OpenTTD-patches/train_cmd.c
bjarni ea075f78e0 (svn r6651) -Coding feature: added the windowevent WE_INVALIDATE_DATA
This gives the ability to invalidate some window data and recalculate as needed instead of doing it for each WE_PAINT

   This event is called right away when using InvalidateWindowData(), so it may be a good idea to set a bool or similar in the window
     or similar and then act on that bool in WE_PAINT instead of doing a lot of stuff in WE_INVALIDATE_DATA as it might be called more than once before WE_PAINT is called

   InvalidateWindowData() will not automatically repaint the window, so if you want to repaint it as well, you need to mark it dirty as well.

   Made the depot windows use WE_INVALIDATE_DATA to set when to generate the engine and wagon lists instead of at each redraw
   It makes no sense to regenerate the list when say using the scrollbar if we know that no vehicle have entered or left the list

   NOTE: currently there is a piece of code to generate the list when it's not needed and compare it to the stored list and assert if they mismatch
    This check is somewhat slow and kills the whole idea of WE_INVALIDATE_DATA, so it's a short lived one to verify that InvalidateWindowData() is used everywhere where it's needed
2006-10-05 12:59:28 +00:00

3751 lines
104 KiB
C

/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "debug.h"
#include "functions.h"
#include "gui.h"
#include "station_map.h"
#include "table/strings.h"
#include "map.h"
#include "tile.h"
#include "tunnel_map.h"
#include "vehicle.h"
#include "command.h"
#include "pathfind.h"
#include "npf.h"
#include "station.h"
#include "table/train_cmd.h"
#include "news.h"
#include "engine.h"
#include "player.h"
#include "sound.h"
#include "depot.h"
#include "waypoint.h"
#include "vehicle_gui.h"
#include "train.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "newgrf_text.h"
#include "direction.h"
#include "yapf/yapf.h"
#include "date.h"
static bool TrainCheckIfLineEnds(Vehicle *v);
static void TrainController(Vehicle *v);
static const byte _vehicle_initial_x_fract[4] = {10, 8, 4, 8};
static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
static const byte _state_dir_table[4] = { 0x20, 8, 0x10, 4 };
/**
* Recalculates the cached weight of a train and its vehicles. Should be called each time the cargo on
* the consist changes.
* @param v First vehicle of the consist.
*/
static void TrainCargoChanged(Vehicle* v)
{
Vehicle *u;
uint16 weight = 0;
for (u = v; u != NULL; u = u->next) {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
uint16 vweight = (_cargoc.weights[u->cargo_type] * u->cargo_count) / 16;
// Vehicle weight is not added for articulated parts.
if (!IsArticulatedPart(u)) {
// vehicle weight is the sum of the weight of the vehicle and the weight of its cargo
vweight += rvi->weight;
// powered wagons have extra weight added
if (HASBIT(u->u.rail.flags, VRF_POWEREDWAGON))
vweight += RailVehInfo(u->u.rail.first_engine)->pow_wag_weight;
}
// consist weight is the sum of the weight of all vehicles in the consist
weight += vweight;
// store vehicle weight in cache
u->u.rail.cached_veh_weight = vweight;
};
// store consist weight in cache
v->u.rail.cached_weight = weight;
}
/**
* Recalculates the cached total power of a train. Should be called when the consist is changed
* @param v First vehicle of the consist.
*/
void TrainPowerChanged(Vehicle* v)
{
Vehicle* u;
uint32 power = 0;
for (u = v; u != NULL; u = u->next) {
const RailVehicleInfo *rvi_u;
bool engine_has_power = true;
bool wagon_has_power = true;
/* Power is not added for articulated parts */
if (IsArticulatedPart(u)) continue;
if (IsBridgeTile(u->tile) && IsBridgeMiddle(u->tile) && DiagDirToAxis(DirToDiagDir(u->direction)) == GetBridgeAxis(u->tile)) {
if (!HasPowerOnRail(u->u.rail.railtype, GetRailTypeOnBridge(u->tile))) engine_has_power = false;
if (!HasPowerOnRail(v->u.rail.railtype, GetRailTypeOnBridge(u->tile))) wagon_has_power = false;
} else if (IsLevelCrossingTile(u->tile)) {
if (!HasPowerOnRail(u->u.rail.railtype, GetRailTypeCrossing(u->tile))) engine_has_power = false;
if (!HasPowerOnRail(v->u.rail.railtype, GetRailTypeCrossing(u->tile))) wagon_has_power = false;
} else {
if (!HasPowerOnRail(u->u.rail.railtype, GetRailType(u->tile))) engine_has_power = false;
if (!HasPowerOnRail(v->u.rail.railtype, GetRailType(u->tile))) wagon_has_power = false;
}
rvi_u = RailVehInfo(u->engine_type);
if (engine_has_power) power += rvi_u->power;
if (HASBIT(u->u.rail.flags, VRF_POWEREDWAGON) && (wagon_has_power)) {
power += RailVehInfo(u->u.rail.first_engine)->pow_wag_power;
}
}
if (v->u.rail.cached_power != power) {
v->u.rail.cached_power = power;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
}
/**
* Recalculates the cached stuff of a train. Should be called each time a vehicle is added
* to/removed from the chain, and when the game is loaded.
* Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
* @param v First vehicle of the chain.
*/
void TrainConsistChanged(Vehicle* v)
{
const RailVehicleInfo *rvi_v;
Vehicle *u;
uint16 max_speed = 0xFFFF;
EngineID first_engine;
assert(v->type == VEH_Train);
assert(IsFrontEngine(v) || IsFreeWagon(v));
rvi_v = RailVehInfo(v->engine_type);
first_engine = IsFrontEngine(v) ? v->engine_type : INVALID_ENGINE;
v->u.rail.cached_total_length = 0;
v->u.rail.compatible_railtypes = 0;
for (u = v; u != NULL; u = u->next) {
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
uint16 veh_len;
// Update the v->first cache. This is faster than having to brute force it later.
if (u->first == NULL) u->first = v;
// update the 'first engine'
u->u.rail.first_engine = (v == u) ? INVALID_ENGINE : first_engine;
u->u.rail.railtype = GetEngine(u->engine_type)->railtype;
if (IsTrainEngine(u)) first_engine = u->engine_type;
if (rvi_u->visual_effect != 0) {
u->u.rail.cached_vis_effect = rvi_u->visual_effect;
} else {
if (IsTrainWagon(u) || IsArticulatedPart(u)) {
// Wagons and articulated parts have no effect by default
u->u.rail.cached_vis_effect = 0x40;
} else if (rvi_u->engclass == 0) {
// Steam is offset by -4 units
u->u.rail.cached_vis_effect = 4;
} else {
// Diesel fumes and sparks come from the centre
u->u.rail.cached_vis_effect = 8;
}
}
if (!IsArticulatedPart(u)) {
// check if its a powered wagon
CLRBIT(u->u.rail.flags, VRF_POWEREDWAGON);
/* Check powered wagon / visual effect callback */
if (HASBIT(EngInfo(u->engine_type)->callbackmask, CBM_WAGON_POWER)) {
uint16 callback = GetVehicleCallback(CBID_TRAIN_WAGON_POWER, 0, 0, u->engine_type, u);
if (callback != CALLBACK_FAILED) u->u.rail.cached_vis_effect = callback;
}
if ((rvi_v->pow_wag_power != 0) && (rvi_u->flags & RVI_WAGON) && UsesWagonOverride(u)) {
if (u->u.rail.cached_vis_effect < 0x40) {
/* wagon is powered */
SETBIT(u->u.rail.flags, VRF_POWEREDWAGON); // cache 'powered' status
}
}
/* Do not count powered wagons for the compatible railtypes, as wagons always
have railtype normal */
if (rvi_u->power > 0) {
v->u.rail.compatible_railtypes |= GetRailTypeInfo(u->u.rail.railtype)->powered_railtypes;
}
// max speed is the minimum of the speed limits of all vehicles in the consist
if (!(rvi_u->flags & RVI_WAGON) || _patches.wagon_speed_limits)
if (rvi_u->max_speed != 0 && !UsesWagonOverride(u))
max_speed = min(rvi_u->max_speed, max_speed);
}
// check the vehicle length (callback)
veh_len = CALLBACK_FAILED;
if (HASBIT(EngInfo(u->engine_type)->callbackmask, CBM_VEHICLE_LENGTH)) {
veh_len = GetVehicleCallback(CBID_TRAIN_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
}
if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
veh_len = clamp(veh_len, 0, u->next == NULL ? 7 : 5); // the clamp on vehicles not the last in chain is stricter, as too short wagons can break the 'follow next vehicle' code
u->u.rail.cached_veh_length = 8 - veh_len;
v->u.rail.cached_total_length += u->u.rail.cached_veh_length;
};
// store consist weight/max speed in cache
v->u.rail.cached_max_speed = max_speed;
TrainPowerChanged(v);
// recalculate cached weights too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added)
TrainCargoChanged(v);
}
/* These two arrays are used for realistic acceleration. XXX: How should they
* be interpreted? */
static const byte _curve_neighbours45[8][2] = {
{7, 1},
{0, 2},
{1, 3},
{2, 4},
{3, 5},
{4, 6},
{5, 7},
{6, 0},
};
static const byte _curve_neighbours90[8][2] = {
{6, 2},
{7, 3},
{0, 4},
{1, 5},
{2, 6},
{3, 7},
{4, 0},
{5, 1},
};
enum AccelType {
AM_ACCEL,
AM_BRAKE
};
static bool TrainShouldStop(const Vehicle* v, TileIndex tile)
{
const Order* o = &v->current_order;
StationID sid = GetStationIndex(tile);
assert(v->type == VEH_Train);
//When does a train drive through a station
//first we deal with the "new nonstop handling"
if (_patches.new_nonstop && o->flags & OF_NON_STOP && sid == o->dest) {
return false;
}
if (v->last_station_visited == sid) return false;
if (sid != o->dest && (o->flags & OF_NON_STOP || _patches.new_nonstop)) {
return false;
}
return true;
}
//new acceleration
static int GetTrainAcceleration(Vehicle *v, bool mode)
{
const Vehicle *u;
int num = 0; //number of vehicles, change this into the number of axles later
int power = 0;
int mass = 0;
int max_speed = 2000;
int area = 120;
int friction = 35; //[1e-3]
int drag_coeff = 20; //[1e-4]
int incl = 0;
int resistance;
int speed = v->cur_speed; //[mph]
int force = 0x3FFFFFFF;
int pos = 0;
int lastpos = -1;
int curvecount[2] = {0, 0};
int sum = 0;
int numcurve = 0;
speed *= 10;
speed /= 16;
//first find the curve speed limit
for (u = v; u->next != NULL; u = u->next, pos++) {
Direction dir = u->direction;
Direction ndir = u->next->direction;
int i;
for (i = 0; i < 2; i++) {
if ( _curve_neighbours45[dir][i] == ndir) {
curvecount[i]++;
if (lastpos != -1) {
numcurve++;
sum += pos - lastpos;
if (pos - lastpos == 1) {
max_speed = 88;
}
}
lastpos = pos;
}
}
//if we have a 90 degree turn, fix the speed limit to 60
if (_curve_neighbours90[dir][0] == ndir ||
_curve_neighbours90[dir][1] == ndir) {
max_speed = 61;
}
}
if (numcurve > 0) sum /= numcurve;
if ((curvecount[0] != 0 || curvecount[1] != 0) && max_speed > 88) {
int total = curvecount[0] + curvecount[1];
if (curvecount[0] == 1 && curvecount[1] == 1) {
max_speed = 0xFFFF;
} else if (total > 1) {
max_speed = 232 - (13 - clamp(sum, 1, 12)) * (13 - clamp(sum, 1, 12));
}
}
max_speed += (max_speed / 2) * v->u.rail.railtype;
if (IsTileType(v->tile, MP_STATION) && IsFrontEngine(v)) {
if (TrainShouldStop(v, v->tile)) {
uint station_length = GetPlatformLength(v->tile, DirToDiagDir(v->direction));
int delta_v;
max_speed = 120;
delta_v = v->cur_speed / (station_length + 1);
if (v->max_speed > (v->cur_speed - delta_v))
max_speed = v->cur_speed - (delta_v / 10);
max_speed = max(max_speed, 25 * station_length);
}
}
mass = v->u.rail.cached_weight;
power = v->u.rail.cached_power * 746;
max_speed = min(max_speed, v->u.rail.cached_max_speed);
for (u = v; u != NULL; u = u->next) {
num++;
drag_coeff += 3;
if (u->u.rail.track == 0x80) max_speed = min(max_speed, 61);
if (HASBIT(u->u.rail.flags, VRF_GOINGUP)) {
incl += u->u.rail.cached_veh_weight * 60; //3% slope, quite a bit actually
} else if (HASBIT(u->u.rail.flags, VRF_GOINGDOWN)) {
incl -= u->u.rail.cached_veh_weight * 60;
}
}
v->max_speed = max_speed;
if (v->u.rail.railtype != RAILTYPE_MAGLEV) {
resistance = 13 * mass / 10;
