|
|
}
|
|
|
|
if (src->u.rail.other_multiheaded_part != NULL) {
|
|
if (src->u.rail.other_multiheaded_part == src_head) {
|
|
src_head = src_head->Next();
|
|
}
|
|
AddWagonToConsist(src->u.rail.other_multiheaded_part, src);
|
|
}
|
|
|
|
/* If there is an engine behind first_engine we moved away, it should become new first_engine
|
|
* To do this, CmdMoveRailVehicle must be called once more
|
|
* we can't loop forever here because next time we reach this line we will have a front engine */
|
|
if (src_head != NULL && !IsFrontEngine(src_head) && IsTrainEngine(src_head)) {
|
|
/* As in CmdMoveRailVehicle src_head->group_id will be equal to DEFAULT_GROUP
|
|
* we need to save the group and reaffect it to src_head */
|
|
const GroupID tmp_g = src_head->group_id;
|
|
CmdMoveRailVehicle(0, flags, src_head->index | (INVALID_VEHICLE << 16), 1);
|
|
SetTrainGroupID(src_head, tmp_g);
|
|
src_head = NULL; // don't do anything more to this train since the new call will do it
|
|
}
|
|
|
|
if (src_head != NULL) {
|
|
NormaliseTrainConsist(src_head);
|
|
TrainConsistChanged(src_head);
|
|
UpdateTrainGroupID(src_head);
|
|
if (IsFrontEngine(src_head)) {
|
|
/* Update the refit button and window */
|
|
InvalidateWindow(WC_VEHICLE_REFIT, src_head->index);
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, VVW_WIDGET_REFIT_VEH);
|
|
}
|
|
/* Update the depot window */
|
|
InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
|
|
}
|
|
|
|
if (dst_head != NULL) {
|
|
NormaliseTrainConsist(dst_head);
|
|
TrainConsistChanged(dst_head);
|
|
UpdateTrainGroupID(dst_head);
|
|
if (IsFrontEngine(dst_head)) {
|
|
/* Update the refit button and window */
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, VVW_WIDGET_REFIT_VEH);
|
|
InvalidateWindow(WC_VEHICLE_REFIT, dst_head->index);
|
|
}
|
|
/* Update the depot window */
|
|
InvalidateWindow(WC_VEHICLE_DEPOT, dst_head->tile);
|
|
}
|
|
|
|
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
|
|
}
|
|
|
|
return CommandCost();
|
|
}
|
|
|
|
/** Start/Stop a train.
|
|
* @param tile unused
|
|
* @param flags type of operation
|
|
* @param p1 train to start/stop
|
|
* @param p2 unused
|
|
*/
|
|
CommandCost CmdStartStopTrain(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
if (!IsValidVehicleID(p1)) return CMD_ERROR;
|
|
|
|
Vehicle *v = GetVehicle(p1);
|
|
|
|
if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
|
|
|
|
/* Check if this train can be started/stopped. The callback will fail or
|
|
* return 0xFF if it can. */
|
|
uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v);
|
|
if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF) {
|
|
StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback);
|
|
return_cmd_error(error);
|
|
}
|
|
|
|
if (v->vehstatus & VS_STOPPED && v->u.rail.cached_power == 0) return_cmd_error(STR_TRAIN_START_NO_CATENARY);
|
|
|
|
if (flags & DC_EXEC) {
|
|
if (v->vehstatus & VS_STOPPED && v->u.rail.track == TRACK_BIT_DEPOT) {
|
|
DeleteVehicleNews(p1, STR_8814_TRAIN_IS_WAITING_IN_DEPOT);
|
|
}
|
|
|
|
v->vehstatus ^= VS_STOPPED;
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
/** Sell a (single) train wagon/engine.
|
|
* @param tile unused
|
|
* @param flags type of operation
|
|
* @param p1 the wagon/engine index
|
|
* @param p2 the selling mode
|
|
* - p2 = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
|
|
* - p2 = 1: sell the vehicle and all vehicles following it in the chain
|
|
* if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
|
|
* - p2 = 2: when selling attached locos, rearrange all vehicles after it to separate lines;
|
|
* all wagons of the same type will go on the same line. Used by the AI currently
|
|
*/
|
|
CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
/* Check if we deleted a vehicle window */
|
|
Window *w = NULL;
|
|
|
|
if (!IsValidVehicleID(p1) || p2 > 2) return CMD_ERROR;
|
|
|
|
Vehicle *v = GetVehicle(p1);
|
|
|
|
if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
|
|
|
|
if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
|
|
|
|
while (IsArticulatedPart(v)) v = v->Previous();
|
|
Vehicle *first = v->First();
|
|
|
|
/* make sure the vehicle is stopped in the depot */
|
|
if (CheckTrainStoppedInDepot(first) < 0) {
|
|
return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
|
|
}
|
|
|
|
if (IsRearDualheaded(v)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
|
|
|
|
if (flags & DC_EXEC) {
|
|
if (v == first && IsFrontEngine(first)) {
|
|
DeleteWindowById(WC_VEHICLE_VIEW, first->index);
|
|
}
|
|
InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
|
|
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
|
|
}
|
|
|
|
CommandCost cost(EXPENSES_NEW_VEHICLES);
|
|
switch (p2) {
|
|
case 0: case 2: { /* Delete given wagon */
|
|
bool switch_engine = false; // update second wagon to engine?
|
|
byte ori_subtype = v->subtype; // backup subtype of deleted wagon in case DeleteVehicle() changes
|
|
|
|
/* 1. Delete the engine, if it is dualheaded also delete the matching
|
|
* rear engine of the loco (from the point of deletion onwards) */
|
|
Vehicle *rear = (IsMultiheaded(v) &&
|
|
IsTrainEngine(v)) ? v->u.rail.other_multiheaded_part : NULL;
|
|
|
|
if (rear != NULL) {
|
|
cost.AddCost(-rear->value);
|
|
if (flags & DC_EXEC) {
|
|
UnlinkWagon(rear, first);
|
|
DeleteDepotHighlightOfVehicle(rear);
|
|
delete rear;
|
|
}
|
|
}
|
|
|
|
/* 2. We are selling the first engine, some special action might be required
|
|
* here, so take attention */
|
|
if ((flags & DC_EXEC) && v == first) {
|
|
Vehicle *new_f = GetNextVehicle(first);
|
|
|
|
/* 2.2 If there are wagons present after the deleted front engine, check
|
|
* if the second wagon (which will be first) is an engine. If it is one,
|
|
* promote it as a new train, retaining the unitnumber, orders */
|
|
if (new_f != NULL && IsTrainEngine(new_f)) {
|
|
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;
|
|
new_f->group_id = first->group_id;
|
|
|
|
if (first->prev_shared != NULL) {
|
|
first->prev_shared->next_shared = new_f;
|
|
new_f->prev_shared = first->prev_shared;
|
|
}
|
|
|
|
if (first->next_shared != NULL) {
|
|
first->next_shared->prev_shared = new_f;
|
|
new_f->next_shared = first->next_shared;
|
|
}
|
|
|
|
/*
|
|
* Remove all order information from the front train, to
|
|
* prevent the order and the shared order list to be
|
|
* destroyed by Destroy/DeleteVehicle.
|
|
*/
|
|
first->orders = NULL;
|
|
first->prev_shared = NULL;
|
|
first->next_shared = NULL;
|
|
first->group_id = DEFAULT_GROUP;
|
|
|
|
/* If we deleted a window then open a new one for the 'new' train */
|
|
if (IsLocalPlayer() && w != NULL) ShowVehicleViewWindow(new_f);
|
|
}
|
|
}
|
|
|
|
/* 3. Delete the requested wagon */
|
|
cost.AddCost(-v->value);
|
|
if (flags & DC_EXEC) {
|
|
first = UnlinkWagon(v, first);
|
|
DeleteDepotHighlightOfVehicle(v);
|
|
delete v;
|
|
|
|
/* 4 If the second wagon was an engine, update it to front_engine
|
|
* which UnlinkWagon() has changed to TS_Free_Car */
|
|
if (switch_engine) SetFrontEngine(first);
|
|
|
|
/* 5. If the train still exists, update its acceleration, window, etc. */
|
|
if (first != NULL) {
|
|
NormaliseTrainConsist(first);
|
|
TrainConsistChanged(first);
|
|
UpdateTrainGroupID(first);
|
|
if (IsFrontEngine(first)) InvalidateWindow(WC_VEHICLE_REFIT, first->index);
|
|
}
|
|
|
|
|
|
/* (6.) Borked AI. If it sells an engine it expects all wagons lined
|
|
* up on a new line to be added to the newly built loco. Replace it is.
