OpenTTD
train_cmd.cpp
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1 /* $Id: train_cmd.cpp 27811 2017-03-20 17:49:44Z peter1138 $ */
2 
3 /*
4  * This file is part of OpenTTD.
5  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8  */
9 
12 #include "stdafx.h"
13 #include "error.h"
14 #include "articulated_vehicles.h"
15 #include "command_func.h"
17 #include "pathfinder/yapf/yapf.hpp"
18 #include "news_func.h"
19 #include "company_func.h"
20 #include "newgrf_sound.h"
21 #include "newgrf_text.h"
22 #include "strings_func.h"
23 #include "viewport_func.h"
24 #include "vehicle_func.h"
25 #include "sound_func.h"
26 #include "ai/ai.hpp"
27 #include "game/game.hpp"
28 #include "newgrf_station.h"
29 #include "effectvehicle_func.h"
30 #include "network/network.h"
31 #include "spritecache.h"
32 #include "core/random_func.hpp"
33 #include "company_base.h"
34 #include "newgrf.h"
35 #include "order_backup.h"
36 #include "zoom_func.h"
37 #include "newgrf_debug.h"
38 
39 #include "table/strings.h"
40 #include "table/train_cmd.h"
41 
42 #include "safeguards.h"
43 
44 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
45 static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
46 bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
48 static void CheckIfTrainNeedsService(Train *v);
49 static void CheckNextTrainTile(Train *v);
50 
51 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4, 8};
52 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
53 
54 template <>
55 bool IsValidImageIndex<VEH_TRAIN>(uint8 image_index)
56 {
57  return image_index < lengthof(_engine_sprite_base);
58 }
59 
68 {
70 
71  DiagDirection diagdir = DirToDiagDir(direction);
72 
73  /* Determine the diagonal direction in which we will exit this tile */
74  if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
75  diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
76  }
77 
78  return diagdir;
79 }
80 
81 
88 {
89  if (!CargoSpec::Get(cargo)->is_freight) return 1;
91 }
92 
95 {
96  const Train *v;
97  bool first = true;
98 
99  FOR_ALL_TRAINS(v) {
100  if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
101  for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
102  if (u->track != TRACK_BIT_DEPOT) {
103  if ((w->track != TRACK_BIT_DEPOT &&
104  max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
105  (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
106  SetDParam(0, v->index);
107  SetDParam(1, v->owner);
108  ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
109 
110  if (!_networking && first) {
111  first = false;
113  }
114  /* Break so we warn only once for each train. */
115  break;
116  }
117  }
118  }
119  }
120  }
121 }
122 
130 {
131  uint16 max_speed = UINT16_MAX;
132 
133  assert(this->IsFrontEngine() || this->IsFreeWagon());
134 
135  const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
136  EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
137  this->gcache.cached_total_length = 0;
138  this->compatible_railtypes = RAILTYPES_NONE;
139 
140  bool train_can_tilt = true;
141 
142  for (Train *u = this; u != NULL; u = u->Next()) {
143  const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
144 
145  /* Check the this->first cache. */
146  assert(u->First() == this);
147 
148  /* update the 'first engine' */
149  u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
150  u->railtype = rvi_u->railtype;
151 
152  if (u->IsEngine()) first_engine = u->engine_type;
153 
154  /* Set user defined data to its default value */
155  u->tcache.user_def_data = rvi_u->user_def_data;
156  this->InvalidateNewGRFCache();
157  u->InvalidateNewGRFCache();
158  }
159 
160  for (Train *u = this; u != NULL; u = u->Next()) {
161  /* Update user defined data (must be done before other properties) */
162  u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
163  this->InvalidateNewGRFCache();
164  u->InvalidateNewGRFCache();
165  }
166 
167  for (Train *u = this; u != NULL; u = u->Next()) {
168  const Engine *e_u = u->GetEngine();
169  const RailVehicleInfo *rvi_u = &e_u->u.rail;
170 
171  if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
172 
173  /* Cache wagon override sprite group. NULL is returned if there is none */
174  u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
175 
176  /* Reset colour map */
177  u->colourmap = PAL_NONE;
178 
179  /* Update powered-wagon-status and visual effect */
180  u->UpdateVisualEffect(true);
181 
182  if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
183  UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
184  /* wagon is powered */
185  SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
186  } else {
187  ClrBit(u->flags, VRF_POWEREDWAGON);
188  }
189 
190  if (!u->IsArticulatedPart()) {
191  /* Do not count powered wagons for the compatible railtypes, as wagons always
192  have railtype normal */
193  if (rvi_u->power > 0) {
194  this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
195  }
196 
197  /* Some electric engines can be allowed to run on normal rail. It happens to all
198  * existing electric engines when elrails are disabled and then re-enabled */
199  if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
200  u->railtype = RAILTYPE_RAIL;
201  u->compatible_railtypes |= RAILTYPES_RAIL;
202  }
203 
204  /* max speed is the minimum of the speed limits of all vehicles in the consist */