resistance += 60 * num;
resistance += friction * mass * speed / 1000;
resistance += (area * drag_coeff * speed * speed) / 10000;
} else {
resistance = (area * (drag_coeff / 2) * speed * speed) / 10000;
}
resistance += incl;
resistance *= 4; //[N]
if (speed > 0) {
switch (v->u.rail.railtype) {
case RAILTYPE_RAIL:
case RAILTYPE_ELECTRIC:
case RAILTYPE_MONO:
force = power / speed; //[N]
force *= 22;
force /= 10;
break;
case RAILTYPE_MAGLEV:
force = power / 25;
break;
}
} else {
//"kickoff" acceleration
force = (mass * 8) + resistance;
}
if (force <= 0) force = 10000;
if (v->u.rail.railtype != RAILTYPE_MAGLEV) force = min(force, mass * 10 * 200);
if (mode == AM_ACCEL) {
return (force - resistance) / (mass * 4);
} else {
return min((-force - resistance) / (mass * 4), 10000 / (mass * 4));
}
}
static void UpdateTrainAcceleration(Vehicle* v)
{
uint power = 0;
uint weight = 0;
assert(IsFrontEngine(v));
weight = v->u.rail.cached_weight;
power = v->u.rail.cached_power;
v->max_speed = v->u.rail.cached_max_speed;
assert(weight != 0);
v->acceleration = clamp(power / weight * 4, 1, 255);
}
int GetTrainImage(const Vehicle* v, Direction direction)
{
int img = v->spritenum;
int base;
if (HASBIT(v->u.rail.flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
if (is_custom_sprite(img)) {
base = GetCustomVehicleSprite(v, direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(img));
if (base != 0) return base;
img = orig_rail_vehicle_info[v->engine_type].image_index;
}
base = _engine_sprite_base[img] + ((direction + _engine_sprite_add[img]) & _engine_sprite_and[img]);
if (v->cargo_count >= v->cargo_cap / 2) base += _wagon_full_adder[img];
return base;
}
void DrawTrainEngine(int x, int y, EngineID engine, uint32 image_ormod)
{
const RailVehicleInfo *rvi = RailVehInfo(engine);
int img = rvi->image_index;
uint32 image = 0;
if (is_custom_sprite(img)) {
image = GetCustomVehicleIcon(engine, DIR_W);
if (image == 0) {
img = orig_rail_vehicle_info[engine].image_index;
} else {
y += _traininfo_vehicle_pitch;
}
}
if (image == 0) {
image = (6 & _engine_sprite_and[img]) + _engine_sprite_base[img];
}
if (rvi->flags & RVI_MULTIHEAD) {
DrawSprite(image | image_ormod, x - 14, y);
x += 15;
image = 0;
if (is_custom_sprite(img)) {
image = GetCustomVehicleIcon(engine, 2);
if (image == 0) img = orig_rail_vehicle_info[engine].image_index;
}
if (image == 0) {
image =
((6 + _engine_sprite_add[img + 1]) & _engine_sprite_and[img + 1]) +
_engine_sprite_base[img + 1];
}
}
DrawSprite(image | image_ormod, x, y);
}
uint CountArticulatedParts(EngineID engine_type)
{
uint16 callback;
uint i;
if (!HASBIT(EngInfo(engine_type)->callbackmask, CBM_ARTIC_ENGINE)) return 0;
for (i = 1; i < 10; i++) {
callback = GetVehicleCallback(CBID_TRAIN_ARTIC_ENGINE, i, 0, engine_type, NULL);
if (callback == CALLBACK_FAILED || callback == 0xFF) break;
}
return i - 1;
}
static void AddArticulatedParts(Vehicle **vl)
{
const RailVehicleInfo *rvi_artic;
EngineID engine_type;
Vehicle *v = vl[0];
Vehicle *u = v;
uint16 callback;
bool flip_image;
uint i;
if (!HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_ARTIC_ENGINE)) return;
for (i = 1; i < 10; i++) {
callback = GetVehicleCallback(CBID_TRAIN_ARTIC_ENGINE, i, 0, v->engine_type, NULL);
if (callback == CALLBACK_FAILED || callback == 0xFF) return;
u->next = vl[i];
u = u->next;
engine_type = GB(callback, 0, 7);
flip_image = HASBIT(callback, 7);
rvi_artic = RailVehInfo(engine_type);
// get common values from first engine
u->direction = v->direction;
u->owner = v->owner;
u->tile = v->tile;
u->x_pos = v->x_pos;
u->y_pos = v->y_pos;
u->z_pos = v->z_pos;
u->z_height = v->z_height;
u->u.rail.track = v->u.rail.track;
u->u.rail.railtype = v->u.rail.railtype;
u->build_year = v->build_year;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
u->u.rail.first_engine = v->engine_type;
// get more settings from rail vehicle info
u->spritenum = rvi_artic->image_index;
if (flip_image) u->spritenum++;
u->cargo_type = rvi_artic->cargo_type;
u->cargo_subtype = 0;
u->cargo_cap = rvi_artic->capacity;
u->max_speed = 0;
u->max_age = 0;
u->engine_type = engine_type;
u->value = 0;
u->type = VEH_Train;
u->subtype = 0;
SetArticulatedPart(u);
u->cur_image = 0xAC2;
u->random_bits = VehicleRandomBits();
VehiclePositionChanged(u);
}
}
static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
{
int32 value;
const RailVehicleInfo *rvi;
uint num_vehicles;
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
rvi = RailVehInfo(engine);
value = (rvi->base_cost * _price.build_railwagon) >> 8;
num_vehicles = 1 + CountArticulatedParts(engine);
if (!(flags & DC_QUERY_COST)) {
Vehicle *vl[11]; // Allow for wagon and upto 10 artic parts.
Vehicle* v;
int x;
int y;
if (!AllocateVehicles(vl, num_vehicles))
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
Vehicle *u, *w;
DiagDirection dir;
v = vl[0];
v->spritenum = rvi->image_index;
u = NULL;
FOR_ALL_VEHICLES(w) {
if (w->type == VEH_Train && w->tile == tile &&
IsFreeWagon(w) && w->engine_type == engine) {
u = GetLastVehicleInChain(w);
break;
}
}
v->engine_type = engine;
dir = GetRailDepotDirection(tile);
v->direction = DiagDirToDir(dir);
v->tile = tile;
x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x,y);
v->owner = _current_player;
v->z_height = 6;
v->u.rail.track = 0x80;
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
v->subtype = 0;
SetTrainWagon(v);
if (u != NULL) {
u->next = v;
} else {
SetFreeWagon(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
v->cargo_type = rvi->cargo_type;
v->cargo_subtype = 0;
v->cargo_cap = rvi->capacity;
v->value = value;
// v->day_counter = 0;
v->u.rail.railtype = GetEngine(engine)->railtype;
v->build_year = _cur_year;
v->type = VEH_Train;
v->cur_image = 0xAC2;
v->random_bits = VehicleRandomBits();
AddArticulatedParts(vl);
_new_vehicle_id = v->index;
VehiclePositionChanged(v);
TrainConsistChanged(GetFirstVehicleInChain(v));
GetPlayer(_current_player)->num_engines[engine]++;
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
if (IsLocalPlayer()) {
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train); // updates the replace Train window
}
}
}
return value;
}
// Move all free vehicles in the depot to the train
static void NormalizeTrainVehInDepot(const Vehicle* u)
{
const Vehicle* v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && IsFreeWagon(v) &&
v->tile == u->tile &&
v->u.rail.track == 0x80) {
if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
CMD_MOVE_RAIL_VEHICLE)))
break;
}
}
}
static int32 EstimateTrainCost(const RailVehicleInfo* rvi)
{
return rvi->base_cost * (_price.build_railvehicle >> 3) >> 5;
}
static void AddRearEngineToMultiheadedTrain(Vehicle* v, Vehicle* u, bool building)
{
u->direction = v->direction;
u->owner = v->owner;
u->tile = v->tile;
u->x_pos = v->x_pos;
u->y_pos = v->y_pos;
u->z_pos = v->z_pos;
u->z_height = 6;
u->u.rail.track = 0x80;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
u->subtype = 0;
SetMultiheaded(u);
u->spritenum = v->spritenum + 1;
u->cargo_type = v->cargo_type;
u->cargo_subtype = v->cargo_subtype;
u->cargo_cap = v->cargo_cap;
u->u.rail.railtype = v->u.rail.railtype;
if (building) v->next = u;
u->engine_type = v->engine_type;
u->build_year = v->build_year;
if (building) v->value >>= 1;
u->value = v->value;
u->type = VEH_Train;
u->cur_image = 0xAC2;
u->random_bits = VehicleRandomBits();
VehiclePositionChanged(u);
}
/** Build a railroad vehicle.
* @param tile tile of the depot where rail-vehicle is built
* @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
*/
int32 CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
const RailVehicleInfo *rvi;
int value;
Vehicle *v;
UnitID unit_num;
Engine *e;
uint num_vehicles;
/* Check if the engine-type is valid (for the player) */
if (!IsEngineBuildable(p1, VEH_Train)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
/* Check if the train is actually being built in a depot belonging
* to the player. Doesn't matter if only the cost is queried */
if (!(flags & DC_QUERY_COST)) {
if (!IsTileDepotType(tile, TRANSPORT_RAIL)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
}
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
rvi = RailVehInfo(p1);
e = GetEngine(p1);
/* Check if depot and new engine uses the same kind of tracks */
/* We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
if (!HasPowerOnRail(e->railtype, GetRailType(tile))) return CMD_ERROR;
if (rvi->flags & RVI_WAGON) return CmdBuildRailWagon(p1, tile, flags);
value = EstimateTrainCost(rvi);
num_vehicles = (rvi->flags & RVI_MULTIHEAD) ? 2 : 1;
num_vehicles += CountArticulatedParts(p1);
if (!(flags & DC_QUERY_COST)) {
Vehicle *vl[12]; // Allow for upto 10 artic parts and dual-heads
if (!AllocateVehicles(vl, num_vehicles) || IsOrderPoolFull())
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
v = vl[0];
unit_num = HASBIT(p2, 0) ? 0 : GetFreeUnitNumber(VEH_Train);
if (unit_num > _patches.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
DiagDirection dir = 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->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->z_height = 6;
v->u.rail.track = 0x80;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = rvi->cargo_type;
v->cargo_subtype = 0;
v->cargo_cap = rvi->capacity;
v->max_speed = rvi->max_speed;
v->value = value;
v->last_station_visited = INVALID_STATION;
v->dest_tile = 0;
v->engine_type = p1;
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->lifelength * 366;
v->string_id = STR_SV_TRAIN_NAME;
v->u.rail.railtype = e->railtype;
_new_vehicle_id = v->index;
v->service_interval = _patches.servint_trains;
v->date_of_last_service = _date;
v->build_year = _cur_year;
v->type = VEH_Train;
v->cur_image = 0xAC2;
v->random_bits = VehicleRandomBits();
v->subtype = 0;
SetFrontEngine(v);
SetTrainEngine(v);
VehiclePositionChanged(v);
if (rvi->flags & RVI_MULTIHEAD) {
SetMultiheaded(v);
AddRearEngineToMultiheadedTrain(vl[0], vl[1], true);
/* Now we need to link the front and rear engines together
* other_multiheaded_part is the pointer that links to the other half of the engine
* vl[0] is the front and vl[1] is the rear
*/
vl[0]->u.rail.other_multiheaded_part = vl[1];
vl[1]->u.rail.other_multiheaded_part = vl[0];
} else {
AddArticulatedParts(vl);
}
TrainConsistChanged(v);
UpdateTrainAcceleration(v);
if (!HASBIT(p2, 1)) { // check if the cars should be added to the new vehicle
NormalizeTrainVehInDepot(v);
}
GetPlayer(_current_player)->num_engines[p1]++;
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindow(WC_VEHICLE_DEPOT, tile);
RebuildVehicleLists();
InvalidateWindow(WC_COMPANY, v->owner);
if (IsLocalPlayer()) {
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train); // updates the replace Train window
}
}
}
return value;
}
/* Check if all the wagons of the given train are in a depot, returns the
* number of cars (including loco) then. If not it returns -1 */
int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped)
{
int count;
TileIndex tile = v->tile;
/* check if stopped in a depot */
if (!IsTileDepotType(tile, TRANSPORT_RAIL) || v->cur_speed != 0) return -1;
count = 0;
for (; v != NULL; v = v->next) {
/* This count is used by the depot code to determine the number of engines
* in the consist. Exclude articulated parts so that autoreplacing to
* engines with more articulated parts than before works correctly.