|
|
* Totally braindead cause building a new engine adds all loco-less
|
|
* engines to its train anyways */
|
|
if (p2 == 2 && HasBit(ori_subtype, TS_FRONT)) {
|
|
for (v = first; v != NULL;) {
|
|
Vehicle *tmp = GetNextVehicle(v);
|
|
DoCommand(v->tile, v->index | INVALID_VEHICLE << 16, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
|
|
v = tmp;
|
|
}
|
|
}
|
|
}
|
|
} break;
|
|
case 1: { /* Delete wagon and all wagons after it given certain criteria */
|
|
/* Start deleting every vehicle after the selected one
|
|
* If we encounter a matching rear-engine to a front-engine
|
|
* earlier in the chain (before deletion), leave it alone */
|
|
for (Vehicle *tmp; v != NULL; v = tmp) {
|
|
tmp = GetNextVehicle(v);
|
|
|
|
if (IsMultiheaded(v)) {
|
|
if (IsTrainEngine(v)) {
|
|
/* We got a front engine of a multiheaded set. Now we will sell the rear end too */
|
|
Vehicle *rear = v->u.rail.other_multiheaded_part;
|
|
|
|
if (rear != NULL) {
|
|
cost.AddCost(-rear->value);
|
|
|
|
/* If this is a multiheaded vehicle with nothing
|
|
* between the parts, tmp will be pointing to the
|
|
* rear part, which is unlinked from the train and
|
|
* deleted here. However, because tmp has already
|
|
* been set it needs to be updated now so that the
|
|
* loop never sees the rear part. */
|
|
if (tmp == rear) tmp = GetNextVehicle(tmp);
|
|
|
|
if (flags & DC_EXEC) {
|
|
first = UnlinkWagon(rear, first);
|
|
DeleteDepotHighlightOfVehicle(rear);
|
|
delete rear;
|
|
}
|
|
}
|
|
} else if (v->u.rail.other_multiheaded_part != NULL) {
|
|
/* The front to this engine is earlier in this train. Do nothing */
|
|
continue;
|
|
}
|
|
}
|
|
|
|
cost.AddCost(-v->value);
|
|
if (flags & DC_EXEC) {
|
|
first = UnlinkWagon(v, first);
|
|
DeleteDepotHighlightOfVehicle(v);
|
|
delete v;
|
|
}
|
|
}
|
|
|
|
/* 3. If it is still a valid train after selling, update its acceleration and cached values */
|
|
if (flags & DC_EXEC && first != NULL) {
|
|
NormaliseTrainConsist(first);
|
|
TrainConsistChanged(first);
|
|
UpdateTrainGroupID(first);
|
|
InvalidateWindow(WC_VEHICLE_REFIT, first->index);
|
|
}
|
|
} break;
|
|
}
|
|
return cost;
|
|
}
|
|
|
|
void Train::UpdateDeltaXY(Direction direction)
|
|
{
|
|
#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
|
|
static const uint32 _delta_xy_table[8] = {
|
|
MKIT(3, 3, -1, -1),
|
|
MKIT(3, 7, -1, -3),
|
|
MKIT(3, 3, -1, -1),
|
|
MKIT(7, 3, -3, -1),
|
|
MKIT(3, 3, -1, -1),
|
|
MKIT(3, 7, -1, -3),
|
|
MKIT(3, 3, -1, -1),
|
|
MKIT(7, 3, -3, -1),
|
|
};
|
|
#undef MKIT
|
|
|
|
uint32 x = _delta_xy_table[direction];
|
|
this->x_offs = GB(x, 0, 8);
|
|
this->y_offs = GB(x, 8, 8);
|
|
this->x_extent = GB(x, 16, 8);
|
|
this->y_extent = GB(x, 24, 8);
|
|
this->z_extent = 6;
|
|
}
|
|
|
|
static void UpdateVarsAfterSwap(Vehicle *v)
|
|
{
|
|
v->UpdateDeltaXY(v->direction);
|
|
v->cur_image = v->GetImage(v->direction);
|
|
BeginVehicleMove(v);
|
|
VehiclePositionChanged(v);
|
|
EndVehicleMove(v);
|
|
}
|
|
|
|
static inline void SetLastSpeed(Vehicle *v, int spd)
|
|
{
|
|
int old = v->u.rail.last_speed;
|
|
if (spd != old) {
|
|
v->u.rail.last_speed = spd;
|
|
if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) {
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void SwapTrainFlags(byte *swap_flag1, byte *swap_flag2)
|
|
{
|
|
byte flag1 = *swap_flag1;
|
|
byte flag2 = *swap_flag2;
|
|
|
|
/* Clear the flags */
|
|
ClrBit(*swap_flag1, VRF_GOINGUP);
|
|
ClrBit(*swap_flag1, VRF_GOINGDOWN);
|
|
ClrBit(*swap_flag2, VRF_GOINGUP);
|
|
ClrBit(*swap_flag2, VRF_GOINGDOWN);
|
|
|
|
/* Reverse the rail-flags (if needed) */
|
|
if (HasBit(flag1, VRF_GOINGUP)) {
|
|
SetBit(*swap_flag2, VRF_GOINGDOWN);
|
|
} else if (HasBit(flag1, VRF_GOINGDOWN)) {
|
|
SetBit(*swap_flag2, VRF_GOINGUP);
|
|
}
|
|
if (HasBit(flag2, VRF_GOINGUP)) {
|
|
SetBit(*swap_flag1, VRF_GOINGDOWN);
|
|
} else if (HasBit(flag2, VRF_GOINGDOWN)) {
|
|
SetBit(*swap_flag1, VRF_GOINGUP);
|
|
}
|
|
}
|
|
|
|
static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
|
|
{
|
|
Vehicle *a, *b;
|
|
|
|
/* locate vehicles to swap */
|
|
for (a = v; l != 0; l--) a = a->Next();
|
|
for (b = v; r != 0; r--) b = b->Next();
|
|
|
|
if (a != b) {
|
|
/* swap the hidden bits */
|
|
{
|
|
uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
|
|
b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
|
|
a->vehstatus = tmp;
|
|
}
|
|
|
|
Swap(a->u.rail.track, b->u.rail.track);
|
|
Swap(a->direction, b->direction);
|
|
|
|
/* toggle direction */
|
|
if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
|
|
if (b->u.rail.track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
|
|
|
|
Swap(a->x_pos, b->x_pos);
|
|
Swap(a->y_pos, b->y_pos);
|
|
Swap(a->tile, b->tile);
|
|
Swap(a->z_pos, b->z_pos);
|
|
|
|
SwapTrainFlags(&a->u.rail.flags, &b->u.rail.flags);
|
|
|
|
/* update other vars */
|
|
UpdateVarsAfterSwap(a);
|
|
UpdateVarsAfterSwap(b);
|
|
|
|
/* call the proper EnterTile function unless we are in a wormhole */
|
|
if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
|
|
if (b->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
|
|
} else {
|
|
if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
|
|
UpdateVarsAfterSwap(a);
|
|
|
|
if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
|
|
}
|
|
|
|
/* Update train's power incase tiles were different rail type */
|
|
TrainPowerChanged(v);
|
|
}
|
|
|
|
|
|
/**
|
|
* Check if the vehicle is a train
|
|
* @param v vehicle on tile
|
|
* @return v if it is a train, NULL otherwise
|
|
*/
|
|
static void *TrainOnTileEnum(Vehicle *v, void *)
|
|
{
|
|
return (v->type == VEH_TRAIN) ? v : NULL;
|
|
}
|
|
|
|
|
|
/**
|
|
* Checks if a train is approaching a rail-road crossing
|
|
* @param v vehicle on tile
|
|
* @param data tile with crossing we are testing
|
|
* @return v if it is approaching a crossing, NULL otherwise
|
|
*/
|
|
static void *TrainApproachingCrossingEnum(Vehicle *v, void *data)
|
|
{
|
|
/* not a train || not front engine || crashed */
|
|
if (v->type != VEH_TRAIN || !IsFrontEngine(v) || v->vehstatus & VS_CRASHED) return NULL;
|
|
|
|
TileIndex tile = *(TileIndex*)data;
|
|
|
|
if (TrainApproachingCrossingTile(v) != tile) return NULL;
|
|
|
|
return v;
|
|
}
|
|
|
|
|
|
/**
|
|
* Finds a vehicle approaching rail-road crossing
|
|
* @param tile tile to test
|
|
* @return pointer to vehicle approaching the crossing
|
|
* @pre tile is a rail-road crossing
|
|
*/
|
|
static Vehicle *TrainApproachingCrossing(TileIndex tile)
|
|
{
|
|
assert(IsLevelCrossingTile(tile));
|
|
|
|
DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
|
|
TileIndex tile_from = tile + TileOffsByDiagDir(dir);
|
|
|
|
Vehicle *v = (Vehicle*)VehicleFromPos(tile_from, &tile, &TrainApproachingCrossingEnum);
|
|
|
|
if (v != NULL) return v;
|
|
|
|
dir = ReverseDiagDir(dir);
|
|
tile_from = tile + TileOffsByDiagDir(dir);
|
|
|
|
return (Vehicle*)VehicleFromPos(tile_from, &tile, &TrainApproachingCrossingEnum);
|
|
}
|
|
|
|
|
|
/**
|
|
* Sets correct crossing state
|
|
* @param tile tile to update
|
|
* @param sound should we play sound?
|
|
* @pre tile is a rail-road crossing
|
|
*/
|
|
void UpdateLevelCrossing(TileIndex tile, bool sound)
|
|
{
|
|
assert(IsLevelCrossingTile(tile));
|
|
|
|
/* train on crossing || train approaching crossing */
|
|
bool new_state = VehicleFromPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile);
|
|
|
|
if (new_state != IsCrossingBarred(tile)) {
|
|
if (new_state && sound) {
|
|
SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
|
|
}
|
|
SetCrossingBarred(tile, new_state);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Bars crossing and plays ding-ding sound if not barred already
|
|
* @param tile tile with crossing
|
|
* @pre tile is a rail-road crossing
|
|
*/
|
|
static inline void MaybeBarCrossingWithSound(TileIndex tile)
|
|
{
|
|
if (!IsCrossingBarred(tile)) {
|
|
BarCrossing(tile);
|
|
SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Advances wagons for train reversing, needed for variable length wagons.
|
|
* This one is called before the train is reversed.
|
|
* @param v First vehicle in chain
|
|
*/
|
|
static void AdvanceWagonsBeforeSwap(Vehicle *v)
|
|
{
|
|
Vehicle *base = v;
|
|
Vehicle *first = base; // first vehicle to move
|
|
Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move
|
|
uint length = CountVehiclesInChain(v);
|
|
|
|
while (length > 2) {
|
|
last = last->Previous();
|
|
first = first->Next();
|
|
|
|
int differential = base->u.rail.cached_veh_length - last->u.rail.cached_veh_length;
|
|
|
|
/* do not update images now
|
|
* negative differential will be handled in AdvanceWagonsAfterSwap() */
|
|
for (int i = 0; i < differential; i++) TrainController(first, last->Next(), false);
|
|
|
|
base = first; // == base->Next()
|
|
length -= 2;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Advances wagons for train reversing, needed for variable length wagons.
|
|
* This one is called after the train is reversed.
|
|
* @param v First vehicle in chain
|
|
*/
|
|
static void AdvanceWagonsAfterSwap(Vehicle *v)
|
|
{
|
|
/* first of all, fix the situation when the train was entering a depot */
|
|
Vehicle *dep = v; // last vehicle in front of just left depot
|
|
while (dep->Next() != NULL && (dep->u.rail.track == TRACK_BIT_DEPOT || dep->Next()->u.rail.track != TRACK_BIT_DEPOT)) {
|
|
dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
|
|
}
|
|
|
|
Vehicle *leave = dep->Next(); // first vehicle in a depot we are leaving now
|
|
|
|
if (leave != NULL) {
|
|
/* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
|
|
int d = TicksToLeaveDepot(dep);
|
|
|
|
if (d <= 0) {
|
|
leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
|
|
leave->u.rail.track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
|
|
for (int i = 0; i >= d; i--) TrainController(leave, NULL, false); // maybe move it, and maybe let another wagon leave
|
|
}
|
|
} else {
|
|
dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
|
|
}
|
|
|
|
Vehicle *base = v;
|
|
Vehicle *first = base; // first vehicle to move
|
|
Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move
|
|
uint length = CountVehiclesInChain(v);
|
|
|
|
/* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
|
|
* they have already correct spacing, so we have to make sure they are moved how they should */
|
|
bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
|
|
|
|
while (length > 2) {
|
|
/* we reached vehicle (originally) in front of a depot, stop now
|
|
* (we would move wagons that are alredy moved with new wagon length) */
|
|
if (base == dep) break;
|
|
|
|
/* the last wagon was that one leaving a depot, so do not move it anymore */
|
|
if (last == dep) nomove = true;
|
|
|
|
last = last->Previous();
|
|
first = first->Next();
|
|
|
|
int differential = last->u.rail.cached_veh_length - base->u.rail.cached_veh_length;
|
|
|
|
/* do not update images now */
|
|
for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL), false);
|
|
|
|
base = first; // == base->Next()
|
|
length -= 2;
|
|
}
|
|
}
|
|
|
|
|
|
static void ReverseTrainDirection(Vehicle *v)
|
|
{
|
|
if (IsRailDepotTile(v->tile)) {
|
|
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
|
|
}
|
|
|
|
/* Check if we were approaching a rail/road-crossing */
|
|
TileIndex crossing = TrainApproachingCrossingTile(v);
|
|
|
|
/* count number of vehicles */
|
|
int r = CountVehiclesInChain(v) - 1; // number of vehicles - 1
|
|
|
|
AdvanceWagonsBeforeSwap(v);
|
|
|
|
/* swap start<>end, start+1<>end-1, ... */
|
|
int l = 0;
|
|
do {
|
|
ReverseTrainSwapVeh(v, l++, r--);
|
|
} while (l <= r);
|
|
|
|
AdvanceWagonsAfterSwap(v);
|
|
|
|
if (IsRailDepotTile(v->tile)) {
|
|
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
|
|
}
|
|
|
|
ToggleBit(v->u.rail.flags, VRF_TOGGLE_REVERSE);
|
|
|
|
ClrBit(v->u.rail.flags, VRF_REVERSING);
|
|
|
|
/* recalculate cached data */
|
|
TrainConsistChanged(v);
|
|
|
|
/* update all images */
|
|
for (Vehicle *u = v; u != NULL; u = u->Next()) u->cur_image = u->GetImage(u->direction);
|
|
|
|
/* update crossing we were approaching */
|
|
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
|
|
|
|
/* maybe we are approaching crossing now, after reversal */
|
|
crossing = TrainApproachingCrossingTile(v);
|
|
if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
|
|
}
|
|
|
|
/** Reverse train.