205  if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
206  uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
207  if (speed != 0) max_speed = min(speed, max_speed);
208  }
209  }
210 
211  uint16 new_cap = e_u->DetermineCapacity(u);
212  if (allowed_changes & CCF_CAPACITY) {
213  /* Update vehicle capacity. */
214  if (u->cargo_cap > new_cap) u->cargo.Truncate(new_cap);
215  u->refit_cap = min(new_cap, u->refit_cap);
216  u->cargo_cap = new_cap;
217  } else {
218  /* Verify capacity hasn't changed. */
219  if (new_cap != u->cargo_cap) ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_CAPACITY, GBUG_VEH_CAPACITY, true);
220  }
221  u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
222 
223  /* check the vehicle length (callback) */
224  uint16 veh_len = CALLBACK_FAILED;
225  if (e_u->GetGRF() != NULL && e_u->GetGRF()->grf_version >= 8) {
226  /* Use callback 36 */
227  veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
228 
229  if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
231  }
232  } else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
233  /* Use callback 11 */
234  veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
235  }
236  if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
237  veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
238 
239  if (allowed_changes & CCF_LENGTH) {
240  /* Update vehicle length. */
241  u->gcache.cached_veh_length = veh_len;
242  } else {
243  /* Verify length hasn't changed. */
244  if (veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
245  }
246 
247  this->gcache.cached_total_length += u->gcache.cached_veh_length;
248  this->InvalidateNewGRFCache();
249  u->InvalidateNewGRFCache();
250  }
251 
252  /* store consist weight/max speed in cache */
253  this->vcache.cached_max_speed = max_speed;
254  this->tcache.cached_tilt = train_can_tilt;
255  this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
256 
257  /* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
258  this->CargoChanged();
259 
260  if (this->IsFrontEngine()) {
261  this->UpdateAcceleration();
265  InvalidateNewGRFInspectWindow(GSF_TRAINS, this->index);
266  }
267 }
268 
279 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
280 {
281  const Station *st = Station::Get(station_id);
282  *station_ahead = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
283  *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
284 
285  /* Default to the middle of the station for stations stops that are not in
286  * the order list like intermediate stations when non-stop is disabled */
288  if (v->gcache.cached_total_length >= *station_length) {
289  /* The train is longer than the station, make it stop at the far end of the platform */
290  osl = OSL_PLATFORM_FAR_END;
291  } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
292  osl = v->current_order.GetStopLocation();
293  }
294 
295  /* The stop location of the FRONT! of the train */
296  int stop;
297  switch (osl) {
298  default: NOT_REACHED();
299 
301  stop = v->gcache.cached_total_length;
302  break;
303 
304  case OSL_PLATFORM_MIDDLE:
305  stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
306  break;
307 
309  stop = *station_length;
310  break;
311  }
312 
313  /* Subtract half the front vehicle length of the train so we get the real
314  * stop location of the train. */
315  return stop - (v->gcache.cached_veh_length + 1) / 2;
316 }
317 
318 
324 {
325  assert(this->First() == this);
326 
327  static const int absolute_max_speed = UINT16_MAX;
328  int max_speed = absolute_max_speed;
329 
330  if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
331 
332  int curvecount[2] = {0, 0};
333 
334  /* first find the curve speed limit */
335  int numcurve = 0;
336  int sum = 0;
337  int pos = 0;
338  int lastpos = -1;
339  for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
340  Direction this_dir = u->direction;
341  Direction next_dir = u->Next()->direction;
342 
343  DirDiff dirdiff = DirDifference(this_dir, next_dir);
344  if (dirdiff == DIRDIFF_SAME) continue;
345 
346  if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
347  if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
348  if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
349  if (lastpos != -1) {
350  numcurve++;
351  sum += pos - lastpos;
352  if (pos - lastpos == 1 && max_speed > 88) {
353  max_speed = 88;
354  }
355  }
356  lastpos = pos;
357  }
358 
359  /* if we have a 90 degree turn, fix the speed limit to 60 */
360  if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
361  max_speed = 61;
362  }
363  }
364 
365  if (numcurve > 0 && max_speed > 88) {
366  if (curvecount[0] == 1 && curvecount[1] == 1) {
367  max_speed = absolute_max_speed;
368  } else {
369  sum /= numcurve;
370  max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
371  }
372  }
373 
374  if (max_speed != absolute_max_speed) {
375  /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
376  const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
377  max_speed += (max_speed / 2) * rti->curve_speed;
378 
379  if (this->tcache.cached_tilt) {
380  /* Apply max_speed bonus of 20% for a tilting train */
381  max_speed += max_speed / 5;
382  }
383  }
384 
385  return max_speed;
386 }
387 
393 {
394  int max_speed = _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL ?