*
* Also skip counting rear ends of multiheaded engines */
if (!IsArticulatedPart(v) && !(!IsTrainEngine(v) && IsMultiheaded(v))) count++;
if (v->u.rail.track != 0x80 || 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 */
inline 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)
{
Vehicle *u;
// unlinking the first vehicle of the chain?
if (v == first) {
v = GetNextVehicle(v);
if (v == NULL) return NULL;
if (IsTrainWagon(v)) SetFreeWagon(v);
return v;
}
for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {}
GetLastEnginePart(u)->next = GetNextVehicle(v);
return first;
}
static Vehicle *FindGoodVehiclePos(const Vehicle *src)
{
Vehicle *dst;
EngineID eng = src->engine_type;
TileIndex tile = src->tile;
FOR_ALL_VEHICLES(dst) {
if (dst->type == VEH_Train && IsFreeWagon(dst) && dst->tile == tile) {
// check so all vehicles in the line have the same engine.
Vehicle *v = dst;
while (v->engine_type == eng) {
v = v->next;
if (v == NULL) return dst;
}
}
}
return NULL;
}
/*
* add a vehicle v behind vehicle dest
* use this function since it sets flags as needed
*/
static void AddWagonToConsist(Vehicle *v, Vehicle *dest)
{
UnlinkWagon(v, GetFirstVehicleInChain(v));
if (dest == NULL) return;
v->next = dest->next;
dest->next = v;
ClearFreeWagon(v);
ClearFrontEngine(v);
}
/*
* move around on the train so rear engines are placed correctly according to the other engines
* always call with the front engine
*/
static void NormaliseTrainConsist(Vehicle *v)
{
Vehicle *u;
if (IsFreeWagon(v)) return;
assert(IsFrontEngine(v));
for (; v != NULL; v = GetNextVehicle(v)) {
if (!IsMultiheaded(v) || !IsTrainEngine(v)) continue;
/* make sure that there are no free cars before next engine */
for (u = v; u->next != NULL && !IsTrainEngine(u->next); u = u->next);
if (u == v->u.rail.other_multiheaded_part) continue;
AddWagonToConsist(v->u.rail.other_multiheaded_part, u);
}
}
/** Move a rail vehicle around inside the depot.
* @param tile unused
* @param p1 various bitstuffed elements
* - p1 (bit 0 - 15) source vehicle index
* - p1 (bit 16 - 31) what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
* @param p2 (bit 0) move all vehicles following the source vehicle
*/
int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
VehicleID s = GB(p1, 0, 16);
VehicleID d = GB(p1, 16, 16);
Vehicle *src, *dst, *src_head, *dst_head;
if (!IsValidVehicleID(s)) return CMD_ERROR;
src = GetVehicle(s);
if (src->type != VEH_Train) return CMD_ERROR;
// if nothing is selected as destination, try and find a matching vehicle to drag to.
if (d == INVALID_VEHICLE) {
dst = IsTrainEngine(src) ? NULL : FindGoodVehiclePos(src);
} else {
dst = GetVehicle(d);
}
// if an articulated part is being handled, deal with its parent vehicle
while (IsArticulatedPart(src)) src = GetPrevVehicleInChain(src);
if (dst != NULL) {
while (IsArticulatedPart(dst)) dst = GetPrevVehicleInChain(dst);
}
// don't move the same vehicle..
if (src == dst) return 0;
/* the player must be the owner */
if (!CheckOwnership(src->owner) || (dst != NULL && !CheckOwnership(dst->owner)))
return CMD_ERROR;
/* locate the head of the two chains */
src_head = GetFirstVehicleInChain(src);
dst_head = NULL;
if (dst != NULL) {
dst_head = GetFirstVehicleInChain(dst);
// Now deal with articulated part of destination wagon
dst = GetLastEnginePart(dst);
}
if (dst != NULL && IsMultiheaded(dst) && !IsTrainEngine(dst) && IsTrainWagon(src)) {
/* We are moving a wagon to the rear part of a multiheaded engine */
if (dst->next == NULL) {
/* It's the last one, so we will add the wagon just before the rear engine */
dst = GetPrevVehicleInChain(dst);
/* Now if the vehicle we want to link to is the vehicle itself, drop out */
if (dst == src) return CMD_ERROR;
// if dst is NULL, it means that dst got a rear multiheaded engine as first engine. We can't use that
if (dst == NULL) return CMD_ERROR;
} else {
/* there are more units on this train, so we will add the wagon after the next one*/
dst = dst->next;
}
}
if (IsTrainEngine(src) && dst_head != NULL) {
/* we need to make sure that we didn't place it between a pair of multiheaded engines */
Vehicle *u, *engine = NULL;
for (u = dst_head; u != NULL; u = u->next) {
if (IsTrainEngine(u) && IsMultiheaded(u) && u->u.rail.other_multiheaded_part != NULL) {
engine = u;
}
if (engine != NULL && engine->u.rail.other_multiheaded_part == u) {
engine = NULL;
}
if (u == dst) {
if (engine != NULL) dst = engine->u.rail.other_multiheaded_part;
break;
}
}
}
if (IsMultiheaded(src) && !IsTrainEngine(src)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
// when moving all wagons, we can't have the same src_head and dst_head
if (HASBIT(p2, 0) && src_head == dst_head) return 0;
{
int src_len = 0;
int max_len = _patches.mammoth_trains ? 100 : 9;
// check if all vehicles in the source train are stopped inside a depot.
src_len = CheckTrainStoppedInDepot(src_head);
if (src_len < 0) return_cmd_error(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);
assert(dst_head->tile == src_head->tile);
}
// We are moving between rows, so only count the wagons from the source
// row that are being moved.
if (HASBIT(p2, 0)) {
const Vehicle *u;
for (u = src_head; u != src && u != NULL; u = GetNextVehicle(u))
src_len--;
} else {
// If moving only one vehicle, just count that.
src_len = 1;
}
if (src_len + dst_len > max_len) {
// Abort if we're adding too many wagons to a train.
if (dst_head != NULL && IsFrontEngine(dst_head)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
// Abort if we're making a train on a new row.
if (dst_head == NULL && IsTrainEngine(src)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
}
} else {
// Abort if we're creating a new train on an existing row.
if (src_len > max_len && src == src_head && IsTrainEngine(GetNextVehicle(src_head)))
return_cmd_error(STR_8819_TRAIN_TOO_LONG);
}
}
// moving a loco to a new line?, then we need to assign a unitnumber.
if (dst == NULL && !IsFrontEngine(src) && IsTrainEngine(src)) {
UnitID unit_num = GetFreeUnitNumber(VEH_Train);
if (unit_num > _patches.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) src->unitnumber = unit_num;
}
if (dst_head != NULL) {
/* Check NewGRF Callback 0x1D */
uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, dst_head->engine_type, src, dst_head);
if (callback != CALLBACK_FAILED) {
if (callback == 0xFD) return_cmd_error(STR_INCOMPATIBLE_RAIL_TYPES);
if (callback < 0xFD) {
StringID error = GetGRFStringID(GetEngineGRFID(dst_head->engine_type), 0xD000 + callback);
return_cmd_error(error);
}
}
}
/* do it? */
if (flags & DC_EXEC) {
/* clear the ->first cache */
{
Vehicle *u;
for (u = src_head; u != NULL; u = u->next) u->first = NULL;
for (u = dst_head; u != NULL; u = u->next) u->first = NULL;
}
if (HASBIT(p2, 0)) {
// unlink ALL wagons
if (src != src_head) {
Vehicle *v = src_head;
while (GetNextVehicle(v) != src) v = GetNextVehicle(v);
GetLastEnginePart(v)->next = NULL;
} else {
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)->next = 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_head->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;
}
} 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);
}
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)->next = dst->next;
}
dst->next = src;
}
if (src->u.rail.other_multiheaded_part != NULL) {
if (src->u.rail.other_multiheaded_part == src_head) {
src_head = src_head->next;
}
AddWagonToConsist(src->u.rail.other_multiheaded_part, src);
// previous line set the front engine to the old front. We need to clear that
src->u.rail.other_multiheaded_part->first = NULL;
}
if (HASBIT(p2, 0) && src_head != NULL && src_head != src) {
/* if we stole a rear multiheaded engine, we better give it back to the front end */
Vehicle *engine = NULL, *u;
for (u = src_head; u != NULL; u = u->next) {
if (IsMultiheaded(u)) {
if (IsTrainEngine(u)) {
engine = u;
continue;
}
/* we got the rear engine to match with the front one */
engine = NULL;
}
}
if (engine != NULL && engine->u.rail.other_multiheaded_part != NULL) {
AddWagonToConsist(engine->u.rail.other_multiheaded_part, engine);
// previous line set the front engine to the old front. We need to clear that
engine->u.rail.other_multiheaded_part->first = NULL;
}
}
/* If there is an engine behind first_engine we moved away, it should become new first_engine
* To do this, CmdMoveRailVehicle must be called once more
* we can't loop forever here because next time we reach this line we will have a front engine */
if (src_head != NULL && !IsFrontEngine(src_head) && IsTrainEngine(src_head)) {
CmdMoveRailVehicle(0, flags, src_head->index | (INVALID_VEHICLE << 16), 1);
src_head = NULL; // don't do anything more to this train since the new call will do it
}
if (src_head != NULL) {
NormaliseTrainConsist(src_head);
TrainConsistChanged(src_head);
if (IsFrontEngine(src_head)) {
UpdateTrainAcceleration(src_head);
InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index);
/* Update the refit button and window */
InvalidateWindow(WC_VEHICLE_REFIT, src_head->index);
InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, 12);
}
/* Update the depot window */
InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
};
if (dst_head != NULL) {
NormaliseTrainConsist(dst_head);
TrainConsistChanged(dst_head);
if (IsFrontEngine(dst_head)) {
UpdateTrainAcceleration(dst_head);
InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index);
/* Update the refit button and window */
InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, 12);
InvalidateWindow(WC_VEHICLE_REFIT, dst_head->index);
}
/* Update the depot window */
InvalidateWindow(WC_VEHICLE_DEPOT, dst_head->tile);
}
RebuildVehicleLists();
}
return 0;
}
/** Start/Stop a train.
* @param tile unused
* @param p1 train to start/stop
* @param p2 unused
*/
int32 CmdStartStopTrain(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
uint16 callback;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
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. */
callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v);
if (callback != CALLBACK_FAILED && callback != 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 == 0x80) {
DeleteVehicleNews(p1, STR_8814_TRAIN_IS_WAITING_IN_DEPOT);
}
v->u.rail.days_since_order_progr = 0;
v->vehstatus ^= VS_STOPPED;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
return 0;
}
/** Sell a (single) train wagon/engine.