|
|
* @param tile unused
|
|
* @param flags type of operation
|
|
* @param p1 train to reverse
|
|
* @param p2 if true, reverse a unit in a train (needs to be in a depot)
|
|
*/
|
|
CommandCost CmdReverseTrainDirection(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
if (!IsValidVehicleID(p1)) return CMD_ERROR;
|
|
|
|
Vehicle *v = GetVehicle(p1);
|
|
|
|
if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
|
|
|
|
if (p2 != 0) {
|
|
/* turn a single unit around */
|
|
|
|
if (IsMultiheaded(v) || HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_ARTIC_ENGINE)) {
|
|
return_cmd_error(STR_ONLY_TURN_SINGLE_UNIT);
|
|
}
|
|
|
|
Vehicle *front = v->First();
|
|
/* make sure the vehicle is stopped in the depot */
|
|
if (CheckTrainStoppedInDepot(front) < 0) {
|
|
return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
ToggleBit(v->u.rail.flags, VRF_REVERSE_DIRECTION);
|
|
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
|
|
}
|
|
} else {
|
|
/* turn the whole train around */
|
|
if (v->vehstatus & VS_CRASHED || v->breakdown_ctr != 0) return CMD_ERROR;
|
|
|
|
if (flags & DC_EXEC) {
|
|
if (_settings_game.vehicle.realistic_acceleration && v->cur_speed != 0) {
|
|
ToggleBit(v->u.rail.flags, VRF_REVERSING);
|
|
} else {
|
|
v->cur_speed = 0;
|
|
SetLastSpeed(v, 0);
|
|
ReverseTrainDirection(v);
|
|
}
|
|
}
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
/** Force a train through a red signal
|
|
* @param tile unused
|
|
* @param flags type of operation
|
|
* @param p1 train to ignore the red signal
|
|
* @param p2 unused
|
|
*/
|
|
CommandCost CmdForceTrainProceed(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
if (!IsValidVehicleID(p1)) return CMD_ERROR;
|
|
|
|
Vehicle *v = GetVehicle(p1);
|
|
|
|
if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
|
|
|
|
if (flags & DC_EXEC) v->u.rail.force_proceed = 0x50;
|
|
|
|
return CommandCost();
|
|
}
|
|
|
|
/** Refits a train to the specified cargo type.
|
|
* @param tile unused
|
|
* @param flags type of operation
|
|
* @param p1 vehicle ID of the train to refit
|
|
* param p2 various bitstuffed elements
|
|
* - p2 = (bit 0-7) - the new cargo type to refit to
|
|
* - p2 = (bit 8-15) - the new cargo subtype to refit to
|
|
* - p2 = (bit 16) - refit only this vehicle
|
|
* @return cost of refit or error
|
|
*/
|
|
CommandCost CmdRefitRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
CargoID new_cid = GB(p2, 0, 8);
|
|
byte new_subtype = GB(p2, 8, 8);
|
|
bool only_this = HasBit(p2, 16);
|
|
|
|
if (!IsValidVehicleID(p1)) return CMD_ERROR;
|
|
|
|
Vehicle *v = GetVehicle(p1);
|
|
|
|
if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
|
|
if (CheckTrainStoppedInDepot(v) < 0) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
|
|
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE);
|
|
|
|
/* Check cargo */
|
|
if (new_cid >= NUM_CARGO) return CMD_ERROR;
|
|
|
|
CommandCost cost(EXPENSES_TRAIN_RUN);
|
|
uint num = 0;
|
|
|
|
do {
|
|
/* XXX: We also refit all the attached wagons en-masse if they
|
|
* can be refitted. This is how TTDPatch does it. TODO: Have
|
|
* some nice [Refit] button near each wagon. --pasky */
|
|
if (!CanRefitTo(v->engine_type, new_cid)) continue;
|
|
|
|
if (v->cargo_cap != 0) {
|
|
uint16 amount = CALLBACK_FAILED;
|
|
|
|
if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
|
|
/* Back up the vehicle's cargo type */
|
|
CargoID temp_cid = v->cargo_type;
|
|
byte temp_subtype = v->cargo_subtype;
|
|
v->cargo_type = new_cid;
|
|
v->cargo_subtype = new_subtype;
|
|
/* Check the refit capacity callback */
|
|
amount = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
|
|
/* Restore the original cargo type */
|
|
v->cargo_type = temp_cid;
|
|
v->cargo_subtype = temp_subtype;
|
|
}
|
|
|
|
if (amount == CALLBACK_FAILED) { // callback failed or not used, use default
|
|
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
|
|
CargoID old_cid = rvi->cargo_type;
|
|
/* normally, the capacity depends on the cargo type, a rail vehicle can
|
|
* carry twice as much mail/goods as normal cargo, and four times as
|
|
* many passengers
|
|
*/
|
|
amount = rvi->capacity;
|
|
switch (old_cid) {
|
|
case CT_PASSENGERS: break;
|
|
case CT_MAIL:
|
|
case CT_GOODS: amount *= 2; break;
|
|
default: amount *= 4; break;
|
|
}
|
|
switch (new_cid) {
|
|
case CT_PASSENGERS: break;
|
|
case CT_MAIL:
|
|
case CT_GOODS: amount /= 2; break;
|
|
default: amount /= 4; break;
|
|
}
|
|
}
|
|
|
|
if (amount != 0) {
|
|
if (new_cid != v->cargo_type) {
|
|
cost.AddCost(GetRefitCost(v->engine_type));
|
|
}
|
|
|
|
num += amount;
|
|
if (flags & DC_EXEC) {
|
|
v->cargo.Truncate((v->cargo_type == new_cid) ? amount : 0);
|
|
v->cargo_type = new_cid;
|
|
v->cargo_cap = amount;
|
|
v->cargo_subtype = new_subtype;
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
|
|
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
|
|
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
|
|
}
|
|
}
|
|
}
|
|
} while ((v = v->Next()) != NULL && !only_this);
|
|
|
|
_returned_refit_capacity = num;
|
|
|
|
/* Update the train's cached variables */
|
|
if (flags & DC_EXEC) TrainConsistChanged(GetVehicle(p1)->First());
|
|
|
|
return cost;
|
|
}
|
|
|
|
struct TrainFindDepotData {
|
|
uint best_length;
|
|
TileIndex tile;
|
|
PlayerID owner;
|
|
/**
|
|
* true if reversing is necessary for the train to get to this depot
|
|
* This value is unused when new depot finding and NPF are both disabled
|
|
*/
|
|
bool reverse;
|
|
};
|
|
|
|
static bool NtpCallbFindDepot(TileIndex tile, TrainFindDepotData *tfdd, int track, uint length)
|
|
{
|
|
if (IsTileType(tile, MP_RAILWAY) &&
|
|
IsTileOwner(tile, tfdd->owner) &&
|
|
IsRailDepot(tile)) {
|
|
/* approximate number of tiles by dividing by DIAG_FACTOR */
|
|
tfdd->best_length = length / DIAG_FACTOR;
|
|
tfdd->tile = tile;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/** returns the tile of a depot to goto to. The given vehicle must not be
|
|
* crashed! */
|
|
static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
|
|
{
|
|
assert(!(v->vehstatus & VS_CRASHED));
|
|
|
|
TrainFindDepotData tfdd;
|
|
tfdd.owner = v->owner;
|
|
tfdd.best_length = UINT_MAX;
|
|
tfdd.reverse = false;
|
|
|
|
TileIndex tile = v->tile;
|
|
if (IsRailDepotTile(tile)) {
|
|
tfdd.tile = tile;
|
|
tfdd.best_length = 0;
|
|
return tfdd;
|
|
}
|
|
|
|
switch (_settings_game.pf.pathfinder_for_trains) {
|
|
case VPF_YAPF: { /* YAPF */
|
|
bool found = YapfFindNearestRailDepotTwoWay(v, max_distance, NPF_INFINITE_PENALTY, &tfdd.tile, &tfdd.reverse);
|
|
tfdd.best_length = found ? max_distance / 2 : UINT_MAX; // some fake distance or NOT_FOUND
|
|
} break;
|
|
|
|
case VPF_NPF: { /* NPF */
|
|
const Vehicle *last = GetLastVehicleInChain(v);
|
|
Trackdir trackdir = GetVehicleTrackdir(v);
|
|
Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
|
|
|
|
assert(trackdir != INVALID_TRACKDIR);
|
|
NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes, NPF_INFINITE_PENALTY);
|
|
if (ftd.best_bird_dist == 0) {
|
|
/* Found target */
|
|
tfdd.tile = ftd.node.tile;
|
|
/* Our caller expects a number of tiles, so we just approximate that
|
|
* number by this. It might not be completely what we want, but it will
|
|
* work for now :-) We can possibly change this when the old pathfinder
|
|
* is removed. */
|
|
tfdd.best_length = ftd.best_path_dist / NPF_TILE_LENGTH;
|
|
if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) tfdd.reverse = true;
|
|
}
|
|
} break;
|
|
|
|
default:
|
|
case VPF_NTP: { /* NTP */
|
|
/* search in the forward direction first. */
|
|
DiagDirection i = TrainExitDir(v->direction, v->u.rail.track);
|
|
NewTrainPathfind(tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
|
|
if (tfdd.best_length == UINT_MAX){
|
|
tfdd.reverse = true;
|
|
/* search in backwards direction */
|
|
i = TrainExitDir(ReverseDir(v->direction), v->u.rail.track);
|
|
NewTrainPathfind(tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
|
|
}
|
|
} break;
|
|
}
|
|
|
|
return tfdd;
|
|
}
|
|
|
|
bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
|
|
{
|
|
TrainFindDepotData tfdd = FindClosestTrainDepot(this, 0);
|
|
if (tfdd.best_length == (uint)-1) return false;
|
|
|
|
if (location != NULL) *location = tfdd.tile;
|
|
if (destination != NULL) *destination = GetDepotByTile(tfdd.tile)->index;
|
|
if (reverse != NULL) *reverse = tfdd.reverse;
|
|
|
|
return true;
|
|
}
|
|
|
|