396  this->tcache.cached_max_curve_speed;
397 
398  if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && IsRailStationTile(this->tile)) {
399  StationID sid = GetStationIndex(this->tile);
400  if (this->current_order.ShouldStopAtStation(this, sid)) {
401  int station_ahead;
402  int station_length;
403  int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
404 
405  /* The distance to go is whatever is still ahead of the train minus the
406  * distance from the train's stop location to the end of the platform */
407  int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
408 
409  if (distance_to_go > 0) {
410  int st_max_speed = 120;
411 
412  int delta_v = this->cur_speed / (distance_to_go + 1);
413  if (max_speed > (this->cur_speed - delta_v)) {
414  st_max_speed = this->cur_speed - (delta_v / 10);
415  }
416 
417  st_max_speed = max(st_max_speed, 25 * distance_to_go);
418  max_speed = min(max_speed, st_max_speed);
419  }
420  }
421  }
422 
423  for (const Train *u = this; u != NULL; u = u->Next()) {
424  if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && u->track == TRACK_BIT_DEPOT) {
425  max_speed = min(max_speed, 61);
426  break;
427  }
428 
429  /* Vehicle is on the middle part of a bridge. */
430  if (u->track == TRACK_BIT_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
431  max_speed = min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
432  }
433  }
434 
435  max_speed = min(max_speed, this->current_order.GetMaxSpeed());
436  return min(max_speed, this->gcache.cached_max_track_speed);
437 }
438 
441 {
442  assert(this->IsFrontEngine() || this->IsFreeWagon());
443 
444  uint power = this->gcache.cached_power;
445  uint weight = this->gcache.cached_weight;
446  assert(weight != 0);
447  this->acceleration = Clamp(power / weight * 4, 1, 255);
448 }
449 
456 {
457  int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
458  int vehicle_pitch = 0;
459 
460  const Engine *e = this->GetEngine();
461  if (e->GetGRF() != NULL && is_custom_sprite(e->u.rail.image_index)) {
462  reference_width = e->GetGRF()->traininfo_vehicle_width;
463  vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
464  }
465 
466  if (offset != NULL) {
467  offset->x = ScaleGUITrad(reference_width) / 2;
468  offset->y = ScaleGUITrad(vehicle_pitch);
469  }
470  return ScaleGUITrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
471 }
472 
473 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
474 {
475  assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
476  return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
477 }
478 
485 void Train::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
486 {
487  uint8 spritenum = this->spritenum;
488 
489  if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
490 
491  if (is_custom_sprite(spritenum)) {
492  GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type, result);
493  if (result->IsValid()) return;
494 
495  spritenum = this->GetEngine()->original_image_index;
496  }
497 
498  assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
499  SpriteID sprite = GetDefaultTrainSprite(spritenum, direction);
500 
501  if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
502 
503  result->Set(sprite);
504 }
505 
506 static void GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type, VehicleSpriteSeq *result)
507 {
508  const Engine *e = Engine::Get(engine);
509  Direction dir = rear_head ? DIR_E : DIR_W;
510  uint8 spritenum = e->u.rail.image_index;
511 
512  if (is_custom_sprite(spritenum)) {
513  GetCustomVehicleIcon(engine, dir, image_type, result);
514  if (result->IsValid()) {
515  if (e->GetGRF() != NULL) {
517  }
518  return;
519  }
520 
521  spritenum = Engine::Get(engine)->original_image_index;
522  }
523 
524  if (rear_head) spritenum++;
525 
526  result->Set(GetDefaultTrainSprite(spritenum, DIR_W));
527 }
528 
529 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
530 {
531  if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
532  int yf = y;
533  int yr = y;
534 
535  VehicleSpriteSeq seqf, seqr;
536  GetRailIcon(engine, false, yf, image_type, &seqf);
537  GetRailIcon(engine, true, yr, image_type, &seqr);
538 
539  Rect rectf, rectr;