* @param tile unused
* @param p1 the wagon/engine index
* @param p2 the selling mode
* - p2 = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
* - p2 = 1: sell the vehicle and all vehicles following it in the chain
if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
* - p2 = 2: when selling attached locos, rearrange all vehicles after it to separate lines;
* all wagons of the same type will go on the same line. Used by the AI currently
*/
int32 CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v, *tmp, *first;
Vehicle *new_f = NULL;
int32 cost = 0;
if (!IsValidVehicleID(p1) || p2 > 2) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
while (IsArticulatedPart(v)) v = GetPrevVehicleInChain(v);
first = GetFirstVehicleInChain(v);
// make sure the vehicle is stopped in the depot
if (CheckTrainStoppedInDepot(first) < 0) {
return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
}
if (IsMultiheaded(v) && !IsTrainEngine(v)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
if (flags & DC_EXEC) {
if (v == first && IsFrontEngine(first)) {
DeleteWindowById(WC_VEHICLE_VIEW, first->index);
}
if (IsLocalPlayer() && (p1 == 1 || !(RailVehInfo(v->engine_type)->flags & RVI_WAGON))) {
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train);
}
InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
RebuildVehicleLists();
}
switch (p2) {
case 0: case 2: { /* Delete given wagon */
bool switch_engine = false; // update second wagon to engine?
byte ori_subtype = v->subtype; // backup subtype of deleted wagon in case DeleteVehicle() changes
/* 1. Delete the engine, if it is dualheaded also delete the matching
* rear engine of the loco (from the point of deletion onwards) */
Vehicle *rear = (IsMultiheaded(v) &&
IsTrainEngine(v)) ? v->u.rail.other_multiheaded_part : NULL;
if (rear != NULL) {
cost -= rear->value;
if (flags & DC_EXEC) {
UnlinkWagon(rear, first);
DeleteVehicle(rear);
}
}
/* 2. We are selling the first engine, some special action might be required
* here, so take attention */
if ((flags & DC_EXEC) && v == first) {
new_f = GetNextVehicle(first);
/* 2.1 If the first wagon is sold, update the first-> pointers to NULL */
for (tmp = first; tmp != NULL; tmp = tmp->next) tmp->first = NULL;
/* 2.2 If there are wagons present after the deleted front engine, check
* if the second wagon (which will be first) is an engine. If it is one,
* promote it as a new train, retaining the unitnumber, orders */
if (new_f != NULL) {
if (IsTrainEngine(new_f)) {
switch_engine = true;
/* Copy important data from the front engine */
new_f->unitnumber = first->unitnumber;
new_f->current_order = first->current_order;
new_f->cur_order_index = first->cur_order_index;
new_f->orders = first->orders;
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;
}
new_f->num_orders = first->num_orders;
first->orders = NULL; // XXX - to not to delete the orders */
if (IsLocalPlayer()) ShowTrainViewWindow(new_f);
}
}
}
/* 3. Delete the requested wagon */
cost -= v->value;
if (flags & DC_EXEC) {
first = UnlinkWagon(v, first);
DeleteVehicle(v);
/* 4 If the second wagon was an engine, update it to front_engine
* which UnlinkWagon() has changed to TS_Free_Car */
if (switch_engine) SetFrontEngine(first);
/* 5. If the train still exists, update its acceleration, window, etc. */
if (first != NULL) {
NormaliseTrainConsist(first);
TrainConsistChanged(first);
if (IsFrontEngine(first)) {
InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
InvalidateWindow(WC_VEHICLE_REFIT, first->index);
UpdateTrainAcceleration(first);
}
}
/* (6.) Borked AI. If it sells an engine it expects all wagons lined
* up on a new line to be added to the newly built loco. Replace it is.
* Totally braindead cause building a new engine adds all loco-less
* engines to its train anyways */
if (p2 == 2 && HASBIT(ori_subtype, Train_Front)) {
for (v = first; v != NULL; v = tmp) {
tmp = GetNextVehicle(v);
DoCommand(v->tile, v->index | INVALID_VEHICLE << 16, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
}
}
}
} break;
case 1: { /* Delete wagon and all wagons after it given certain criteria */
/* Start deleting every vehicle after the selected one
* If we encounter a matching rear-engine to a front-engine
* earlier in the chain (before deletion), leave it alone */
for (; v != NULL; v = tmp) {
tmp = GetNextVehicle(v);
if (IsMultiheaded(v)) {
if (IsTrainEngine(v)) {
/* We got a front engine of a multiheaded set. Now we will sell the rear end too */
Vehicle *rear = v->u.rail.other_multiheaded_part;
if (rear != NULL) {
cost -= rear->value;
if (flags & DC_EXEC) {
first = UnlinkWagon(rear, first);
DeleteVehicle(rear);
}
}
} else if (v->u.rail.other_multiheaded_part != NULL) {
/* The front to this engine is earlier in this train. Do nothing */
continue;
}
}
cost -= v->value;
if (flags & DC_EXEC) {
first = UnlinkWagon(v, first);
DeleteVehicle(v);
}
}
/* 3. If it is still a valid train after selling, update its acceleration and cached values */
if (flags & DC_EXEC && first != NULL) {
NormaliseTrainConsist(first);
TrainConsistChanged(first);
if (IsFrontEngine(first)) UpdateTrainAcceleration(first);
InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
InvalidateWindow(WC_VEHICLE_REFIT, first->index);
}
} break;
}
return cost;
}
static void UpdateTrainDeltaXY(Vehicle *v, Direction direction)
{
#define MKIT(a,b,c,d) ((a&0xFF)<<24) | ((b&0xFF)<<16) | ((c&0xFF)<<8) | ((d&0xFF)<<0)
static const uint32 _delta_xy_table[8] = {
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
};
#undef MKIT
uint32 x = _delta_xy_table[direction];
v->x_offs = GB(x, 0, 8);
v->y_offs = GB(x, 8, 8);
v->sprite_width = GB(x, 16, 8);
v->sprite_height = GB(x, 24, 8);
}
static void UpdateVarsAfterSwap(Vehicle *v)
{
UpdateTrainDeltaXY(v, v->direction);
v->cur_image = GetTrainImage(v, v->direction);
BeginVehicleMove(v);
VehiclePositionChanged(v);
EndVehicleMove(v);
}
static void SetLastSpeed(Vehicle* v, int spd)
{
int old = v->u.rail.last_speed;
if (spd != old) {
v->u.rail.last_speed = spd;
if (_patches.vehicle_speed || (old == 0) != (spd == 0))
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
}
static void SwapTrainFlags(byte *swap_flag1, byte *swap_flag2)
{
byte flag1, flag2;
flag1 = *swap_flag1;
flag2 = *swap_flag2;
/* Clear the flags */
CLRBIT(*swap_flag1, VRF_GOINGUP);
CLRBIT(*swap_flag1, VRF_GOINGDOWN);
CLRBIT(*swap_flag2, VRF_GOINGUP);
CLRBIT(*swap_flag2, VRF_GOINGDOWN);
/* Reverse the rail-flags (if needed) */
if (HASBIT(flag1, VRF_GOINGUP)) {
SETBIT(*swap_flag2, VRF_GOINGDOWN);
} else if (HASBIT(flag1, VRF_GOINGDOWN)) {
SETBIT(*swap_flag2, VRF_GOINGUP);
}
if (HASBIT(flag2, VRF_GOINGUP)) {
SETBIT(*swap_flag1, VRF_GOINGDOWN);
} else if (HASBIT(flag2, VRF_GOINGDOWN)) {
SETBIT(*swap_flag1, VRF_GOINGUP);
}
}
static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
{
Vehicle *a, *b;
/* locate vehicles to swap */
for (a = v; l != 0; l--) a = a->next;
for (b = v; r != 0; r--) b = b->next;
if (a != b) {
/* swap the hidden bits */
{
uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
a->vehstatus = tmp;
}
/* swap variables */
swap_byte(&a->u.rail.track, &b->u.rail.track);
swap_byte(&a->direction, &b->direction);
/* toggle direction */
if (!(a->u.rail.track & 0x80)) a->direction = ReverseDir(a->direction);
if (!(b->u.rail.track & 0x80)) b->direction = ReverseDir(b->direction);
/* swap more variables */
swap_int32(&a->x_pos, &b->x_pos);
swap_int32(&a->y_pos, &b->y_pos);
swap_tile(&a->tile, &b->tile);
swap_byte(&a->z_pos, &b->z_pos);
SwapTrainFlags(&a->u.rail.flags, &b->u.rail.flags);
/* update other vars */
UpdateVarsAfterSwap(a);
UpdateVarsAfterSwap(b);
VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
} else {
if (!(a->u.rail.track & 0x80)) a->direction = ReverseDir(a->direction);
UpdateVarsAfterSwap(a);
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 and is on the tile we are testing */
static void *TestTrainOnCrossing(Vehicle *v, void *data)
{
if (v->tile != *(const TileIndex*)data || v->type != VEH_Train) return NULL;
return v;
}
static void DisableTrainCrossing(TileIndex tile)
{
if (IsLevelCrossingTile(tile) &&
VehicleFromPos(tile, &tile, TestTrainOnCrossing) == NULL && // empty?
IsCrossingBarred(tile)) {
UnbarCrossing(tile);
MarkTileDirtyByTile(tile);
}
}
/**
* Advances wagons for train reversing, needed for variable length wagons.
* Needs to be called once before the train is reversed, and once after it.
* @param v First vehicle in chain
* @param before Set to true for the call before reversing, false otherwise
*/
static void AdvanceWagons(Vehicle *v, bool before)
{
Vehicle* base;
Vehicle* first;
int length;
base = v;
first = base->next;
length = CountVehiclesInChain(v);
while (length > 2) {
Vehicle* last;
int differential;
int i;
// find pairwise matching wagon
// start<>end, start+1<>end-1, ...
last = first;
for (i = length - 3; i > 0; i--) last = last->next;
differential = last->u.rail.cached_veh_length - base->u.rail.cached_veh_length;
if (before) differential *= -1;
if (differential > 0) {
Vehicle* tempnext;
// disconnect last car to make sure only this subset moves
tempnext = last->next;
last->next = NULL;
for (i = 0; i < differential; i++) TrainController(first);
last->next = tempnext;
}
base = first;
first = first->next;
length -= 2;
}
}
static void ReverseTrainDirection(Vehicle *v)
{
int l = 0, r = -1;
Vehicle *u;
if (IsTileDepotType(v->tile, TRANSPORT_RAIL)) {
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
/* Check if we were approaching a rail/road-crossing */
{
TileIndex tile = v->tile;
DiagDirection dir = DirToDiagDir(v->direction);
/* Determine the diagonal direction in which we will exit this tile */
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[dir]) {
dir = ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT);
}
/* Calculate next tile */
tile += TileOffsByDiagDir(dir);
/* Check if the train left a rail/road-crossing */
DisableTrainCrossing(tile);
}
// count number of vehicles
u = v;
do r++; while ( (u = u->next) != NULL );
AdvanceWagons(v, true);
/* swap start<>end, start+1<>end-1, ... */
do {
ReverseTrainSwapVeh(v, l++, r--);
} while (l <= r);
AdvanceWagons(v, false);
if (IsTileDepotType(v->tile, TRANSPORT_RAIL)) {
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
CLRBIT(v->u.rail.flags, VRF_REVERSING);
}
/** Reverse train.
* @param tile unused
* @param p1 train to reverse
* @param p2 if true, reverse a unit in a train (needs to be in a depot)
*/
int32 CmdReverseTrainDirection(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
if (p2) {
// turn a single unit around
Vehicle *front;
if (IsMultiheaded(v) || HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_ARTIC_ENGINE)) {
return_cmd_error(STR_ONLY_TURN_SINGLE_UNIT);
}
front = GetFirstVehicleInChain(v);
// 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);
}
} else {
//turn the whole train around
if (v->u.rail.crash_anim_pos != 0 || v->breakdown_ctr != 0) return CMD_ERROR;
if (flags & DC_EXEC) {
if (_patches.realistic_acceleration && v->cur_speed != 0) {
TOGGLEBIT(v->u.rail.flags, VRF_REVERSING);
} else {
v->cur_speed = 0;
SetLastSpeed(v, 0);
ReverseTrainDirection(v);
}
}
}
return 0;
}
/** Force a train through a red signal
* @param tile unused
* @param p1 train to ignore the red signal
* @param p2 unused
*/
int32 CmdForceTrainProceed(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
if (flags & DC_EXEC) v->u.rail.force_proceed = 0x50;
return 0;
}
/** Refits a train to the specified cargo type.