/** Send a train to a depot
|
|
* @param tile unused
|
|
* @param flags type of operation
|
|
* @param p1 train to send to the depot
|
|
* @param p2 various bitmasked elements
|
|
* - p2 bit 0-3 - DEPOT_ flags (see vehicle.h)
|
|
* - p2 bit 8-10 - VLW flag (for mass goto depot)
|
|
*/
|
|
CommandCost CmdSendTrainToDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
if (p2 & DEPOT_MASS_SEND) {
|
|
/* Mass goto depot requested */
|
|
if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
|
|
return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_player, (p2 & VLW_MASK), p1);
|
|
}
|
|
|
|
if (!IsValidVehicleID(p1)) return CMD_ERROR;
|
|
|
|
Vehicle *v = GetVehicle(p1);
|
|
|
|
if (v->type != VEH_TRAIN) return CMD_ERROR;
|
|
|
|
return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
|
|
}
|
|
|
|
|
|
void OnTick_Train()
|
|
{
|
|
_age_cargo_skip_counter = (_age_cargo_skip_counter == 0) ? 184 : (_age_cargo_skip_counter - 1);
|
|
}
|
|
|
|
static const int8 _vehicle_smoke_pos[8] = {
|
|
1, 1, 1, 0, -1, -1, -1, 0
|
|
};
|
|
|
|
static void HandleLocomotiveSmokeCloud(const Vehicle *v)
|
|
{
|
|
bool sound = false;
|
|
|
|
if (v->vehstatus & VS_TRAIN_SLOWING || v->load_unload_time_rem != 0 || v->cur_speed < 2) {
|
|
return;
|
|
}
|
|
|
|
const Vehicle *u = v;
|
|
|
|
do {
|
|
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
|
|
int effect_offset = GB(v->u.rail.cached_vis_effect, 0, 4) - 8;
|
|
byte effect_type = GB(v->u.rail.cached_vis_effect, 4, 2);
|
|
bool disable_effect = HasBit(v->u.rail.cached_vis_effect, 6);
|
|
|
|
/* no smoke? */
|
|
if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
|
|
disable_effect ||
|
|
v->vehstatus & VS_HIDDEN) {
|
|
continue;
|
|
}
|
|
|
|
/* No smoke in depots or tunnels */
|
|
if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
|
|
|
|
/* No sparks for electric vehicles on nonelectrified tracks */
|
|
if (!HasPowerOnRail(v->u.rail.railtype, GetTileRailType(v->tile))) continue;
|
|
|
|
if (effect_type == 0) {
|
|
/* Use default effect type for engine class. */
|
|
effect_type = rvi->engclass;
|
|
} else {
|
|
effect_type--;
|
|
}
|
|
|
|
int x = _vehicle_smoke_pos[v->direction] * effect_offset;
|
|
int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
|
|
|
|
if (HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
|
|
x = -x;
|
|
y = -y;
|
|
}
|
|
|
|
switch (effect_type) {
|
|
case 0:
|
|
/* steam smoke. */
|
|
if (GB(v->tick_counter, 0, 4) == 0) {
|
|
CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
|
|
sound = true;
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
/* diesel smoke */
|
|
if (u->cur_speed <= 40 && Chance16(15, 128)) {
|
|
CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
|
|
sound = true;
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
/* blue spark */
|
|
if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
|
|
CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
|
|
sound = true;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
} while ((v = v->Next()) != NULL);
|
|
|
|
if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
|
|
}
|
|
|
|
void Train::PlayLeaveStationSound() const
|
|
{
|
|
static const SoundFx sfx[] = {
|
|
SND_04_TRAIN,
|
|
SND_0A_TRAIN_HORN,
|
|
SND_0A_TRAIN_HORN,
|
|
SND_47_MAGLEV_2,
|
|
SND_41_MAGLEV
|
|
};
|
|
|
|
if (PlayVehicleSound(this, VSE_START)) return;
|
|
|
|
EngineID engtype = this->engine_type;
|
|
SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
|
|
}
|
|
|
|
static bool CheckTrainStayInDepot(Vehicle *v)
|
|
{
|
|
/* bail out if not all wagons are in the same depot or not in a depot at all */
|
|
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
|
|
if (u->u.rail.track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
|
|
}
|
|
|
|
/* if the train got no power, then keep it in the depot */
|
|
if (v->u.rail.cached_power == 0) {
|
|
v->vehstatus |= VS_STOPPED;
|
|
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
|
|
return true;
|
|
}
|
|
|
|
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, INVALID_DIAGDIR, v->owner) == SIGSEG_FULL) {
|
|
InvalidateWindowClasses(WC_TRAINS_LIST);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
VehicleServiceInDepot(v);
|
|
InvalidateWindowClasses(WC_TRAINS_LIST);
|
|
v->PlayLeaveStationSound();
|
|
|
|
v->u.rail.track = TRACK_BIT_X;
|
|
if (v->direction & 2) v->u.rail.track = TRACK_BIT_Y;
|
|
|
|
v->vehstatus &= ~VS_HIDDEN;
|
|
v->cur_speed = 0;
|
|
|
|
v->UpdateDeltaXY(v->direction);
|
|
v->cur_image = v->GetImage(v->direction);
|
|
VehiclePositionChanged(v);
|
|
UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
|
|
UpdateTrainAcceleration(v);
|
|
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
|
|
|
|
return false;
|
|
}
|
|
|
|
/** Check for station tiles */
|
|
struct TrainTrackFollowerData {
|
|
TileIndex dest_coords;
|
|
StationID station_index; ///< station index we're heading for
|
|
uint best_bird_dist;
|
|
uint best_track_dist;
|
|
TrackdirByte best_track;
|
|
};
|
|
|
|
static bool NtpCallbFindStation(TileIndex tile, TrainTrackFollowerData *ttfd, Trackdir track, uint length)
|
|
{
|
|
/* heading for nowhere? */
|
|
if (ttfd->dest_coords == 0) return false;
|
|
|
|
/* did we reach the final station? */
|
|
if ((ttfd->station_index == INVALID_STATION && tile == ttfd->dest_coords) || (
|
|
IsTileType(tile, MP_STATION) &&
|
|
IsRailwayStation(tile) &&
|
|
GetStationIndex(tile) == ttfd->station_index
|
|
)) {
|
|
/* We do not check for dest_coords if we have a station_index,
|
|
* because in that case the dest_coords are just an
|
|
* approximation of where the station is */
|
|
|
|
/* found station */
|
|
ttfd->best_track = track;
|
|
ttfd->best_bird_dist = 0;
|
|
return true;
|
|
} else {
|
|
/* didn't find station, keep track of the best path so far. */
|
|
uint dist = DistanceManhattan(tile, ttfd->dest_coords);
|
|
if (dist < ttfd->best_bird_dist) {
|
|
ttfd->best_bird_dist = dist;
|
|
ttfd->best_track = track;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static void FillWithStationData(TrainTrackFollowerData *fd, const Vehicle *v)
|
|
{
|
|
fd->dest_coords = v->dest_tile;
|
|
fd->station_index = v->current_order.IsType(OT_GOTO_STATION) ? v->current_order.GetDestination() : INVALID_STATION;
|
|
}
|
|
|
|
static const byte _initial_tile_subcoord[6][4][3] = {
|
|
{{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
|
|
{{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
|
|
{{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
|
|
{{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
|
|
{{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
|
|
{{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
|
|
};
|
|
|
|
static const byte _search_directions[6][4] = {
|
|
{ 0, 9, 2, 9 }, ///< track 1
|
|
{ 9, 1, 9, 3 }, ///< track 2
|
|
{ 9, 0, 3, 9 }, ///< track upper
|
|
{ 1, 9, 9, 2 }, ///< track lower
|
|
{ 3, 2, 9, 9 }, ///< track left
|
|
{ 9, 9, 1, 0 }, ///< track right
|
|
};
|
|
|
|
static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
|
|
|
|
/* choose a track */
|
|
static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
|
|
{
|
|
Track best_track;
|
|
/* pathfinders are able to tell that route was only 'guessed' */
|
|
bool path_not_found = false;
|
|
|
|
#ifdef PF_BENCHMARK
|
|
TIC()
|
|
#endif
|
|
|
|
assert((tracks & ~TRACK_BIT_MASK) == 0);
|
|
|
|
/* quick return in case only one possible track is available */
|
|
if (KillFirstBit(tracks) == TRACK_BIT_NONE) return FindFirstTrack(tracks);
|
|
|
|
switch (_settings_game.pf.pathfinder_for_trains) {
|
|
case VPF_YAPF: { /* YAPF */
|
|
Trackdir trackdir = YapfChooseRailTrack(v, tile, enterdir, tracks, &path_not_found);
|
|
if (trackdir != INVALID_TRACKDIR) {
|
|
best_track = TrackdirToTrack(trackdir);
|
|
} else {
|
|
best_track = FindFirstTrack(tracks);
|
|
}
|
|
} break;
|
|
|
|
case VPF_NPF: { /* NPF */
|
|
void *perf = NpfBeginInterval();
|
|
|
|
NPFFindStationOrTileData fstd;
|
|
NPFFillWithOrderData(&fstd, v);
|
|
/* The enterdir for the new tile, is the exitdir for the old tile */
|
|
Trackdir trackdir = GetVehicleTrackdir(v);
|
|
assert(trackdir != INVALID_TRACKDIR);
|
|
|
|
NPFFoundTargetData ftd = NPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, true, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes);
|
|
|
|
if (ftd.best_trackdir == INVALID_TRACKDIR) {
|
|
/* We are already at our target. Just do something
|
|
* @todo maybe display error?