540  seqf.GetBounds(&rectf);
541  seqr.GetBounds(&rectr);
542 
543  preferred_x = Clamp(preferred_x,
544  left - UnScaleGUI(rectf.left) + ScaleGUITrad(14),
545  right - UnScaleGUI(rectr.right) - ScaleGUITrad(15));
546 
547  seqf.Draw(preferred_x - ScaleGUITrad(14), yf, pal, pal == PALETTE_CRASH);
548  seqr.Draw(preferred_x + ScaleGUITrad(15), yr, pal, pal == PALETTE_CRASH);
549  } else {
550  VehicleSpriteSeq seq;
551  GetRailIcon(engine, false, y, image_type, &seq);
552 
553  Rect rect;
554  seq.GetBounds(&rect);
555  preferred_x = Clamp(preferred_x,
556  left - UnScaleGUI(rect.left),
557  right - UnScaleGUI(rect.right));
558 
559  seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
560  }
561 }
562 
572 void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
573 {
574  int y = 0;
575 
576  VehicleSpriteSeq seq;
577  GetRailIcon(engine, false, y, image_type, &seq);
578 
579  Rect rect;
580  seq.GetBounds(&rect);
581 
582  width = UnScaleGUI(rect.right - rect.left + 1);
583  height = UnScaleGUI(rect.bottom - rect.top + 1);
584  xoffs = UnScaleGUI(rect.left);
585  yoffs = UnScaleGUI(rect.top);
586 
587  if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
588  GetRailIcon(engine, true, y, image_type, &seq);
589  seq.GetBounds(&rect);
590 
591  /* Calculate values relative to an imaginary center between the two sprites. */
592  width = ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) + UnScaleGUI(rect.right) - xoffs;
593  height = max<uint>(height, UnScaleGUI(rect.bottom - rect.top + 1));
594  xoffs = xoffs - ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) / 2;
595  yoffs = min(yoffs, UnScaleGUI(rect.top));
596  }
597 }
598 
608 {
609  const RailVehicleInfo *rvi = &e->u.rail;
610 
611  /* Check that the wagon can drive on the track in question */
612  if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
613 
614  if (flags & DC_EXEC) {
615  Train *v = new Train();
616  *ret = v;
617  v->spritenum = rvi->image_index;
618 
619  v->engine_type = e->index;
620  v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
621 
623 
624  v->direction = DiagDirToDir(dir);
625  v->tile = tile;
626 
627  int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
628  int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
629 
630  v->x_pos = x;
631  v->y_pos = y;
632  v->z_pos = GetSlopePixelZ(x, y);
633  v->owner = _current_company;
634  v->track = TRACK_BIT_DEPOT;
636 
637  v->SetWagon();
638 
639  v->SetFreeWagon();
641 
643  v->cargo_cap = rvi->capacity;
644  v->refit_cap = 0;
645 
646  v->railtype = rvi->railtype;
647 
649  v->build_year = _cur_year;
650  v->sprite_seq.Set(SPR_IMG_QUERY);
652 
653  v->group_id = DEFAULT_GROUP;
654 
656 
657  _new_vehicle_id = v->index;
658 
659  v->UpdatePosition();
662 
664 
665  /* Try to connect the vehicle to one of free chains of wagons. */
666  Train *w;
667  FOR_ALL_TRAINS(w) {
668  if (w->tile == tile &&
669  w->IsFreeWagon() &&
670  w->engine_type == e->index &&
671  w->First() != v &&
672  !(w->vehstatus & VS_CRASHED)) {
673  DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
674  break;
675  }
676  }
677  }
678 
679  return CommandCost();
680 }
681 
683 static void NormalizeTrainVehInDepot(const Train *u)
684 {
685  const Train *v;
686  FOR_ALL_TRAINS(v) {
687  if (v->IsFreeWagon() && v->tile == u->tile &&
688  v->track == TRACK_BIT_DEPOT) {
689  if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
691  break;
692  }
693  }
694 }
695 
696 static void AddRearEngineToMultiheadedTrain(Train *v)
697 {
698  Train *u = new Train();
699  v->value >>= 1;
700  u->value = v->value;
701  u->direction = v->direction;
702  u->owner = v->owner;
703  u->tile = v->tile;
704  u->x_pos = v->x_pos;
705  u->y_pos = v->y_pos;
706  u->z_pos = v->z_pos;
707  u->track = TRACK_BIT_DEPOT;
708  u->vehstatus = v->vehstatus & ~VS_STOPPED;
709  u->spritenum = v->spritenum + 1;
710  u->cargo_type = v->cargo_type;
712  u->cargo_cap = v->cargo_cap;
713  u->refit_cap = v->refit_cap;
714  u->railtype = v->railtype;
715  u->engine_type = v->engine_type;
717  u->build_year = v->build_year;
718  u->sprite_seq.Set(SPR_IMG_QUERY);
720  v->SetMultiheaded();
721  u->SetMultiheaded();
722  v->SetNext(u);
723  u->UpdatePosition();