* @param tile unused
* @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
*/
int32 CmdRefitRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
CargoID new_cid = GB(p2, 0, 8);
byte new_subtype = GB(p2, 8, 8);
Vehicle *v;
int32 cost;
uint num;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
if (CheckTrainStoppedInDepot(v) < 0) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
/* Check cargo */
if (new_cid > NUM_CARGO) return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_TRAIN_RUN);
cost = 0;
num = 0;
do {
/* XXX: We also refit all the attached wagons en-masse if they
* can be refitted. This is how TTDPatch does it. TODO: Have
* some nice [Refit] button near each wagon. --pasky */
if (!CanRefitTo(v->engine_type, new_cid)) continue;
if (v->cargo_cap != 0) {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
uint16 amount = CALLBACK_FAILED;
if (HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_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
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 += GetRefitCost(v->engine_type);
}
num += amount;
if (flags & DC_EXEC) {
v->cargo_count = (v->cargo_type == new_cid) ? min(amount, v->cargo_count) : 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);
RebuildVehicleLists();
}
}
}
} while ((v = v->next) != NULL);
_returned_refit_capacity = num;
/* Update the train's cached variables */
if (flags & DC_EXEC) TrainConsistChanged(GetVehicle(p1));
return cost;
}
typedef struct TrainFindDepotData {
uint best_length;
TileIndex tile;
PlayerID owner;
/**
* true if reversing is necessary for the train to get to this depot
* This value is unused when new depot finding and NPF are both disabled
*/
bool reverse;
} TrainFindDepotData;
static bool NtpCallbFindDepot(TileIndex tile, TrainFindDepotData *tfdd, int track, uint length)
{
if (IsTileType(tile, MP_RAILWAY) &&
IsTileOwner(tile, tfdd->owner) &&
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)
{
TrainFindDepotData tfdd;
TileIndex tile = v->tile;
assert(!(v->vehstatus & VS_CRASHED));
tfdd.owner = v->owner;
tfdd.best_length = (uint)-1;
tfdd.reverse = false;
if (IsTileDepotType(tile, TRANSPORT_RAIL)){
tfdd.tile = tile;
tfdd.best_length = 0;
return tfdd;
}
if (v->u.rail.track == 0x40) tile = GetVehicleOutOfTunnelTile(v);
if (_patches.yapf.rail_use_yapf) {
bool found = YapfFindNearestRailDepotTwoWay(v, max_distance, NPF_INFINITE_PENALTY, &tfdd.tile, &tfdd.reverse);
tfdd.best_length = found ? max_distance / 2 : -1; // some fake distance or NOT_FOUND
} else if (_patches.new_pathfinding_all) {
NPFFoundTargetData ftd;
Vehicle* last = GetLastVehicleInChain(v);
Trackdir trackdir = GetVehicleTrackdir(v);
Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
assert (trackdir != INVALID_TRACKDIR);
ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, last->tile, trackdir_rev, TRANSPORT_RAIL, v->owner, v->u.rail.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;
}
} else {
// search in the forward direction first.
DiagDirection i;
i = DirToDiagDir(v->direction);
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) {
i = ChangeDiagDir(i, DIAGDIRDIFF_90LEFT);
}
NewTrainPathfind(tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
if (tfdd.best_length == (uint)-1){
tfdd.reverse = true;
// search in backwards direction
i = ReverseDiagDir(DirToDiagDir(v->direction));
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) {
i = ChangeDiagDir(i, DIAGDIRDIFF_90LEFT);
}
NewTrainPathfind(tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
}
}
return tfdd;
}
/** Send a train to a depot
* @param tile unused
* @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)
*/
int32 CmdSendTrainToDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
TrainFindDepotData tfdd;
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;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
if (v->vehstatus & VS_CRASHED) return CMD_ERROR;
if (v->current_order.type == OT_GOTO_DEPOT) {
if (!!(p2 & DEPOT_SERVICE) == HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT)) {
/* We called with a different DEPOT_SERVICE setting.
* Now we change the setting to apply the new one and let the vehicle head for the same depot.
* Note: the if is (true for requesting service == true for ordered to stop in depot) */
if (flags & DC_EXEC) {
TOGGLEBIT(v->current_order.flags, OFB_HALT_IN_DEPOT);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
return 0;
}
if (p2 & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of depot orders
if (flags & DC_EXEC) {
if (HASBIT(v->current_order.flags, OFB_PART_OF_ORDERS)) {
v->u.rail.days_since_order_progr = 0;
v->cur_order_index++;
}
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
return 0;
}
/* check if at a standstill (not stopped only) in a depot
* the check is down here to make it possible to alter stop/service for trains entering the depot */
if (IsTileDepotType(v->tile, TRANSPORT_RAIL) && v->cur_speed == 0) return CMD_ERROR;
tfdd = FindClosestTrainDepot(v, 0);
if (tfdd.best_length == (uint)-1) return_cmd_error(STR_883A_UNABLE_TO_FIND_ROUTE_TO);
if (flags & DC_EXEC) {
v->dest_tile = tfdd.tile;
v->current_order.type = OT_GOTO_DEPOT;
v->current_order.flags = OF_NON_STOP;
if (!(p2 & DEPOT_SERVICE)) SETBIT(v->current_order.flags, OFB_HALT_IN_DEPOT);
v->current_order.dest = GetDepotByTile(tfdd.tile)->index;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
/* If there is no depot in front, reverse automatically */
if (tfdd.reverse)
DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);
}
return 0;
}
void OnTick_Train(void)
{
_age_cargo_skip_counter = (_age_cargo_skip_counter == 0) ? 184 : (_age_cargo_skip_counter - 1);
}
static const int8 _vehicle_smoke_pos[8] = {
1, 1, 1, 0, -1, -1, -1, 0
};
static void HandleLocomotiveSmokeCloud(const Vehicle* v)
{
const Vehicle* u;
bool sound = false;
if (v->vehstatus & VS_TRAIN_SLOWING || v->load_unload_time_rem != 0 || v->cur_speed < 2)
return;
u = v;
do {
EngineID engtype = v->engine_type;
int effect_offset = GB(v->u.rail.cached_vis_effect, 0, 4) - 8;
byte effect_type = GB(v->u.rail.cached_vis_effect, 4, 2);
bool disable_effect = HASBIT(v->u.rail.cached_vis_effect, 6);
int x, y;
// no smoke?
if ((RailVehInfo(engtype)->flags & RVI_WAGON && effect_type == 0) ||
disable_effect ||
GetEngine(engtype)->railtype > RAILTYPE_ELECTRIC ||
v->vehstatus & VS_HIDDEN) {
continue;
}
// No smoke in depots or tunnels
if (IsTileDepotType(v->tile, TRANSPORT_RAIL) || IsTunnelTile(v->tile)) continue;
// No sparks for electric vehicles on nonelectrified tracks
if (!HasPowerOnRail(v->u.rail.railtype, GetTileRailType(v->tile, GetVehicleTrackdir(v)))) continue;
if (effect_type == 0) {
// Use default effect type for engine class.
effect_type = RailVehInfo(engtype)->engclass;
} else {
effect_type--;
}
x = _vehicle_smoke_pos[v->direction] * effect_offset;
y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
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;
}
} while ((v = v->next) != NULL);
if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
}
static void TrainPlayLeaveStationSound(const Vehicle* v)
{
static const SoundFx sfx[] = {
SND_04_TRAIN,
SND_0A_TRAIN_HORN,
SND_0A_TRAIN_HORN
};
EngineID engtype = v->engine_type;
if (PlayVehicleSound(v, VSE_START)) return;
switch (GetEngine(engtype)->railtype) {
case RAILTYPE_RAIL:
case RAILTYPE_ELECTRIC:
SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], v);
break;
case RAILTYPE_MONO: SndPlayVehicleFx(SND_47_MAGLEV_2, v); break;
case RAILTYPE_MAGLEV: SndPlayVehicleFx(SND_41_MAGLEV, v); break;
}
}
static bool CheckTrainStayInDepot(Vehicle *v)
{
Vehicle *u;
// bail out if not all wagons are in the same depot or not in a depot at all
for (u = v; u != NULL; u = u->next) {
if (u->u.rail.track != 0x80 || u->tile != v->tile) return false;
}
// if 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, DirToDiagDir(v->direction))) {
InvalidateWindowClasses(WC_TRAINS_LIST);
return true;
}
}
VehicleServiceInDepot(v);
InvalidateWindowClasses(WC_TRAINS_LIST);
TrainPlayLeaveStationSound(v);
v->u.rail.track = 1;
if (v->direction & 2) v->u.rail.track = 2;
v->vehstatus &= ~VS_HIDDEN;
v->cur_speed = 0;
UpdateTrainDeltaXY(v, v->direction);
v->cur_image = GetTrainImage(v, v->direction);
VehiclePositionChanged(v);
UpdateSignalsOnSegment(v->tile, DirToDiagDir(v->direction));
UpdateTrainAcceleration(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
return false;
}
/* Check for station tiles */
typedef struct TrainTrackFollowerData {
TileIndex dest_coords;
StationID station_index; // station index we're heading for
uint best_bird_dist;
uint best_track_dist;
byte best_track;
} TrainTrackFollowerData;
static bool NtpCallbFindStation(TileIndex tile, TrainTrackFollowerData *ttfd, int track, uint length)
{
// heading for nowhere?
if (ttfd->dest_coords == 0) return false;
// did we reach the final station?
if ((ttfd->station_index == INVALID_STATION && tile == ttfd->dest_coords) || (
IsTileType(tile, MP_STATION) &&
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;
return true;
} else {
uint dist;
// didn't find station, keep track of the best path so far.
dist = DistanceManhattan(tile, ttfd->dest_coords);
if (dist < ttfd->best_bird_dist) {
ttfd->best_bird_dist = dist;
ttfd->best_track = track;
}
return false;
}
}
static void FillWithStationData(TrainTrackFollowerData* fd, const Vehicle* v)
{
fd->dest_coords = v->dest_tile;
if (v->current_order.type == OT_GOTO_STATION) {
fd->station_index = v->current_order.dest;
} else {
fd->station_index = INVALID_STATION;
}
}
static const byte _initial_tile_subcoord[6][4][3] = {
{{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
{{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
{{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
{{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
{{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
{{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
};
static const uint32 _reachable_tracks[4] = {
0x10091009,
0x00160016,
0x05200520,
0x2A002A00,
};
static const byte _search_directions[6][4] = {
{ 0, 9, 2, 9 }, // track 1
{ 9, 1, 9, 3 }, // track 2
{ 9, 0, 3, 9 }, // track upper
{ 1, 9, 9, 2 }, // track lower
{ 3, 2, 9, 9 }, // track left
{ 9, 9, 1, 0 }, // track right
};
static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
/* choose a track */
static byte ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackdirBits trackdirbits)
{
TrainTrackFollowerData fd;
uint best_track;
#ifdef PF_BENCHMARK
TIC()
#endif
assert((trackdirbits & ~0x3F) == 0);
/* quick return in case only one possible track is available */
if (KILL_FIRST_BIT(trackdirbits) == 0) return FIND_FIRST_BIT(trackdirbits);
if (_patches.yapf.rail_use_yapf) {
Trackdir trackdir = YapfChooseRailTrack(v, tile, enterdir, trackdirbits);
if (trackdir != INVALID_TRACKDIR) {
best_track = TrackdirToTrack(trackdir);
} else {
best_track = FIND_FIRST_BIT(TrackdirBitsToTrackBits(trackdirbits));
}
} else if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */
void* perf = NpfBeginInterval();
int time = 0;
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
Trackdir trackdir;
NPFFillWithOrderData(&fstd, v);
/* The enterdir for the new tile, is the exitdir for the old tile */
trackdir = GetVehicleTrackdir(v);
assert(trackdir != 0xff);
ftd = NPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, &fstd, TRANSPORT_RAIL, v->owner, v->u.rail.compatible_railtypes);
if (ftd.best_trackdir == 0xff) {
/* We are already at our target. Just do something */
//TODO: maybe display error?