|
|
* @todo: go straight ahead if possible? */
|
|
best_track = FindFirstTrack(tracks);
|
|
} else {
|
|
/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
|
|
* the direction we need to take to get there, if ftd.best_bird_dist is not 0,
|
|
* we did not find our target, but ftd.best_trackdir contains the direction leading
|
|
* to the tile closest to our target. */
|
|
if (ftd.best_bird_dist != 0) path_not_found = true;
|
|
/* Discard enterdir information, making it a normal track */
|
|
best_track = TrackdirToTrack(ftd.best_trackdir);
|
|
}
|
|
|
|
int time = NpfEndInterval(perf);
|
|
DEBUG(yapf, 4, "[NPFT] %d us - %d rounds - %d open - %d closed -- ", time, 0, _aystar_stats_open_size, _aystar_stats_closed_size);
|
|
} break;
|
|
|
|
default:
|
|
case VPF_NTP: { /* NTP */
|
|
void *perf = NpfBeginInterval();
|
|
|
|
TrainTrackFollowerData fd;
|
|
FillWithStationData(&fd, v);
|
|
|
|
/* New train pathfinding */
|
|
fd.best_bird_dist = UINT_MAX;
|
|
fd.best_track_dist = UINT_MAX;
|
|
fd.best_track = INVALID_TRACKDIR;
|
|
|
|
NewTrainPathfind(tile - TileOffsByDiagDir(enterdir), v->dest_tile,
|
|
v->u.rail.compatible_railtypes, enterdir, (NTPEnumProc*)NtpCallbFindStation, &fd);
|
|
|
|
/* check whether the path was found or only 'guessed' */
|
|
if (fd.best_bird_dist != 0) path_not_found = true;
|
|
|
|
if (fd.best_track == INVALID_TRACKDIR) {
|
|
/* blaha */
|
|
best_track = FindFirstTrack(tracks);
|
|
} else {
|
|
best_track = TrackdirToTrack(fd.best_track);
|
|
}
|
|
|
|
int time = NpfEndInterval(perf);
|
|
DEBUG(yapf, 4, "[NTPT] %d us - %d rounds - %d open - %d closed -- ", time, 0, 0, 0);
|
|
} break;
|
|
}
|
|
|
|
/* handle "path not found" state */
|
|
if (path_not_found) {
|
|
/* PF didn't find the route */
|
|
if (!HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
|
|
/* it is first time the problem occurred, set the "path not found" flag */
|
|
SetBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
|
|
/* and notify user about the event */
|
|
if (_settings_client.gui.lost_train_warn && v->owner == _local_player) {
|
|
SetDParam(0, v->unitnumber);
|
|
AddNewsItem(
|
|
STR_TRAIN_IS_LOST,
|
|
NS_ADVICE,
|
|
v->index,
|
|
0);
|
|
}
|
|
}
|
|
} else {
|
|
/* route found, is the train marked with "path not found" flag? */
|
|
if (HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
|
|
/* clear the flag as the PF's problem was solved */
|
|
ClrBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
|
|
/* can we also delete the "News" item somehow? */
|
|
}
|
|
}
|
|
|
|
#ifdef PF_BENCHMARK
|
|
TOC("PF time = ", 1)
|
|
#endif
|
|
|
|
return best_track;
|
|
}
|
|
|
|
|
|
static bool CheckReverseTrain(Vehicle *v)
|
|
{
|
|
if (_settings_game.difficulty.line_reverse_mode != 0 ||
|
|
v->u.rail.track == TRACK_BIT_DEPOT || v->u.rail.track == TRACK_BIT_WORMHOLE ||
|
|
!(v->direction & 1)) {
|
|
return false;
|
|
}
|
|
|
|
TrainTrackFollowerData fd;
|
|
FillWithStationData(&fd, v);
|
|
|
|
uint reverse_best = 0;
|
|
|
|
assert(v->u.rail.track);
|
|
|
|
switch (_settings_game.pf.pathfinder_for_trains) {
|
|
case VPF_YAPF: /* YAPF */
|
|
reverse_best = YapfCheckReverseTrain(v);
|
|
break;
|
|
|
|
case VPF_NPF: { /* NPF */
|
|
NPFFindStationOrTileData fstd;
|
|
NPFFoundTargetData ftd;
|
|
Vehicle *last = GetLastVehicleInChain(v);
|
|
|
|
NPFFillWithOrderData(&fstd, v);
|
|
|
|
Trackdir trackdir = GetVehicleTrackdir(v);
|
|
Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
|
|
assert(trackdir != INVALID_TRACKDIR);
|
|
assert(trackdir_rev != INVALID_TRACKDIR);
|
|
|
|
ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes);
|
|
if (ftd.best_bird_dist != 0) {
|
|
/* We didn't find anything, just keep on going straight ahead */
|
|
reverse_best = false;
|
|
} else {
|
|
if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) {
|
|
reverse_best = true;
|
|
} else {
|
|
reverse_best = false;
|
|
}
|
|
}
|
|
} break;
|
|
|
|
default:
|
|
case VPF_NTP: { /* NTP */
|
|
int i = _search_directions[FindFirstTrack(v->u.rail.track)][DirToDiagDir(v->direction)];
|
|
|
|
int best_track = -1;
|
|
uint reverse = 0;
|
|
uint best_bird_dist = 0;
|
|
uint best_track_dist = 0;
|
|
|
|
for (;;) {
|
|
fd.best_bird_dist = UINT_MAX;
|
|
fd.best_track_dist = UINT_MAX;
|
|
|
|
NewTrainPathfind(v->tile, v->dest_tile, v->u.rail.compatible_railtypes, (DiagDirection)(reverse ^ i), (NTPEnumProc*)NtpCallbFindStation, &fd);
|
|
|
|
if (best_track != -1) {
|
|
if (best_bird_dist != 0) {
|
|
if (fd.best_bird_dist != 0) {
|
|
/* neither reached the destination, pick the one with the smallest bird dist */
|
|
if (fd.best_bird_dist > best_bird_dist) goto bad;
|
|
if (fd.best_bird_dist < best_bird_dist) goto good;
|
|
} else {
|
|
/* we found the destination for the first time */
|
|
goto good;
|
|
}
|
|
} else {
|
|
if (fd.best_bird_dist != 0) {
|
|
/* didn't find destination, but we've found the destination previously */
|
|
goto bad;
|
|
} else {
|
|
/* both old & new reached the destination, compare track length */
|
|
if (fd.best_track_dist > best_track_dist) goto bad;
|
|
if (fd.best_track_dist < best_track_dist) goto good;
|
|
}
|
|
}
|
|
|
|
/* if we reach this position, there's two paths of equal value so far.
|
|
* pick one randomly. */
|
|
int r = GB(Random(), 0, 8);
|
|
if (_pick_track_table[i] == (v->direction & 3)) r += 80;
|
|
if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
|
|
if (r <= 127) goto bad;
|
|
}
|
|
good:;
|
|
best_track = i;
|
|
best_bird_dist = fd.best_bird_dist;
|
|
best_track_dist = fd.best_track_dist;
|
|
reverse_best = reverse;
|
|
bad:;
|
|
if (reverse != 0) break;
|
|
reverse = 2;
|
|
}
|
|
} break;
|
|
}
|
|
|
|
return reverse_best != 0;
|
|
}
|
|
|
|
TileIndex Train::GetOrderStationLocation(StationID station)
|
|
{
|
|
if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
|
|
|
|
const Station *st = GetStation(station);
|
|
if (!(st->facilities & FACIL_TRAIN)) {
|
|
/* The destination station has no trainstation tiles. */
|
|
this->cur_order_index++;
|
|
return 0;
|
|
}
|
|
|
|
return st->xy;
|
|
}
|
|
|
|
void Train::MarkDirty()
|
|
{
|
|
Vehicle *v = this;
|
|
do {
|
|
v->cur_image = v->GetImage(v->direction);
|
|
MarkSingleVehicleDirty(v);
|
|
} while ((v = v->Next()) != NULL);
|
|
|
|
/* need to update acceleration and cached values since the goods on the train changed. */
|
|
TrainCargoChanged(this);
|
|
UpdateTrainAcceleration(this);
|
|
}
|
|
|
|
static int UpdateTrainSpeed(Vehicle *v)
|
|
{
|
|
uint accel;
|
|
|
|
if (v->vehstatus & VS_STOPPED || HasBit(v->u.rail.flags, VRF_REVERSING)) {
|
|
if (_settings_game.vehicle.realistic_acceleration) {
|
|
accel = GetTrainAcceleration(v, AM_BRAKE) * 2;
|
|
} else {
|
|
accel = v->acceleration * -2;
|
|
}
|
|
} else {
|
|
if (_settings_game.vehicle.realistic_acceleration) {
|
|
accel = GetTrainAcceleration(v, AM_ACCEL);
|
|
} else {
|
|
accel = v->acceleration;
|
|
}
|
|
}
|
|
|
|
uint spd = v->subspeed + accel * 2;
|
|
v->subspeed = (byte)spd;
|
|
{
|
|
int tempmax = v->max_speed;
|
|
if (v->cur_speed > v->max_speed)
|
|
tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
|
|
v->cur_speed = spd = Clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
|
|
}
|
|
|
|
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)
|
|
{
|
|
v->last_station_visited = station;
|
|
|
|
/* check if a train ever visited this station before */
|
|
Station *st = GetStation(station);
|
|
if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
|
|
st->had_vehicle_of_type |= HVOT_TRAIN;
|
|
SetDParam(0, st->index);
|
|
AddNewsItem(
|
|
STR_8801_CITIZENS_CELEBRATE_FIRST,
|
|
v->owner == _local_player ? NS_ARRIVAL_PLAYER : NS_ARRIVAL_OTHER,
|
|
v->index,
|
|
0
|
|
);
|
|
}
|
|
|
|
v->BeginLoading();
|
|
|
|
StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
|
|
}
|
|
|
|
static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
|
|
{
|
|
byte old_z = v->z_pos;
|
|
v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
|
|
|
|
if (new_tile) {
|
|
ClrBit(v->u.rail.flags, VRF_GOINGUP);
|
|
ClrBit(v->u.rail.flags, VRF_GOINGDOWN);
|
|
|
|
if (v->u.rail.track == TRACK_BIT_X || v->u.rail.track == TRACK_BIT_Y) {
|
|
/* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
|
|
* To check whether the current tile is sloped, and in which
|
|
* direction it is sloped, we get the 'z' at the center of
|
|
* the tile (middle_z) and the edge of the tile (old_z),
|
|
* which we then can compare. */
|
|
static const int HALF_TILE_SIZE = TILE_SIZE / 2;
|
|
static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
|
|
|
|
byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
|
|
|
|
/* For some reason tunnel tiles are always given as sloped :(
|
|
* But they are not sloped... */
|
|
if (middle_z != v->z_pos && !IsTunnelTile(TileVirtXY(v->x_pos, v->y_pos))) {
|
|
SetBit(v->u.rail.flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
|
|
}
|
|
}
|
|
}
|
|
|
|
VehiclePositionChanged(v);
|
|
EndVehicleMove(v);
|
|
return old_z;
|
|
}
|
|
|
|
static const Direction _new_vehicle_direction_table[11] = {
|
|
DIR_N , DIR_NW, DIR_W , INVALID_DIR,
|
|
DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
|
|
DIR_E , DIR_SE, DIR_S
|
|
};
|
|
|
|
static inline Direction GetNewVehicleDirectionByTile(TileIndex new_tile, TileIndex old_tile)
|
|
{
|
|
uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 +
|
|
TileX(new_tile) - TileX(old_tile) + 1;
|
|
assert(offs < 11);
|
|
return _new_vehicle_direction_table[offs];
|
|
}
|
|
|
|
static inline int GetDirectionToVehicle(const Vehicle *v, int x, int y)
|
|
{
|
|
byte offs;
|
|
|
|
x -= v->x_pos;
|
|
if (x >= 0) {
|
|
offs = (x > 2) ? 0 : 1;
|
|
} else {
|
|
offs = (x < -2) ? 2 : 1;
|
|
}
|
|
|
|
y -= v->y_pos;
|
|
if (y >= 0) {
|
|
offs += ((y > 2) ? 0 : 1) * 4;
|
|
} else {
|
|
offs += ((y < -2) ? 2 : 1) * 4;
|
|
}
|
|
|
|
assert(offs < 11);
|
|
return _new_vehicle_direction_table[offs];
|
|
}
|
|
|
|
/* Check if the vehicle is compatible with the specified tile */
|
|
static inline bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
|
|
{
|
|
return
|
|
IsTileOwner(tile, v->owner) && (
|
|
!IsFrontEngine(v) ||
|
|
HasBit(v->u.rail.compatible_railtypes, GetRailType(tile))
|
|
);
|
|
}
|
|
|
|