724 
725  /* Now we need to link the front and rear engines together */
726  v->other_multiheaded_part = u;
727  u->other_multiheaded_part = v;
728 }
729 
740 {
741  const RailVehicleInfo *rvi = &e->u.rail;
742 
743  if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
744 
745  /* Check if depot and new engine uses the same kind of tracks *
746  * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
747  if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
748 
749  if (flags & DC_EXEC) {
751  int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
752  int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
753 
754  Train *v = new Train();
755  *ret = v;
756  v->direction = DiagDirToDir(dir);
757  v->tile = tile;
758  v->owner = _current_company;
759  v->x_pos = x;
760  v->y_pos = y;
761  v->z_pos = GetSlopePixelZ(x, y);
762  v->track = TRACK_BIT_DEPOT;
764  v->spritenum = rvi->image_index;
766  v->cargo_cap = rvi->capacity;
767  v->refit_cap = 0;
768  v->last_station_visited = INVALID_STATION;
769  v->last_loading_station = INVALID_STATION;
770 
771  v->engine_type = e->index;
772  v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
773 
774  v->reliability = e->reliability;
776  v->max_age = e->GetLifeLengthInDays();
777 
778  v->railtype = rvi->railtype;
779  _new_vehicle_id = v->index;
780 
781  v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
783  v->build_year = _cur_year;
784  v->sprite_seq.Set(SPR_IMG_QUERY);
786 
788  v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
789 
790  v->group_id = DEFAULT_GROUP;
791 
792  v->SetFrontEngine();
793  v->SetEngine();
794 
795  v->UpdatePosition();
796 
797  if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
798  AddRearEngineToMultiheadedTrain(v);
799  } else {
801  }
802 
805 
806  if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
808  }
809 
811  }
812 
813  return CommandCost();
814 }
815 
816 static Train *FindGoodVehiclePos(const Train *src)
817 {
818  EngineID eng = src->engine_type;
819  TileIndex tile = src->tile;
820 
821  Train *dst;
822  FOR_ALL_TRAINS(dst) {
823  if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
824  /* check so all vehicles in the line have the same engine. */
825  Train *t = dst;
826  while (t->engine_type == eng) {
827  t = t->Next();
828  if (t == NULL) return dst;
829  }
830  }
831  }
832 
833  return NULL;
834 }
835 
838 
844 static void MakeTrainBackup(TrainList &list, Train *t)
845 {
846  for (; t != NULL; t = t->Next()) *list.Append() = t;
847 }
848 
853 static void RestoreTrainBackup(TrainList &list)
854 {
855  /* No train, nothing to do. */
856  if (list.Length() == 0) return;
857 
858  Train *prev = NULL;
859  /* Iterate over the list and rebuild it. */
860  for (Train **iter = list.Begin(); iter != list.End(); iter++) {
861  Train *t = *iter;
862  if (prev != NULL) {
863  prev->SetNext(t);
864  } else if (t->Previous() != NULL) {
865  /* Make sure the head of the train is always the first in the chain. */
866  t->Previous()->SetNext(NULL);
867  }
868  prev = t;
869  }
870 }
871 
877 static void RemoveFromConsist(Train *part, bool chain = false)
878 {
879  Train *tail = chain ? part->Last() : part->GetLastEnginePart();
880 
881  /* Unlink at the front, but make it point to the next
882  * vehicle after the to be remove part. */
883  if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
884 
885  /* Unlink at the back */
886  tail->SetNext(NULL);
887 }
888 
894 static void InsertInConsist(Train *dst, Train *chain)
895 {
896  /* We do not want to add something in the middle of an articulated part. */
897  assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
898 
899  chain->Last()->SetNext(dst->Next());
900  dst->SetNext(chain);
901 }
902 
908 static void NormaliseDualHeads(Train *t)
909 {
910  for (; t != NULL; t = t->GetNextVehicle()) {
911  if (!t->IsMultiheaded() || !t->IsEngine()) continue;
912 
913  /* Make sure that there are no free cars before next engine */
914  Train *u;
915  for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
916 
917  if (u == t->other_multiheaded_part) continue;
918 
919  /* Remove the part from the 'wrong' train */
920  RemoveFromConsist(t->other_multiheaded_part);