//TODO: go straight ahead if possible?
best_track = FIND_FIRST_BIT(trackdirbits);
} else {
/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
the direction we need to take to get there, if ftd.best_bird_dist is not 0,
we did not find our target, but ftd.best_trackdir contains the direction leading
to the tile closest to our target. */
/* Discard enterdir information, making it a normal track */
best_track = TrackdirToTrack(ftd.best_trackdir);
}
time = NpfEndInterval(perf);
DEBUG(yapf, 4)("[YAPF][NPFT] %d us - %d rounds - %d open - %d closed -- ", time, 0, _aystar_stats_open_size, _aystar_stats_closed_size);
} else {
void* perf = NpfBeginInterval();
int time = 0;
FillWithStationData(&fd, v);
/* New train pathfinding */
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
fd.best_track = 0xFF;
NewTrainPathfind(tile - TileOffsByDiagDir(enterdir), v->dest_tile,
v->u.rail.compatible_railtypes, enterdir, (NTPEnumProc*)NtpCallbFindStation, &fd);
if (fd.best_track == 0xff) {
// blaha
best_track = FIND_FIRST_BIT(trackdirbits);
} else {
best_track = fd.best_track & 7;
}
time = NpfEndInterval(perf);
DEBUG(yapf, 4)("[YAPF][NTPT] %d us - %d rounds - %d open - %d closed -- ", time, 0, 0, 0);
}
#ifdef PF_BENCHMARK
TOC("PF time = ", 1)
#endif
return best_track;
}
static bool CheckReverseTrain(Vehicle *v)
{
TrainTrackFollowerData fd;
int i, r;
int best_track;
uint best_bird_dist = 0;
uint best_track_dist = 0;
uint reverse, reverse_best;
if (_opt.diff.line_reverse_mode != 0 ||
v->u.rail.track & 0xC0 ||
!(v->direction & 1))
return false;
FillWithStationData(&fd, v);
best_track = -1;
reverse_best = reverse = 0;
assert(v->u.rail.track);
i = _search_directions[FIND_FIRST_BIT(v->u.rail.track)][DirToDiagDir(v->direction)];
if (_patches.yapf.rail_use_yapf) {
reverse_best = YapfCheckReverseTrain(v);
} else if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
byte trackdir, trackdir_rev;
Vehicle* last = GetLastVehicleInChain(v);
NPFFillWithOrderData(&fstd, v);
trackdir = GetVehicleTrackdir(v);
trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
assert(trackdir != 0xff);
assert(trackdir_rev != 0xff);
ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, last->tile, trackdir_rev, &fstd, TRANSPORT_RAIL, v->owner, v->u.rail.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;
}
}
} else {
for (;;) {
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
NewTrainPathfind(v->tile, v->dest_tile, v->u.rail.compatible_railtypes, reverse ^ i, (NTPEnumProc*)NtpCallbFindStation, &fd);
if (best_track != -1) {
if (best_bird_dist != 0) {
if (fd.best_bird_dist != 0) {
/* neither reached the destination, pick the one with the smallest bird dist */
if (fd.best_bird_dist > best_bird_dist) goto bad;
if (fd.best_bird_dist < best_bird_dist) goto good;
} else {
/* we found the destination for the first time */
goto good;
}
} else {
if (fd.best_bird_dist != 0) {
/* didn't find destination, but we've found the destination previously */
goto bad;
} else {
/* both old & new reached the destination, compare track length */
if (fd.best_track_dist > best_track_dist) goto bad;
if (fd.best_track_dist < best_track_dist) goto good;
}
}
/* if we reach this position, there's two paths of equal value so far.
* pick one randomly. */
r = GB(Random(), 0, 8);
if (_pick_track_table[i] == (v->direction & 3)) r += 80;
if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
if (r <= 127) goto bad;
}
good:;
best_track = i;
best_bird_dist = fd.best_bird_dist;
best_track_dist = fd.best_track_dist;
reverse_best = reverse;
bad:;
if (reverse != 0) break;
reverse = 2;
}
}
return reverse_best != 0;
}
static bool ProcessTrainOrder(Vehicle *v)
{
const Order *order;
bool at_waypoint = false;
switch (v->current_order.type) {
case OT_GOTO_DEPOT:
if (!(v->current_order.flags & OF_PART_OF_ORDERS)) return false;
if ((v->current_order.flags & OF_SERVICE_IF_NEEDED) &&
!VehicleNeedsService(v)) {
v->cur_order_index++;
}
break;
case OT_LOADING:
case OT_LEAVESTATION:
return false;
default: break;
}
// check if we've reached the waypoint?
if (v->current_order.type == OT_GOTO_WAYPOINT && v->tile == v->dest_tile) {
v->cur_order_index++;
at_waypoint = true;
}
// check if we've reached a non-stop station while TTDPatch nonstop is enabled..
if (_patches.new_nonstop &&
v->current_order.flags & OF_NON_STOP &&
IsTileType(v->tile, MP_STATION) &&
v->current_order.dest == GetStationIndex(v->tile)) {
v->cur_order_index++;
}
// Get the current order
if (v->cur_order_index >= v->num_orders) v->cur_order_index = 0;
order = GetVehicleOrder(v, v->cur_order_index);
// If no order, do nothing.
if (order == NULL) {
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
v->dest_tile = 0;
return false;
}
// If it is unchanged, keep it.
if (order->type == v->current_order.type &&
order->flags == v->current_order.flags &&
order->dest == v->current_order.dest)
return false;
// Otherwise set it, and determine the destination tile.
v->current_order = *order;
v->dest_tile = 0;
InvalidateVehicleOrder(v);
switch (order->type) {
case OT_GOTO_STATION:
if (order->dest == v->last_station_visited)
v->last_station_visited = INVALID_STATION;
v->dest_tile = GetStation(order->dest)->xy;
break;
case OT_GOTO_DEPOT:
v->dest_tile = GetDepot(order->dest)->xy;
break;
case OT_GOTO_WAYPOINT:
v->dest_tile = GetWaypoint(order->dest)->xy;
break;
default:
return false;
}
return !at_waypoint && CheckReverseTrain(v);
}
static void MarkTrainDirty(Vehicle *v)
{
do {
v->cur_image = GetTrainImage(v, v->direction);
MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
} while ((v = v->next) != NULL);
}
static void HandleTrainLoading(Vehicle *v, bool mode)
{
if (v->current_order.type == OT_NOTHING) return;
if (v->current_order.type != OT_DUMMY) {
if (v->current_order.type != OT_LOADING) return;
if (mode) return;
// don't mark the train as lost if we're loading on the final station.
if (v->current_order.flags & OF_NON_STOP)
v->u.rail.days_since_order_progr = 0;
if (--v->load_unload_time_rem) return;
if (v->current_order.flags & OF_FULL_LOAD && CanFillVehicle(v)) {
v->u.rail.days_since_order_progr = 0; /* Prevent a train lost message for full loading trains */
SET_EXPENSES_TYPE(EXPENSES_TRAIN_INC);
if (LoadUnloadVehicle(v)) {
InvalidateWindow(WC_TRAINS_LIST, v->owner);
MarkTrainDirty(v);
// need to update acceleration and cached values since the goods on the train changed.
TrainCargoChanged(v);
UpdateTrainAcceleration(v);
}
return;
}
TrainPlayLeaveStationSound(v);
{
Order b = v->current_order;
v->current_order.type = OT_LEAVESTATION;
v->current_order.flags = 0;
// If this was not the final order, don't remove it from the list.
if (!(b.flags & OF_NON_STOP)) return;
}
}
v->u.rail.days_since_order_progr = 0;
v->cur_order_index++;
InvalidateVehicleOrder(v);
}
static int UpdateTrainSpeed(Vehicle *v)
{
uint spd;
uint accel;
if (v->vehstatus & VS_STOPPED || HASBIT(v->u.rail.flags, VRF_REVERSING)) {
if (_patches.realistic_acceleration) {
accel = GetTrainAcceleration(v, AM_BRAKE) * 2;
} else {
accel = v->acceleration * -2;
}
} else {
if (_patches.realistic_acceleration) {
accel = GetTrainAcceleration(v, AM_ACCEL);
} else {
accel = v->acceleration;
}
}
spd = v->subspeed + accel * 2;
v->subspeed = (byte)spd;
{
int tempmax = v->max_speed;
if (v->cur_speed > v->max_speed)
tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
v->cur_speed = spd = clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
}
if (!(v->direction & 1)) spd = spd * 3 >> 2;
spd += v->progress;
v->progress = (byte)spd;
return (spd >> 8);
}
static void TrainEnterStation(Vehicle *v, StationID station)
{
Station *st;
uint32 flags;
v->last_station_visited = station;
/* check if a train ever visited this station before */
st = GetStation(station);
if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
st->had_vehicle_of_type |= HVOT_TRAIN;
SetDParam(0, st->index);
flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0);
AddNewsItem(
STR_8801_CITIZENS_CELEBRATE_FIRST,
flags,
v->index,
0
);
}
// Did we reach the final destination?
if (v->current_order.type == OT_GOTO_STATION &&
v->current_order.dest == station) {
// Yeah, keep the load/unload flags
// Non Stop now means if the order should be increased.
v->current_order.type = OT_LOADING;
v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER;
v->current_order.flags |= OF_NON_STOP;
} else {
// No, just do a simple load
v->current_order.type = OT_LOADING;
v->current_order.flags = 0;
}
v->current_order.dest = 0;
SET_EXPENSES_TYPE(EXPENSES_TRAIN_INC);
if (LoadUnloadVehicle(v) != 0) {
InvalidateWindow(WC_TRAINS_LIST, v->owner);
TrainCargoChanged(v);
UpdateTrainAcceleration(v);
}
MarkTrainDirty(v);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
{
byte new_z, old_z;
// need this hint so it returns the right z coordinate on bridges.
_get_z_hint = v->z_pos;
new_z = GetSlopeZ(v->x_pos, v->y_pos);
_get_z_hint = 0;
old_z = v->z_pos;
v->z_pos = new_z;
if (new_tile) {
CLRBIT(v->u.rail.flags, VRF_GOINGUP);
CLRBIT(v->u.rail.flags, VRF_GOINGDOWN);
if (new_z != old_z) {
TileIndex tile = TileVirtXY(v->x_pos, v->y_pos);
// XXX workaround, whole UP/DOWN detection needs overhaul
if (!IsTunnelTile(tile)) {
SETBIT(v->u.rail.flags, (new_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 , 0,
DIR_NE, DIR_N , DIR_SW, 0,
DIR_E , DIR_SE, DIR_S
};
static Direction GetNewVehicleDirectionByTile(TileIndex new_tile, TileIndex old_tile)
{
uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 +
TileX(new_tile) - TileX(old_tile) + 1;
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
static Direction GetNewVehicleDirection(const Vehicle *v, int x, int y)
{
uint offs = (y - v->y_pos + 1) * 4 + (x - v->x_pos + 1);
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
static int GetDirectionToVehicle(const Vehicle *v, int x, int y)
{
byte offs;
x -= v->x_pos;
if (x >= 0) {
offs = (x > 2) ? 0 : 1;
} else {
offs = (x < -2) ? 2 : 1;
}
y -= v->y_pos;
if (y >= 0) {
offs += ((y > 2) ? 0 : 1) * 4;
} else {
offs += ((y < -2) ? 2 : 1) * 4;
}
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
/* Check if the vehicle is compatible with the specified tile */
static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
{
switch (GetTileType(tile)) {
case MP_RAILWAY:
case MP_STATION:
// normal tracks, jump to owner check
break;
case MP_TUNNELBRIDGE:
if (IsBridge(tile) && IsBridgeMiddle(tile)) {
// is train going over the bridge?
if (v->z_pos > GetTileMaxZ(tile)) return true;
}
break;
case MP_STREET:
// tracks over roads, do owner check of tracks
return
IsTileOwner(tile, v->owner) && (
!IsFrontEngine(v) ||
IsCompatibleRail(v->u.rail.railtype, GetRailTypeCrossing(tile))
);
default:
return true;
}
return
IsTileOwner(tile, v->owner) && (
!IsFrontEngine(v) ||
HASBIT(v->u.rail.compatible_railtypes, GetRailType(tile))
);
}
typedef struct {
byte small_turn, large_turn;
byte z_up; // fraction to remove when moving up
byte z_down; // fraction to remove when moving down
} RailtypeSlowdownParams;
static const RailtypeSlowdownParams _railtype_slowdown[] = {
// 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 void AffectSpeedByDirChange(Vehicle* v, Direction new_dir)
{
DirDiff diff;
const RailtypeSlowdownParams *rsp;
if (_patches.realistic_acceleration) return;
diff = DirDifference(v->direction, new_dir);
if (diff == DIRDIFF_SAME) return;
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 void AffectSpeedByZChange(Vehicle *v, byte old_z)
{
const RailtypeSlowdownParams *rsp;
if (old_z == v->z_pos || _patches.realistic_acceleration) return;
rsp = &_railtype_slowdown[v->u.rail.railtype];
if (old_z < v->z_pos) {
v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
} else {
uint16 spd = v->cur_speed + rsp->z_down;
if (spd <= v->max_speed) v->cur_speed = spd;
}
}
static const DiagDirection _otherside_signal_directions[] = {
DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_SE, 0, 0,
DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NE
};
static void TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
{
if (IsTileType(tile, MP_RAILWAY) &&
GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
uint i = FindFirstBit2x64(GetTrackBits(tile) * 0x101 & _reachable_tracks[dir]);
UpdateSignalsOnSegment(tile, _otherside_signal_directions[i]);
}
}
typedef struct TrainCollideChecker {
const Vehicle *v;
const Vehicle *v_skip;
} TrainCollideChecker;
static void *FindTrainCollideEnum(Vehicle *v, void *data)
{
const TrainCollideChecker* tcc = data;
if (v != tcc->v &&
v != tcc->v_skip &&
v->type == VEH_Train &&
v->u.rail.track != 0x80 &&
myabs(v->z_pos - tcc->v->z_pos) <= 6 &&
myabs(v->x_pos - tcc->v->x_pos) < 6 &&
myabs(v->y_pos - tcc->v->y_pos) < 6) {
return v;
} else {
return NULL;
}
}
static void SetVehicleCrashed(Vehicle *v)
{
Vehicle *u;
if (v->u.rail.crash_anim_pos != 0) return;
v->u.rail.crash_anim_pos++;
u = v;
BEGIN_ENUM_WAGONS(v)
v->vehstatus |= VS_CRASHED;
END_ENUM_WAGONS(v)
InvalidateWindowWidget(WC_VEHICLE_VIEW, u->index, STATUS_BAR);
}
static uint CountPassengersInTrain(const Vehicle* v)
{
uint num = 0;
BEGIN_ENUM_WAGONS(v)
if (v->cargo_type == CT_PASSENGERS) num += v->cargo_count;
END_ENUM_WAGONS(v)
return num;
}
/*
* Checks whether the specified train has a collision with another vehicle. If
* so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
* Reports the incident in a flashy news item, modifies station ratings and
* plays a sound.