struct RailtypeSlowdownParams {
|
|
byte small_turn, large_turn;
|
|
byte z_up; // fraction to remove when moving up
|
|
byte z_down; // fraction to remove when moving down
|
|
};
|
|
|
|
static const RailtypeSlowdownParams _railtype_slowdown[] = {
|
|
// normal accel
|
|
{256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
|
|
{256 / 4, 256 / 2, 256 / 4, 2}, ///< electrified
|
|
{256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
|
|
{0, 256 / 2, 256 / 4, 2}, ///< maglev
|
|
};
|
|
|
|
/** Modify the speed of the vehicle due to a turn */
|
|
static inline void AffectSpeedByDirChange(Vehicle *v, Direction new_dir)
|
|
{
|
|
if (_settings_game.vehicle.realistic_acceleration) return;
|
|
|
|
DirDiff diff = DirDifference(v->direction, new_dir);
|
|
if (diff == DIRDIFF_SAME) return;
|
|
|
|
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
|
|
v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
|
|
}
|
|
|
|
/** Modify the speed of the vehicle due to a change in altitude */
|
|
static inline void AffectSpeedByZChange(Vehicle *v, byte old_z)
|
|
{
|
|
if (old_z == v->z_pos || _settings_game.vehicle.realistic_acceleration) return;
|
|
|
|
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
|
|
|
|
if (old_z < v->z_pos) {
|
|
v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
|
|
} else {
|
|
uint16 spd = v->cur_speed + rsp->z_down;
|
|
if (spd <= v->max_speed) v->cur_speed = spd;
|
|
}
|
|
}
|
|
|
|
static void TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
|
|
{
|
|
if (IsTileType(tile, MP_RAILWAY) &&
|
|
GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
|
|
TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
|
|
Trackdir trackdir = FindFirstTrackdir(tracks);
|
|
UpdateSignalsOnSegment(tile, TrackdirToExitdir(trackdir), GetTileOwner(tile));
|
|
}
|
|
}
|
|
|
|
|
|
static void SetVehicleCrashed(Vehicle *v)
|
|
{
|
|
if (v->u.rail.crash_anim_pos != 0) return;
|
|
|
|
/* we may need to update crossing we were approaching */
|
|
TileIndex crossing = TrainApproachingCrossingTile(v);
|
|
|
|
v->u.rail.crash_anim_pos++;
|
|
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
|
|
|
|
if (v->u.rail.track == TRACK_BIT_DEPOT) {
|
|
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
|
|
}
|
|
|
|
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
|
|
|
|
for (; v != NULL; v = v->Next()) {
|
|
v->vehstatus |= VS_CRASHED;
|
|
MarkSingleVehicleDirty(v);
|
|
}
|
|
|
|
/* must be updated after the train has been marked crashed */
|
|
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
|
|
}
|
|
|
|
static uint CountPassengersInTrain(const Vehicle *v)
|
|
{
|
|
uint num = 0;
|
|
|
|
for (; v != NULL; v = v->Next()) {
|
|
if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) num += v->cargo.Count();
|
|
}
|
|
|
|
return num;
|
|
}
|
|
|
|
struct TrainCollideChecker {
|
|
Vehicle *v; ///< vehicle we are testing for collision
|
|
uint num; ///< number of dead if train collided
|
|
};
|
|
|
|
static void *FindTrainCollideEnum(Vehicle *v, void *data)
|
|
{
|
|
TrainCollideChecker *tcc = (TrainCollideChecker*)data;
|
|
|
|
if (v->type != VEH_TRAIN) return NULL;
|
|
|
|
/* get first vehicle now to make most usual checks faster */
|
|
Vehicle *coll = v->First();
|
|
|
|
/* can't collide with own wagons && can't crash in depot && the same height level */
|
|
if (coll != tcc->v && v->u.rail.track != TRACK_BIT_DEPOT && abs(v->z_pos - tcc->v->z_pos) < 6) {
|
|
int x_diff = v->x_pos - tcc->v->x_pos;
|
|
int y_diff = v->y_pos - tcc->v->y_pos;
|
|
|
|
/* needed to disable possible crash of competitor train in station by building diagonal track at its end */
|
|
if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
|
|
|
|
if (!(tcc->v->vehstatus & VS_CRASHED)) {
|
|
/* two drivers + passengers killed in train tcc->v (if it was not crashed already) */
|
|
tcc->num += 2 + CountPassengersInTrain(tcc->v);
|
|
SetVehicleCrashed(tcc->v);
|
|
}
|
|
|
|
if (!(coll->vehstatus & VS_CRASHED)) {
|
|
/* two drivers + passengers killed in train coll (if it was not crashed already) */
|
|
tcc->num += 2 + CountPassengersInTrain(coll);
|
|
SetVehicleCrashed(coll);
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* Checks whether the specified train has a collision with another vehicle. If
|
|
* so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
|
|
* Reports the incident in a flashy news item, modifies station ratings and
|
|
* plays a sound.
|
|
*/
|
|
static void CheckTrainCollision(Vehicle *v)
|
|
{
|
|
/* can't collide in depot */
|
|
if (v->u.rail.track == TRACK_BIT_DEPOT) return;
|
|
|
|
assert(v->u.rail.track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
|
|
|
|
TrainCollideChecker tcc;
|
|
tcc.v = v;
|
|
tcc.num = 0;
|
|
|
|
/* find colliding vehicles */
|
|
if (v->u.rail.track == TRACK_BIT_WORMHOLE) {
|
|
VehicleFromPos(v->tile, &tcc, FindTrainCollideEnum);
|
|
VehicleFromPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
|
|
} else {
|
|
VehicleFromPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
|
|
}
|
|
|
|
/* any dead -> no crash */
|
|
if (tcc.num == 0) return;
|
|
|
|
SetDParam(0, tcc.num);
|
|
AddNewsItem(STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL,
|
|
NS_ACCIDENT_VEHICLE,
|
|
v->index,
|
|
0
|
|
);
|
|
|
|
ModifyStationRatingAround(v->tile, v->owner, -160, 30);
|
|
SndPlayVehicleFx(SND_13_BIG_CRASH, v);
|
|
}
|
|
|
|
static void *CheckVehicleAtSignal(Vehicle *v, void *data)
|
|
{
|
|
Direction dir = *(Direction*)data;
|
|
|
|
if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
|
|
DirDiff diff = ChangeDirDiff(DirDifference(v->direction, dir), DIRDIFF_90RIGHT);
|
|
|
|
if (diff == DIRDIFF_90RIGHT || (v->cur_speed <= 5 && diff <= DIRDIFF_REVERSE)) return v;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
static void TrainController(Vehicle *v, Vehicle *nomove, bool update_image)
|
|
{
|
|
Vehicle *prev;
|
|
|
|
/* For every vehicle after and including the given vehicle */
|
|
for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
|
|
DiagDirection enterdir = DIAGDIR_BEGIN;
|
|
bool update_signals_crossing = false; // will we update signals or crossing state?
|
|
BeginVehicleMove(v);
|
|
|
|
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
|
|
if (v->u.rail.track != TRACK_BIT_WORMHOLE) {
|
|
/* Not inside tunnel */
|
|
if (gp.old_tile == gp.new_tile) {
|
|
/* Staying in the old tile */
|
|
if (v->u.rail.track == TRACK_BIT_DEPOT) {
|
|
/* Inside depot */
|
|
gp.x = v->x_pos;
|
|
gp.y = v->y_pos;
|
|
} else {
|
|
/* Not inside depot */
|
|
|
|
if (IsFrontEngine(v) && !TrainCheckIfLineEnds(v)) return;
|
|
|
|
uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
|
|
if (HasBit(r, VETS_CANNOT_ENTER)) {
|
|
goto invalid_rail;
|
|
}
|
|
if (HasBit(r, VETS_ENTERED_STATION)) {
|
|
TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
|
|
return;
|
|
}
|
|
|
|
if (v->current_order.IsType(OT_LEAVESTATION)) {
|
|
v->current_order.Free();
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
}
|
|
}
|
|
} else {
|
|
/* A new tile is about to be entered. */
|
|
|
|
/* Determine what direction we're entering the new tile from */
|
|
Direction dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile);
|
|
enterdir = DirToDiagDir(dir);
|
|
assert(IsValidDiagDirection(enterdir));
|
|
|
|
/* Get the status of the tracks in the new tile and mask
|
|
* away the bits that aren't reachable. */
|
|
TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
|
|
TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
|
|
|
|
TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
|
|
TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
|
|
|
|
TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
|
|
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg && prev == NULL) {
|
|
/* We allow wagons to make 90 deg turns, because forbid_90_deg
|
|
* can be switched on halfway a turn */
|
|
bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
|
|
}
|
|
|
|
if (bits == TRACK_BIT_NONE) goto invalid_rail;
|
|
|
|
/* Check if the new tile contrains tracks that are compatible
|
|
* with the current train, if not, bail out. */
|
|
if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
|
|
|
|
TrackBits chosen_track;
|
|
if (prev == NULL) {
|
|
/* Currently the locomotive is active. Determine which one of the
|
|
* available tracks to choose */
|
|
chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits));
|
|
assert(chosen_track & bits);
|
|
|
|
/* Check if it's a red signal and that force proceed is not clicked. */
|
|
if (red_signals & chosen_track && v->u.rail.force_proceed == 0) {
|
|
/* In front of a red signal */
|
|
Trackdir i = FindFirstTrackdir(trackdirbits);
|
|
|
|
if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
|
|
v->cur_speed = 0;
|
|
v->subspeed = 0;
|
|
v->progress = 255 - 100;
|
|
if (++v->load_unload_time_rem < _settings_game.pf.wait_oneway_signal * 20) return;
|
|
} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
|
|
v->cur_speed = 0;
|
|
v->subspeed = 0;
|
|
v->progress = 255 - 10;
|
|
if (++v->load_unload_time_rem < _settings_game.pf.wait_twoway_signal * 73) {
|
|
TileIndex o_tile = gp.new_tile + TileOffsByDiagDir(enterdir);
|
|
Direction rdir = ReverseDir(dir);
|
|
|
|
/* check if a train is waiting on the other side */
|
|
if (VehicleFromPos(o_tile, &rdir, &CheckVehicleAtSignal) == NULL) return;
|
|
}
|
|
}
|
|
goto reverse_train_direction;
|
|
}
|
|
} else {
|
|
static const TrackBits _matching_tracks[8] = {
|
|
TRACK_BIT_LEFT | TRACK_BIT_RIGHT, TRACK_BIT_X,
|
|
TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y,
|
|
TRACK_BIT_LEFT | TRACK_BIT_RIGHT, TRACK_BIT_X,
|
|
TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y
|
|
};
|
|
|
|
/* The wagon is active, simply follow the prev vehicle. */
|
|
chosen_track = (TrackBits)(byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits);
|
|
}
|
|
|
|
/* Make sure chosen track is a valid track */
|
|
assert(
|
|
chosen_track == TRACK_BIT_X || chosen_track == TRACK_BIT_Y ||
|
|
chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
|
|
chosen_track == TRACK_BIT_LEFT || chosen_track == TRACK_BIT_RIGHT);
|
|
|
|
/* Update XY to reflect the entrance to the new tile, and select the direction to use */