921  /* And add it to the 'right' train */
922  InsertInConsist(u, t->other_multiheaded_part);
923  }
924 }
925 
930 static void NormaliseSubtypes(Train *chain)
931 {
932  /* Nothing to do */
933  if (chain == NULL) return;
934 
935  /* We must be the first in the chain. */
936  assert(chain->Previous() == NULL);
937 
938  /* Set the appropriate bits for the first in the chain. */
939  if (chain->IsWagon()) {
940  chain->SetFreeWagon();
941  } else {
942  assert(chain->IsEngine());
943  chain->SetFrontEngine();
944  }
945 
946  /* Now clear the bits for the rest of the chain */
947  for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
948  t->ClearFreeWagon();
949  t->ClearFrontEngine();
950  }
951 }
952 
962 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
963 {
964  /* Just add 'new' engines and subtract the original ones.
965  * If that's less than or equal to 0 we can be sure we did
966  * not add any engines (read: trains) along the way. */
967  if ((src != NULL && src->IsEngine() ? 1 : 0) +
968  (dst != NULL && dst->IsEngine() ? 1 : 0) -
969  (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
970  (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
971  return CommandCost();
972  }
973 
974  /* Get a free unit number and check whether it's within the bounds.
975  * There will always be a maximum of one new train. */
977 
978  return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
979 }
980 
987 {
988  /* No multi-part train, no need to check. */
989  if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
990 
991  /* The maximum length for a train. For each part we decrease this by one
992  * and if the result is negative the train is simply too long. */
994 
995  Train *head = t;
996  Train *prev = t;
997 
998  /* Break the prev -> t link so it always holds within the loop. */
999  t = t->Next();
1000  prev->SetNext(NULL);
1001 
1002  /* Make sure the cache is cleared. */
1003  head->InvalidateNewGRFCache();
1004 
1005  while (t != NULL) {
1006  allowed_len -= t->gcache.cached_veh_length;
1007 
1008  Train *next = t->Next();
1009 
1010  /* Unlink the to-be-added piece; it is already unlinked from the previous
1011  * part due to the fact that the prev -> t link is broken. */
1012  t->SetNext(NULL);
1013 
1014  /* Don't check callback for articulated or rear dual headed parts */
1015  if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
1016  /* Back up and clear the first_engine data to avoid using wagon override group */
1017  EngineID first_engine = t->gcache.first_engine;
1019 
1020  /* We don't want the cache to interfere. head's cache is cleared before
1021  * the loop and after each callback does not need to be cleared here. */
1022  t->InvalidateNewGRFCache();
1023 
1024  uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
1025 
1026  /* Restore original first_engine data */
1027  t->gcache.first_engine = first_engine;
1028 
1029  /* We do not want to remember any cached variables from the test run */
1030  t->InvalidateNewGRFCache();
1031  head->InvalidateNewGRFCache();
1032 
1033  if (callback != CALLBACK_FAILED) {
1034  /* A failing callback means everything is okay */
1035  StringID error = STR_NULL;
1036 
1037  if (head->GetGRF()->grf_version < 8) {
1038  if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1039  if (callback < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
1040  if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
1041  } else {
1042  if (callback < 0x400) {
1043  error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
1044  } else {
1045  switch (callback) {
1046  case 0x400: // allow if railtypes match (always the case for OpenTTD)
1047  case 0x401: // allow
1048  break;
1049 
1050  default: // unknown reason -> disallow
1051  case 0x402: // disallow attaching
1052  error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1053  break;
1054  }
1055  }
1056  }
1057 
1058  if (error != STR_NULL) return_cmd_error(error);
1059  }
1060  }
1061 
1062  /* And link it to the new part. */
1063  prev->SetNext(t);
1064  prev = t;
1065  t = next;
1066  }
1067 
1068  if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
1069  return CommandCost();
1070 }
1071 