*/
static void CheckTrainCollision(Vehicle *v)
{
TrainCollideChecker tcc;
Vehicle *coll;
Vehicle *realcoll;
uint num;
/* can't collide in depot */
if (v->u.rail.track == 0x80) return;
assert(v->u.rail.track == 0x40 || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
tcc.v = v;
tcc.v_skip = v->next;
/* find colliding vehicle */
realcoll = VehicleFromPos(TileVirtXY(v->x_pos, v->y_pos), &tcc, FindTrainCollideEnum);
if (realcoll == NULL) return;
coll = GetFirstVehicleInChain(realcoll);
/* it can't collide with its own wagons */
if (v == coll ||
(v->u.rail.track & 0x40 && (v->direction & 2) != (realcoll->direction & 2)))
return;
//two drivers + passangers killed in train v
num = 2 + CountPassengersInTrain(v);
if (!(coll->vehstatus & VS_CRASHED))
//two drivers + passangers killed in train coll (if it was not crashed already)
num += 2 + CountPassengersInTrain(coll);
SetVehicleCrashed(v);
if (IsFrontEngine(coll)) SetVehicleCrashed(coll);
SetDParam(0, num);
AddNewsItem(STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ACCIDENT, 0),
v->index,
0
);
ModifyStationRatingAround(v->tile, v->owner, -160, 30);
SndPlayVehicleFx(SND_13_BIG_CRASH, v);
}
typedef struct VehicleAtSignalData {
TileIndex tile;
Direction direction;
} VehicleAtSignalData;
static void *CheckVehicleAtSignal(Vehicle *v, void *data)
{
const VehicleAtSignalData* vasd = data;
if (v->type == VEH_Train && IsFrontEngine(v) && v->tile == vasd->tile) {
DirDiff diff = ChangeDirDiff(DirDifference(v->direction, vasd->direction), DIRDIFF_90RIGHT);
if (diff == DIRDIFF_90RIGHT || (v->cur_speed <= 5 && diff <= DIRDIFF_REVERSE)) return v;
}
return NULL;
}
static void TrainController(Vehicle *v)
{
Vehicle *prev;
GetNewVehiclePosResult gp;
uint32 r, tracks,ts;
int i;
DiagDirection enterdir;
Direction dir;
Direction newdir;
Direction chosen_dir;
byte chosen_track;
byte old_z;
/* For every vehicle after and including the given vehicle */
for (prev = GetPrevVehicleInChain(v); v != NULL; prev = v, v = v->next) {
BeginVehicleMove(v);
if (v->u.rail.track != 0x40) {
/* Not inside tunnel */
if (GetNewVehiclePos(v, &gp)) {
/* Staying in the old tile */
if (v->u.rail.track == 0x80) {
/* inside depot */
gp.x = v->x_pos;
gp.y = v->y_pos;
} else {
/* is not inside depot */
if (!TrainCheckIfLineEnds(v)) return;
r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (r & 0x8) {
//debug("%x & 0x8", r);
goto invalid_rail;
}
if (r & 0x2) {
TrainEnterStation(v, r >> 8);
return;
}
if (v->current_order.type == OT_LEAVESTATION) {
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
}
} else {
/* A new tile is about to be entered. */
byte bits;
/* Determine what direction we're entering the new tile from */
dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile);
enterdir = DirToDiagDir(dir);
assert(enterdir==0 || enterdir==1 || enterdir==2 || enterdir==3);
/* Get the status of the tracks in the new tile and mask
* away the bits that aren't reachable. */
ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL) & _reachable_tracks[enterdir];
/* Combine the from & to directions.
* Now, the lower byte contains the track status, and the byte at bit 16 contains
* the signal status. */
tracks = ts | (ts >> 8);
bits = tracks & 0xFF;
if ((_patches.new_pathfinding_all || _patches.yapf.rail_use_yapf) && _patches.forbid_90_deg && prev == NULL) {
/* We allow wagons to make 90 deg turns, because forbid_90_deg
* can be switched on halfway a turn */
bits &= ~TrackCrossesTracks(FIND_FIRST_BIT(v->u.rail.track));
}
if (bits == 0) {
//debug("%x == 0", bits);
goto invalid_rail;
}
/* Check if the new tile contrains tracks that are compatible
* with the current train, if not, bail out. */
if (!CheckCompatibleRail(v, gp.new_tile)) {
//debug("!CheckCompatibleRail(%p, %x)", v, gp.new_tile);
goto invalid_rail;
}
if (prev == NULL) {
/* Currently the locomotive is active. Determine which one of the
* available tracks to choose */
chosen_track = 1 << ChooseTrainTrack(v, gp.new_tile, enterdir, bits);
assert(chosen_track & tracks);
/* Check if it's a red signal and that force proceed is not clicked. */
if ( (tracks>>16)&chosen_track && v->u.rail.force_proceed == 0) goto red_light;
} else {
static byte _matching_tracks[8] = {0x30, 1, 0xC, 2, 0x30, 1, 0xC, 2};
/* The wagon is active, simply follow the prev vehicle. */
chosen_track = (byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits);
}
/* make sure chosen track is a valid track */
assert(chosen_track==1 || chosen_track==2 || chosen_track==4 || chosen_track==8 || chosen_track==16 || chosen_track==32);
/* Update XY to reflect the entrance to the new tile, and select the direction to use */
{
const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
gp.x = (gp.x & ~0xF) | b[0];
gp.y = (gp.y & ~0xF) | b[1];
chosen_dir = b[2];
}
/* Call the landscape function and tell it that the vehicle entered the tile */
r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (r & 0x8) {
//debug("%x & 0x8", r);
goto invalid_rail;
}
if (IsLevelCrossingTile(v->tile) && v->next == NULL) {
UnbarCrossing(v->tile);
MarkTileDirtyByTile(v->tile);
}
if (IsFrontEngine(v)) v->load_unload_time_rem = 0;
if (!(r&0x4)) {
v->tile = gp.new_tile;
if (GetTileRailType(gp.new_tile, chosen_track) != GetTileRailType(gp.old_tile, v->u.rail.track)) {
TrainPowerChanged(GetFirstVehicleInChain(v));
}
v->u.rail.track = chosen_track;
assert(v->u.rail.track);
}
if (IsFrontEngine(v)) TrainMovedChangeSignals(gp.new_tile, enterdir);
/* Signals can only change when the first
* (above) or the last vehicle moves. */
if (v->next == NULL)
TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
if (prev == NULL) AffectSpeedByDirChange(v, chosen_dir);
v->direction = chosen_dir;
}
} else {
/* in tunnel */
GetNewVehiclePos(v, &gp);
// Check if to exit the tunnel...
if (!IsTunnelTile(gp.new_tile) ||
!(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y)&0x4) ) {
v->x_pos = gp.x;
v->y_pos = gp.y;
VehiclePositionChanged(v);
continue;
}
}
/* update image of train, as well as delta XY */
newdir = GetNewVehicleDirection(v, gp.x, gp.y);
UpdateTrainDeltaXY(v, newdir);
v->cur_image = GetTrainImage(v, newdir);
v->x_pos = gp.x;
v->y_pos = gp.y;
/* update the Z position of the vehicle */
old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
if (prev == NULL) {
/* This is the first vehicle in the train */
AffectSpeedByZChange(v, old_z);
}
}
return;
invalid_rail:
/* We've reached end of line?? */
if (prev != NULL) error("!Disconnecting train");
goto reverse_train_direction;
red_light: {
/* We're in front of a red signal ?? */
/* find the first set bit in ts. need to do it in 2 steps, since
* FIND_FIRST_BIT only handles 6 bits at a time. */
i = FindFirstBit2x64(ts);
if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255 - 100;
if (++v->load_unload_time_rem < _patches.wait_oneway_signal * 20) return;
} else if (HasSignalOnTrackdir(gp.new_tile, i)){
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255-10;
if (++v->load_unload_time_rem < _patches.wait_twoway_signal * 73) {
TileIndex o_tile = gp.new_tile + TileOffsByDiagDir(enterdir);
VehicleAtSignalData vasd;
vasd.tile = o_tile;
vasd.direction = ReverseDir(dir);
/* check if a train is waiting on the other side */
if (VehicleFromPos(o_tile, &vasd, CheckVehicleAtSignal) == NULL) return;
}
}
}
reverse_train_direction:
v->load_unload_time_rem = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
}
extern TileIndex CheckTunnelBusy(TileIndex tile, uint *length);
/**
* Deletes/Clears the last wagon of a crashed train. It takes the engine of the
* train, then goes to the last wagon and deletes that. Each call to this function
* will remove the last wagon of a crashed train. If this wagon was on a crossing,
* or inside a tunnel, recalculate the signals as they might need updating
* @param v the @Vehicle of which last wagon is to be removed
*/
static void DeleteLastWagon(Vehicle *v)
{
Vehicle *u = v;
/* Go to the last wagon and delete the link pointing there
* *u is then the one-before-last wagon, and *v the last
* one which will physicially be removed */
for (; v->next != NULL; v = v->next) u = v;
u->next = NULL;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
RebuildVehicleLists();
InvalidateWindow(WC_COMPANY, v->owner);
BeginVehicleMove(v);
EndVehicleMove(v);
DeleteVehicle(v);
if (!(v->u.rail.track & 0xC0))
SetSignalsOnBothDir(v->tile, FIND_FIRST_BIT(v->u.rail.track));
/* Check if the wagon was on a road/rail-crossing and disable it if no
* others are on it */
DisableTrainCrossing(v->tile);
if (v->u.rail.track == 0x40) { // inside a tunnel
TileIndex endtile = CheckTunnelBusy(v->tile, NULL);
if (endtile == INVALID_TILE) return; // tunnel is busy (error returned)
switch (v->direction) {
case 1:
case 5:
SetSignalsOnBothDir(v->tile, 0);
SetSignalsOnBothDir(endtile, 0);
break;
case 3:
case 7:
SetSignalsOnBothDir(v->tile, 1);
SetSignalsOnBothDir(endtile, 1);
break;
default:
break;
}
}
}
static void ChangeTrainDirRandomly(Vehicle *v)
{
static const DirDiff delta[] = {
DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
};
do {
//I need to buffer the train direction
if (!(v->u.rail.track & 0x40)) {
v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
}
if (!(v->vehstatus & VS_HIDDEN)) {
BeginVehicleMove(v);
UpdateTrainDeltaXY(v, v->direction);
v->cur_image = GetTrainImage(v, v->direction);
AfterSetTrainPos(v, false);
}
} while ((v = v->next) != NULL);
}
static void HandleCrashedTrain(Vehicle *v)
{
int state = ++v->u.rail.crash_anim_pos;
uint32 r;
Vehicle *u;
if (state == 4 && v->u.rail.track != 0x40) {
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
}
if (state <= 200 && CHANCE16R(1, 7, r)) {
int index = (r * 10 >> 16);
u = v;
do {
if (--index < 0) {
r = Random();
CreateEffectVehicleRel(u,
GB(r, 8, 3) + 2,
GB(r, 16, 3) + 2,
GB(r, 0, 3) + 5,
EV_EXPLOSION_SMALL);
break;
}
} while ((u = u->next) != NULL);
}
if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
if (state >= 4440 && !(v->tick_counter&0x1F)) {
DeleteLastWagon(v);
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train);
}
}
static void HandleBrokenTrain(Vehicle *v)
{
if (v->breakdown_ctr != 1) {
v->breakdown_ctr = 1;
v->cur_speed = 0;
if (v->breakdowns_since_last_service != 255)
v->breakdowns_since_last_service++;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
SndPlayVehicleFx((_opt.landscape != LT_CANDY) ?
SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
}
if (!(v->vehstatus & VS_HIDDEN)) {
Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->u.special.unk0 = v->breakdown_delay * 2;
}
}
if (!(v->tick_counter & 3)) {
if (!--v->breakdown_delay) {
v->breakdown_ctr = 0;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
}
}
}
static const byte _breakdown_speeds[16] = {
225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
};
static bool TrainCheckIfLineEnds(Vehicle *v)
{
TileIndex tile;
uint x,y;
uint16 break_speed;
DiagDirection dir;
int t;
uint32 ts;
t = v->breakdown_ctr;
if (t > 1) {
v->vehstatus |= VS_TRAIN_SLOWING;
break_speed = _breakdown_speeds[GB(~t, 4, 4)];
if (break_speed < v->cur_speed) v->cur_speed = break_speed;
} else {
v->vehstatus &= ~VS_TRAIN_SLOWING;
}
if (v->u.rail.track & 0x40) return true; // exit if inside a tunnel
if (v->u.rail.track & 0x80) return true; // exit if inside a depot
tile = v->tile;
// tunnel entrance?
if (IsTunnelTile(tile) &&
DiagDirToDir(GetTunnelDirection(tile)) == v->direction) {
return true;
}
// depot?
/* XXX -- When enabled, this makes it possible to crash trains of others
(by building a depot right against a station) */
/* if (IsTileType(tile, MP_RAILWAY) && GetRailTileType(tile) == RAIL_TILE_DEPOT_WAYPOINT)
return true;*/
/* Determine the non-diagonal direction in which we will exit this tile */
dir = DirToDiagDir(v->direction);
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[dir]) {
dir = ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT);
}
/* Calculate next tile */
tile += TileOffsByDiagDir(dir);
// determine the track status on the next tile.
ts = GetTileTrackStatus(tile, TRANSPORT_RAIL) & _reachable_tracks[dir];
/* Calc position within the current tile ?? */
x = v->x_pos & 0xF;
y = v->y_pos & 0xF;
switch (v->direction) {
case DIR_N : x = ~x + ~y + 24; break;
case DIR_NW: x = y; /* FALLTHROUGH */
case DIR_NE: x = ~x + 16; break;
case DIR_E : x = ~x + y + 8; break;
case DIR_SE: x = y; break;
case DIR_S : x = x + y - 8; break;
case DIR_W : x = ~y + x + 8; break;
}
if (GB(ts, 0, 16) != 0) {
/* If we approach a rail-piece which we can't enter, or the back of a depot, don't enter it! */
if (x + 4 >= TILE_SIZE &&
(!CheckCompatibleRail(v, tile) ||
(IsTileDepotType(tile, TRANSPORT_RAIL) &&
GetRailDepotDirection(tile) == dir))) {
v->cur_speed = 0;
ReverseTrainDirection(v);
return false;
}
if ((ts &= (ts >> 16)) == 0) {
// make a rail/road crossing red
if (IsLevelCrossingTile(tile)) {
if (!IsCrossingBarred(tile)) {
BarCrossing(tile);
SndPlayVehicleFx(SND_0E_LEVEL_CROSSING, v);
MarkTileDirtyByTile(tile);
}
}
return true;
}
} else if (x + 4 >= TILE_SIZE) {
v->cur_speed = 0;
ReverseTrainDirection(v);
return false;
}
// slow down
v->vehstatus |= VS_TRAIN_SLOWING;
break_speed = _breakdown_speeds[x & 0xF];
if (!(v->direction & 1)) break_speed >>= 1;
if (break_speed < v->cur_speed) v->cur_speed = break_speed;
return true;
}
static void TrainLocoHandler(Vehicle *v, bool mode)
{
int j;
/* train has crashed? */
if (v->u.rail.crash_anim_pos != 0) {
if (!mode) HandleCrashedTrain(v);
return;
}
if (v->u.rail.force_proceed != 0) v->u.rail.force_proceed--;
/* train is broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenTrain(v);
return;
}
v->breakdown_ctr--;
}
if (HASBIT(v->u.rail.flags, VRF_REVERSING) && v->cur_speed == 0) {
ReverseTrainDirection(v);
}
/* exit if train is stopped */
if (v->vehstatus & VS_STOPPED && v->cur_speed == 0) return;
if (ProcessTrainOrder(v)) {
v->load_unload_time_rem = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
return;
}
HandleTrainLoading(v, mode);
if (v->current_order.type == OT_LOADING) return;
if (CheckTrainStayInDepot(v)) return;
if (!mode) HandleLocomotiveSmokeCloud(v);
j = UpdateTrainSpeed(v);
if (j == 0) {
// if the vehicle has speed 0, update the last_speed field.
if (v->cur_speed != 0) return;
} else {
TrainCheckIfLineEnds(v);
do {
TrainController(v);
CheckTrainCollision(v);
if (v->cur_speed <= 0x100)
break;
} while (--j != 0);
}
SetLastSpeed(v, v->cur_speed);
}
void Train_Tick(Vehicle *v)
{
if (_age_cargo_skip_counter == 0 && v->cargo_days != 0xff)
v->cargo_days++;
v->tick_counter++;
if (IsFrontEngine(v)) {
TrainLocoHandler(v, false);
// make sure vehicle wasn't deleted.
if (v->type == VEH_Train && IsFrontEngine(v))
TrainLocoHandler(v, true);
} else if (IsFreeWagon(v) && HASBITS(v->vehstatus, VS_CRASHED)) {
// Delete flooded standalone wagon
if (++v->u.rail.crash_anim_pos >= 4400)
DeleteVehicle(v);
}
}
#define MAX_ACCEPTABLE_DEPOT_DIST 16
static void CheckIfTrainNeedsService(Vehicle *v)
{
const Depot* depot;
TrainFindDepotData tfdd;
if (_patches.servint_trains == 0) return;
if (!VehicleNeedsService(v)) return;
if (v->vehstatus & VS_STOPPED) return;
if (_patches.gotodepot && VehicleHasDepotOrders(v)) return;
// Don't interfere with a depot visit scheduled by the user, or a
// depot visit by the order list.
if (v->current_order.type == OT_GOTO_DEPOT &&
(v->current_order.flags & (OF_HALT_IN_DEPOT | OF_PART_OF_ORDERS)) != 0)
return;
if (CheckTrainIsInsideDepot(v)) {
VehicleServiceInDepot(v);
return;
}
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.type == OT_GOTO_DEPOT) {
/* If we were already heading for a depot but it has
* suddenly moved farther away, we continue our normal
* schedule? */
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
return;
}
depot = GetDepotByTile(tfdd.tile);
if (v->current_order.type == OT_GOTO_DEPOT &&
v->current_order.dest != depot->index &&
!CHANCE16(3, 16)) {
return;
}
v->current_order.type = OT_GOTO_DEPOT;
v->current_order.flags = OF_NON_STOP;
v->current_order.dest = depot->index;
v->dest_tile = tfdd.tile;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
int32 GetTrainRunningCost(const Vehicle *v)
{
int32 cost = 0;
do {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
if (rvi->running_cost_base > 0)
cost += rvi->running_cost_base * _price.running_rail[rvi->running_cost_class];
} while ((v = v->next) != NULL);
return cost;
}
void OnNewDay_Train(Vehicle *v)
{
TileIndex tile;
if ((++v->day_counter & 7) == 0) DecreaseVehicleValue(v);
if (IsFrontEngine(v)) {
CheckVehicleBreakdown(v);
AgeVehicle(v);
CheckIfTrainNeedsService(v);
// check if train hasn't advanced in its order list for a set number of days
if (_patches.lost_train_days && v->num_orders && !(v->vehstatus & (VS_STOPPED | VS_CRASHED) ) && ++v->u.rail.days_since_order_progr >= _patches.lost_train_days && v->owner == _local_player) {
v->u.rail.days_since_order_progr = 0;
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_LOST,
NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
v->index,
0);
}
CheckOrders(v);
/* update destination */
if (v->current_order.type == OT_GOTO_STATION &&
(tile = GetStation(v->current_order.dest)->train_tile) != 0) {
v->dest_tile = tile;
}
if ((v->vehstatus & VS_STOPPED) == 0) {
/* running costs */
int32 cost = GetTrainRunningCost(v) / 364;
v->profit_this_year -= cost >> 8;
SET_EXPENSES_TYPE(EXPENSES_TRAIN_RUN);
SubtractMoneyFromPlayerFract(v->owner, cost);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindowClasses(WC_TRAINS_LIST);
}
}
}
void TrainsYearlyLoop(void)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && IsFrontEngine(v)) {
// show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list)
if (_patches.train_income_warn && v->owner == _local_player && v->age >= 730 && v->profit_this_year < 0) {
SetDParam(1, v->profit_this_year);
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_UNPROFITABLE,
NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
v->index,
0);
}
v->profit_last_year = v->profit_this_year;
v->profit_this_year = 0;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
}
void InitializeTrains(void)
{
_age_cargo_skip_counter = 1;
}
/*
* Link front and rear multiheaded engines to each other
* This is done when loading a savegame
*/
void ConnectMultiheadedTrains(void)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train) {
v->u.rail.other_multiheaded_part = NULL;
}
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && IsFrontEngine(v)) {
Vehicle *u = v;
BEGIN_ENUM_WAGONS(u) {
if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one
if (IsMultiheaded(u)) {
if (!IsTrainEngine(u)) {
/* we got a rear car without a front car. We will convert it to a front one */
SetTrainEngine(u);
u->spritenum--;
}
{
Vehicle *w;
for (w = u->next; w != NULL && (w->engine_type != u->engine_type || w->u.rail.other_multiheaded_part != NULL); w = GetNextVehicle(w));
if (w != NULL) {
/* we found a car to partner with this engine. Now we will make sure it face the right way */
if (IsTrainEngine(w)) {
ClearTrainEngine(w);
w->spritenum++;
}
}
if (w != NULL) {
w->u.rail.other_multiheaded_part = u;
u->u.rail.other_multiheaded_part = w;
} else {
/* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
ClearMultiheaded(u);
}
}
}
} END_ENUM_WAGONS(u)
}
}
}
/*
* Converts all trains to the new subtype format introduced in savegame 16.2
* It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found
*/
void ConvertOldMultiheadToNew(void)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train) {
SETBIT(v->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
}
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train) {
if (HASBIT(v->subtype, 7) && ((v->subtype & ~0x80) == 0 || (v->subtype & ~0x80) == 4)) {
Vehicle *u = v;
BEGIN_ENUM_WAGONS(u) {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
CLRBIT(u->subtype, 7);
switch (u->subtype) {
case 0: /* TS_Front_Engine */
if (rvi->flags & RVI_MULTIHEAD) SetMultiheaded(u);
SetFrontEngine(u);
SetTrainEngine(u);
break;
case 1: /* TS_Artic_Part */
u->subtype = 0;
SetArticulatedPart(u);
break;
case 2: /* TS_Not_First */
u->subtype = 0;
if (rvi->flags & RVI_WAGON) {
// normal wagon
SetTrainWagon(u);
break;
}
if (rvi->flags & RVI_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
// rear end of a multiheaded engine
SetMultiheaded(u);
break;
}
if (rvi->flags & RVI_MULTIHEAD) SetMultiheaded(u);
SetTrainEngine(u);
break;
case 4: /* TS_Free_Car */
u->subtype = 0;
SetTrainWagon(u);
SetFreeWagon(u);
break;
default: NOT_REACHED(); break;
}
} END_ENUM_WAGONS(u)
}
}
}
}