|
|
const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
|
|
gp.x = (gp.x & ~0xF) | b[0];
|
|
gp.y = (gp.y & ~0xF) | b[1];
|
|
Direction chosen_dir = (Direction)b[2];
|
|
|
|
/* Call the landscape function and tell it that the vehicle entered the tile */
|
|
uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
|
|
if (HasBit(r, VETS_CANNOT_ENTER)) {
|
|
goto invalid_rail;
|
|
}
|
|
|
|
if (IsFrontEngine(v)) v->load_unload_time_rem = 0;
|
|
|
|
if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
|
|
v->tile = gp.new_tile;
|
|
|
|
if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
|
|
TrainPowerChanged(v->First());
|
|
}
|
|
|
|
v->u.rail.track = chosen_track;
|
|
assert(v->u.rail.track);
|
|
}
|
|
|
|
/* We need to update signal status, but after the vehicle position hash
|
|
* has been updated by AfterSetTrainPos() */
|
|
update_signals_crossing = true;
|
|
|
|
if (prev == NULL) AffectSpeedByDirChange(v, chosen_dir);
|
|
|
|
v->direction = chosen_dir;
|
|
}
|
|
} else {
|
|
/* In a tunnel or on a bridge
|
|
* - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
|
|
* - for bridges, only the middle part - without the bridge heads */
|
|
if (!(v->vehstatus & VS_HIDDEN)) {
|
|
v->cur_speed =
|
|
min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
|
|
}
|
|
|
|
if (!IsTileType(gp.new_tile, MP_TUNNELBRIDGE) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
|
|
v->x_pos = gp.x;
|
|
v->y_pos = gp.y;
|
|
VehiclePositionChanged(v);
|
|
if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/* update image of train, as well as delta XY */
|
|
v->UpdateDeltaXY(v->direction);
|
|
if (update_image) v->cur_image = v->GetImage(v->direction);
|
|
|
|
v->x_pos = gp.x;
|
|
v->y_pos = gp.y;
|
|
|
|
/* update the Z position of the vehicle */
|
|
byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
|
|
|
|
if (prev == NULL) {
|
|
/* This is the first vehicle in the train */
|
|
AffectSpeedByZChange(v, old_z);
|
|
}
|
|
|
|
if (update_signals_crossing) {
|
|
if (IsFrontEngine(v)) TrainMovedChangeSignals(gp.new_tile, enterdir);
|
|
|
|
/* Signals can only change when the first
|
|
* (above) or the last vehicle moves. */
|
|
if (v->Next() == NULL) {
|
|
TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
|
|
if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
|
|
invalid_rail:
|
|
/* We've reached end of line?? */
|
|
if (prev != NULL) error("Disconnecting train");
|
|
|
|
reverse_train_direction:
|
|
v->load_unload_time_rem = 0;
|
|
v->cur_speed = 0;
|
|
v->subspeed = 0;
|
|
ReverseTrainDirection(v);
|
|
}
|
|
|
|
/**
|
|
* Deletes/Clears the last wagon of a crashed train. It takes the engine of the
|
|
* train, then goes to the last wagon and deletes that. Each call to this function
|
|
* will remove the last wagon of a crashed train. If this wagon was on a crossing,
|
|
* or inside a tunnel/bridge, recalculate the signals as they might need updating
|
|
* @param v the Vehicle of which last wagon is to be removed
|
|
*/
|
|
static void DeleteLastWagon(Vehicle *v)
|
|
{
|
|
Vehicle *first = v->First();
|
|
|
|
/* Go to the last wagon and delete the link pointing there
|
|
* *u is then the one-before-last wagon, and *v the last
|
|
* one which will physicially be removed */
|
|
Vehicle *u = v;
|
|
for (; v->Next() != NULL; v = v->Next()) u = v;
|
|
u->SetNext(NULL);
|
|
|
|
if (first == v) {
|
|
/* Removing front vehicle (the last to go) */
|
|
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
|
|
InvalidateWindow(WC_COMPANY, v->owner);
|
|
} else {
|
|
/* Recalculate cached train properties */
|
|
TrainConsistChanged(first);
|
|
/* Update the depot window if the first vehicle is in depot -
|
|
* if v == first, then it is updated in PreDestructor() */
|
|
if (first->u.rail.track == TRACK_BIT_DEPOT) {
|
|
InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
|
|
}
|
|
}
|
|
|
|
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
|
|
|
|
MarkSingleVehicleDirty(v);
|
|
|
|
/* 'v' shouldn't be accessed after it has been deleted */
|
|
TrackBits track = v->u.rail.track;
|
|
TileIndex tile = v->tile;
|
|
Owner owner = v->owner;
|
|
|
|
delete v;
|
|
v = NULL; // make sure nobody will won't try to read 'v' anymore
|
|
|
|
/* check if the wagon was on a road/rail-crossing */
|
|
if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
|
|
|
|
/* Update signals */
|
|
if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
|
|
UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
|
|
} else {
|
|
SetSignalsOnBothDir(tile, (Track)(FIND_FIRST_BIT(track)), owner);
|
|
}
|
|
}
|
|
|
|
static void ChangeTrainDirRandomly(Vehicle *v)
|
|
{
|
|
static const DirDiff delta[] = {
|
|
DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
|
|
};
|
|
|
|
do {
|
|
/* We don't need to twist around vehicles if they're not visible */
|
|
if (!(v->vehstatus & VS_HIDDEN)) {
|
|
v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
|
|
BeginVehicleMove(v);
|
|
v->UpdateDeltaXY(v->direction);
|
|
v->cur_image = v->GetImage(v->direction);
|
|
/* Refrain from updating the z position of the vehicle when on
|
|
* a bridge, because AfterSetTrainPos will put the vehicle under
|
|
* the bridge in that case */
|
|
if (v->u.rail.track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
|
|
}
|
|
} while ((v = v->Next()) != NULL);
|
|
}
|
|
|
|
static void HandleCrashedTrain(Vehicle *v)
|
|
{
|
|
int state = ++v->u.rail.crash_anim_pos;
|
|
|
|
if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
|
|
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
|
|
}
|
|
|
|
uint32 r;
|
|
if (state <= 200 && Chance16R(1, 7, r)) {
|
|
int index = (r * 10 >> 16);
|
|
|
|
Vehicle *u = v;
|
|
do {
|
|
if (--index < 0) {
|
|
r = Random();
|
|
|
|
CreateEffectVehicleRel(u,
|
|
GB(r, 8, 3) + 2,
|
|
GB(r, 16, 3) + 2,
|
|
GB(r, 0, 3) + 5,
|
|
EV_EXPLOSION_SMALL);
|
|
break;
|
|
}
|
|
} while ((u = u->Next()) != NULL);
|
|
}
|
|
|
|
if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
|
|
|
|
if (state >= 4440 && !(v->tick_counter & 0x1F)) {
|
|
DeleteLastWagon(v);
|
|
InvalidateWindow(WC_REPLACE_VEHICLE, (v->group_id << 16) | VEH_TRAIN);
|
|
}
|
|
}
|
|
|
|
static void HandleBrokenTrain(Vehicle *v)
|
|
{
|
|
if (v->breakdown_ctr != 1) {
|
|
v->breakdown_ctr = 1;
|
|
v->cur_speed = 0;
|
|
|
|
if (v->breakdowns_since_last_service != 255)
|
|
v->breakdowns_since_last_service++;
|
|
|
|
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
|
|
|
|
if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
|
|
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
|
|
SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
|
|
}
|
|
|
|
if (!(v->vehstatus & VS_HIDDEN)) {
|
|
Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
|
|
if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2;
|
|
}
|
|
}
|
|
|
|
if (!(v->tick_counter & 3)) {
|
|
if (!--v->breakdown_delay) {
|
|
v->breakdown_ctr = 0;
|
|
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Maximum speeds for train that is broken down or approaching line end */
|
|
static const uint16 _breakdown_speeds[16] = {
|
|
225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
|
|
};
|
|
|
|
|
|
/**
|
|
* Train is approaching line end, slow down and possibly reverse
|
|
*
|
|
* @param v front train engine
|
|
* @param signal not line end, just a red signal
|
|
* @return true iff we did NOT have to reverse
|
|
*/
|
|
static bool TrainApproachingLineEnd(Vehicle *v, bool signal)
|
|
{
|
|
/* Calc position within the current tile */
|
|
uint x = v->x_pos & 0xF;
|
|
uint y = v->y_pos & 0xF;
|
|
|
|
/* for diagonal directions, 'x' will be 0..15 -
|
|
* for other directions, it will be 1, 3, 5, ..., 15 */
|
|
switch (v->direction) {
|
|
case DIR_N : x = ~x + ~y + 25; break;
|
|
case DIR_NW: x = y; /* FALLTHROUGH */
|
|
case DIR_NE: x = ~x + 16; break;
|
|
case DIR_E : x = ~x + y + 9; break;
|
|
case DIR_SE: x = y; break;
|
|
case DIR_S : x = x + y - 7; break;
|
|
case DIR_W : x = ~y + x + 9; break;
|
|
default: break;
|
|
}
|
|
|
|
/* do not reverse when approaching red signal */
|
|
if (!signal && x + 4 >= TILE_SIZE) {
|
|
/* we are too near the tile end, reverse now */
|
|
v->cur_speed = 0;
|
|
ReverseTrainDirection(v);
|
|
return false;
|
|
}
|
|
|
|
/* slow down */
|
|
v->vehstatus |= VS_TRAIN_SLOWING;
|
|
uint16 break_speed = _breakdown_speeds[x & 0xF];
|
|
if (break_speed < v->cur_speed) v->cur_speed = break_speed;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/**
|
|
* Determines whether train would like to leave the tile
|
|
* @param v train to test
|
|
* @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
|
|
*/
|
|
static bool TrainCanLeaveTile(const Vehicle *v)
|
|
{
|
|
/* Exit if inside a tunnel/bridge or a depot */
|
|
if (v->u.rail.track == TRACK_BIT_WORMHOLE || v->u.rail.track == TRACK_BIT_DEPOT) return false;
|
|
|
|
TileIndex tile = v->tile;
|
|
|
|
/* entering a tunnel/bridge? */
|
|
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
|
|
DiagDirection dir = GetTunnelBridgeDirection(tile);
|
|
if (DiagDirToDir(dir) == v->direction) return false;
|
|
}
|
|
|
|
/* entering a depot? */
|
|
if (IsRailDepotTile(tile)) {
|
|
DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
|
|
if (DiagDirToDir(dir) == v->direction) return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/**
|
|
* Determines whether train is approaching a rail-road crossing
|
|
* (thus making it barred)
|
|
* @param v front engine of train
|
|
* @return TileIndex of crossing the train is approaching, else INVALID_TILE
|
|
* @pre v in non-crashed front engine
|
|
*/
|
|
static TileIndex TrainApproachingCrossingTile(const Vehicle *v)
|
|
{
|
|
assert(IsFrontEngine(v));
|
|
assert(!(v->vehstatus & VS_CRASHED));
|
|
|
|
if (!TrainCanLeaveTile(v)) return INVALID_TILE;
|
|
|
|
DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
|
|
TileIndex tile = v->tile + TileOffsByDiagDir(dir);
|
|
|
|
/* not a crossing || wrong axis || unusable rail (wrong type or owner) */
|
|
if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
|
|
!CheckCompatibleRail(v, tile)) {
|
|
return INVALID_TILE;
|
|
}
|
|
|
|
return tile;
|
|
}
|
|
|
|
|
|
/**
|
|
* Checks for line end. Also, bars crossing at next tile if needed
|
|
*
|
|
* @param v vehicle we are checking
|
|
* @return true iff we did NOT have to reverse
|
|
*/
|
|
static bool TrainCheckIfLineEnds(Vehicle *v)
|
|
{
|
|
/* First, handle broken down train */
|
|
|
|
int t = v->breakdown_ctr;
|
|
if (t > 1) {
|
|
v->vehstatus |= VS_TRAIN_SLOWING;
|
|
|
|
uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
|
|
if (break_speed < v->cur_speed) v->cur_speed = break_speed;
|
|
} else {
|
|
v->vehstatus &= ~VS_TRAIN_SLOWING;
|
|
}
|
|
|
|
if (!TrainCanLeaveTile(v)) return true;
|
|
|
|
/* Determine the non-diagonal direction in which we will exit this tile */
|
|
DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
|
|
/* Calculate next tile */
|
|
TileIndex tile = v->tile + TileOffsByDiagDir(dir);
|
|
|
|
/* Determine the track status on the next tile */
|
|
TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
|
|
TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
|
|
|
|
TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
|
|
TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
|
|
|
|
/* We are sure the train is not entering a depot, it is detected above */
|
|
|
|
/* mask unreachable track bits if we are forbidden to do 90deg turns */
|
|
TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
|
|
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
|
|
bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
|
|
}
|
|
|
|
/* no suitable trackbits at all || unusable rail (wrong type or owner) */
|
|
if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
|
|
return TrainApproachingLineEnd(v, false);
|
|
}
|
|
|
|
/* approaching red signal */
|
|
if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
|
|
|
|
/* approaching a rail/road crossing? then make it red */
|
|
if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
static void TrainLocoHandler(Vehicle *v, bool mode)
|
|
{
|
|
/* train has crashed? */
|
|
if (v->vehstatus & VS_CRASHED) {
|
|
if (!mode) HandleCrashedTrain(v);
|
|
return;
|
|
}
|
|
|
|
if (v->u.rail.force_proceed != 0) v->u.rail.force_proceed--;
|
|
|
|
/* train is broken down? */
|
|
if (v->breakdown_ctr != 0) {
|
|
if (v->breakdown_ctr <= 2) {
|
|
HandleBrokenTrain(v);
|
|
return;
|
|
}
|
|
if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
|
|
}
|
|
|
|
if (HasBit(v->u.rail.flags, VRF_REVERSING) && v->cur_speed == 0) {
|
|
ReverseTrainDirection(v);
|
|
}
|
|
|
|
/* exit if train is stopped */
|
|
if (v->vehstatus & VS_STOPPED && v->cur_speed == 0) return;
|
|
|
|
if (ProcessOrders(v) && CheckReverseTrain(v)) {
|
|
v->load_unload_time_rem = 0;
|
|
v->cur_speed = 0;
|
|
v->subspeed = 0;
|
|
ReverseTrainDirection(v);
|
|
return;
|
|
}
|
|
|
|
v->HandleLoading(mode);
|
|
|
|
if (v->current_order.IsType(OT_LOADING)) return;
|
|
|
|
if (CheckTrainStayInDepot(v)) return;
|
|
|
|
if (!mode) HandleLocomotiveSmokeCloud(v);
|
|
|
|
int j = UpdateTrainSpeed(v);
|
|
|
|
/* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
|
|
if (v->cur_speed == 0 && v->u.rail.last_speed == 0 && v->vehstatus & VS_STOPPED) {
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
}
|
|
|
|
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, NULL, true);
|
|
CheckTrainCollision(v);
|
|
if (v->cur_speed <= 0x100)
|
|
break;
|
|
} while (--j != 0);
|
|
}
|
|
|
|
SetLastSpeed(v, v->cur_speed);
|
|
}
|
|
|
|
|
|
|
|
Money Train::GetRunningCost() const
|
|
{
|
|
Money cost = 0;
|
|
const Vehicle *v = this;
|
|
|
|
do {
|
|
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
|
|
|
|
byte cost_factor = GetVehicleProperty(v, 0x0D, rvi->running_cost);
|
|
if (cost_factor == 0) continue;
|
|
|
|
/* Halve running cost for multiheaded parts */
|
|
if (IsMultiheaded(v)) cost_factor /= 2;
|
|
|
|
cost += cost_factor * GetPriceByIndex(rvi->running_cost_class);
|
|
} while ((v = GetNextVehicle(v)) != NULL);
|
|
|
|
return cost;
|
|
}
|
|
|
|
|
|
void Train::Tick()
|
|
{
|
|
if (_age_cargo_skip_counter == 0) this->cargo.AgeCargo();
|
|
|
|
this->tick_counter++;
|
|
|
|
if (IsFrontEngine(this)) {
|
|
if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
|
|
this->current_order_time++;
|
|
|
|
TrainLocoHandler(this, false);
|
|
|
|
/* make sure vehicle wasn't deleted. */
|
|
if (this->type == VEH_TRAIN && IsFrontEngine(this))
|
|
TrainLocoHandler(this, true);
|
|
} else if (IsFreeWagon(this) && HASBITS(this->vehstatus, VS_CRASHED)) {
|
|
/* Delete flooded standalone wagon chain */
|
|
if (++this->u.rail.crash_anim_pos >= 4400) DeleteVehicleChain(this);
|
|
}
|
|
}
|
|
|
|
static void CheckIfTrainNeedsService(Vehicle *v)
|
|
{
|
|
static const uint MAX_ACCEPTABLE_DEPOT_DIST = 16;
|
|
|
|
if (_settings_game.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
|
|
if (v->IsInDepot()) {
|
|
VehicleServiceInDepot(v);
|
|
return;
|
|
}
|
|
|
|
TrainFindDepotData tfdd = FindClosestTrainDepot(v, MAX_ACCEPTABLE_DEPOT_DIST);
|
|
/* Only go to the depot if it is not too far out of our way. */
|
|
if (tfdd.best_length == (uint)-1 || tfdd.best_length > MAX_ACCEPTABLE_DEPOT_DIST) {
|
|
if (v->current_order.IsType(OT_GOTO_DEPOT)) {
|
|
/* If we were already heading for a depot but it has
|
|
* suddenly moved farther away, we continue our normal
|
|
* schedule? */
|
|
v->current_order.MakeDummy();
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
}
|
|
return;
|
|
}
|
|
|
|
const Depot *depot = GetDepotByTile(tfdd.tile);
|
|
|
|
if (v->current_order.IsType(OT_GOTO_DEPOT) &&
|
|
v->current_order.GetDestination() != depot->index &&
|
|
!Chance16(3, 16)) {
|
|
return;
|
|
}
|
|
|
|
v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
|
|
v->dest_tile = tfdd.tile;
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
}
|
|
|
|
void Train::OnNewDay()
|
|
{
|
|
if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
|
|
|
|
if (IsFrontEngine(this)) {
|
|
CheckVehicleBreakdown(this);
|
|
AgeVehicle(this);
|
|
|
|
CheckIfTrainNeedsService(this);
|
|
|
|
CheckOrders(this);
|
|
|
|
/* update destination */
|
|
if (this->current_order.IsType(OT_GOTO_STATION)) {
|
|
TileIndex tile = GetStation(this->current_order.GetDestination())->train_tile;
|
|
if (tile != 0) this->dest_tile = tile;
|
|
}
|
|
|
|
if (this->running_ticks != 0) {
|
|
/* running costs */
|
|
CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (364 * DAY_TICKS));
|
|
|
|
this->profit_this_year -= cost.GetCost();
|
|
this->running_ticks = 0;
|
|
|
|
SubtractMoneyFromPlayerFract(this->owner, cost);
|
|
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
|
|
InvalidateWindowClasses(WC_TRAINS_LIST);
|
|
}
|
|
} else if (IsTrainEngine(this)) {
|
|
/* Also age engines that aren't front engines */
|
|
AgeVehicle(this);
|
|
}
|
|
}
|
|
|
|
void TrainsYearlyLoop()
|
|
{
|
|
Vehicle *v;
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
|
|
/* show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
|
|
if (_settings_client.gui.train_income_warn && v->owner == _local_player && v->age >= 730 && v->GetDisplayProfitThisYear() < 0) {
|
|
SetDParam(1, v->GetDisplayProfitThisYear());
|
|
SetDParam(0, v->unitnumber);
|
|
AddNewsItem(
|
|
STR_TRAIN_IS_UNPROFITABLE,
|
|
NS_ADVICE,
|
|
v->index,
|
|
0);
|
|
}
|
|
|
|
v->profit_last_year = v->profit_this_year;
|
|
v->profit_this_year = 0;
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void InitializeTrains()
|
|
{
|
|
_age_cargo_skip_counter = 1;
|
|
}
|
|
|
|
/*
|
|
* Link front and rear multiheaded engines to each other
|
|
* This is done when loading a savegame
|
|
*/
|
|
void ConnectMultiheadedTrains()
|
|
{
|
|
Vehicle *v;
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_TRAIN) {
|
|
v->u.rail.other_multiheaded_part = NULL;
|
|
}
|
|
}
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
|
|
for (Vehicle *u = v; u != NULL; u = u->Next()) {
|
|
if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one
|
|
|
|
if (IsMultiheaded(u)) {
|
|
if (!IsTrainEngine(u)) {
|
|
/* we got a rear car without a front car. We will convert it to a front one */
|
|
SetTrainEngine(u);
|
|
u->spritenum--;
|
|
}
|
|
|
|
Vehicle *w;
|
|
for (w = u->Next(); w != NULL && (w->engine_type != u->engine_type || w->u.rail.other_multiheaded_part != NULL); w = GetNextVehicle(w)) {}
|
|
if (w != NULL) {
|
|
/* we found a car to partner with this engine. Now we will make sure it face the right way */
|
|
if (IsTrainEngine(w)) {
|
|
ClearTrainEngine(w);
|
|
w->spritenum++;
|
|
}
|
|
w->u.rail.other_multiheaded_part = u;
|
|
u->u.rail.other_multiheaded_part = w;
|
|
} else {
|
|
/* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
|
|
ClearMultiheaded(u);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Converts all trains to the new subtype format introduced in savegame 16.2
|
|
* It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found
|
|
*/
|
|
void ConvertOldMultiheadToNew()
|
|
{
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_TRAIN) {
|
|
SetBit(v->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
|
|
}
|
|
}
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_TRAIN) {
|
|
if (HasBit(v->subtype, 7) && ((v->subtype & ~0x80) == 0 || (v->subtype & ~0x80) == 4)) {
|
|
for (Vehicle *u = v; u != NULL; u = u->Next()) {
|
|
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
|
|
|
|
ClrBit(u->subtype, 7);
|
|
switch (u->subtype) {
|
|
case 0: /* TS_Front_Engine */
|
|
if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u);
|
|
SetFrontEngine(u);
|
|
SetTrainEngine(u);
|
|
break;
|
|
|
|
case 1: /* TS_Artic_Part */
|
|
u->subtype = 0;
|
|
SetArticulatedPart(u);
|
|
break;
|
|
|
|
case 2: /* TS_Not_First */
|
|
u->subtype = 0;
|
|
if (rvi->railveh_type == RAILVEH_WAGON) {
|
|
// normal wagon
|
|
SetTrainWagon(u);
|
|
break;
|
|
}
|
|
if (rvi->railveh_type == RAILVEH_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
|
|
// rear end of a multiheaded engine
|
|
SetMultiheaded(u);
|
|
break;
|
|
}
|
|
if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u);
|
|
SetTrainEngine(u);
|
|
break;
|
|
|
|
case 4: /* TS_Free_Car */
|
|
u->subtype = 0;
|
|
SetTrainWagon(u);
|
|
SetFreeWagon(u);
|
|
break;
|
|
default: NOT_REACHED(); break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|