1082 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
1083 {
1084  /* Check whether we may actually construct the trains. */
1085  CommandCost ret = CheckTrainAttachment(src);
1086  if (ret.Failed()) return ret;
1087  ret = CheckTrainAttachment(dst);
1088  if (ret.Failed()) return ret;
1089 
1090  /* Check whether we need to build a new train. */
1091  return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
1092 }
1093 
1102 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
1103 {
1104  /* First determine the front of the two resulting trains */
1105  if (*src_head == *dst_head) {
1106  /* If we aren't moving part(s) to a new train, we are just moving the
1107  * front back and there is not destination head. */
1108  *dst_head = NULL;
1109  } else if (*dst_head == NULL) {
1110  /* If we are moving to a new train the head of the move train would become
1111  * the head of the new vehicle. */
1112  *dst_head = src;
1113  }
1114 
1115  if (src == *src_head) {
1116  /* If we are moving the front of a train then we are, in effect, creating
1117  * a new head for the train. Point to that. Unless we are moving the whole
1118  * train in which case there is not 'source' train anymore.
1119  * In case we are a multiheaded part we want the complete thing to come
1120  * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1121  * that is followed by a rear multihead we do not want to include that. */
1122  *src_head = move_chain ? NULL :
1123  (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
1124  }
1125 
1126  /* Now it's just simply removing the part that we are going to move from the
1127  * source train and *if* the destination is a not a new train add the chain
1128  * at the destination location. */
1129  RemoveFromConsist(src, move_chain);
1130  if (*dst_head != src) InsertInConsist(dst, src);
1131 
1132  /* Now normalise the dual heads, that is move the dual heads around in such
1133  * a way that the head and rear of a dual head are in the same train */
1134  NormaliseDualHeads(*src_head);
1135  NormaliseDualHeads(*dst_head);
1136 }
1137 
1143 static void NormaliseTrainHead(Train *head)
1144 {
1145  /* Not much to do! */
1146  if (head == NULL) return;
1147 
1148  /* Tell the 'world' the train changed. */
1149  head->ConsistChanged(CCF_ARRANGE);
1150  UpdateTrainGroupID(head);
1151 
1152  /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1153  if (!head->IsFrontEngine()) return;
1154 
1155  /* Update the refit button and window */
1158 
1159  /* If we don't have a unit number yet, set one. */
1160  if (head->unitnumber != 0) return;
1162 }
1163 
1176 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1177 {
1178  VehicleID s = GB(p1, 0, 20);
1179  VehicleID d = GB(p2, 0, 20);
1180  bool move_chain = HasBit(p1, 20);
1181 
1182  Train *src = Train::GetIfValid(s);
1183  if (src == NULL) return CMD_ERROR;
1184 
1185  CommandCost ret = CheckOwnership(src->owner);
1186  if (ret.Failed()) return ret;
1187 
1188  /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1189  if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
1190 
1191  /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1192  Train *dst;
1193  if (d == INVALID_VEHICLE) {
1194  dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
1195  } else {
1196  dst = Train::GetIfValid(d);
1197  if (dst == NULL) return CMD_ERROR;
1198 
1199  CommandCost ret = CheckOwnership(dst->owner);
1200  if (ret.Failed()) return ret;
1201 
1202  /* Do not allow appending to crashed vehicles, too */
1203  if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
1204  }
1205 
1206  /* if an articulated part is being handled, deal with its parent vehicle */
1207  src = src->GetFirstEnginePart();
1208  if (dst != NULL) {
1209  dst = dst->GetFirstEnginePart();
1210  }
1211 
1212  /* don't move the same vehicle.. */
1213  if (src == dst) return CommandCost();
1214 
1215  /* locate the head of the two chains */
1216  Train *src_head = src->First();
1217  Train *dst_head;
1218  if (dst != NULL) {
1219  dst_head = dst->First();
1220  if (dst_head->tile != src_head->tile) return CMD_ERROR;
1221  /* Now deal with articulated part of destination wagon */
1222  dst = dst->GetLastEnginePart();
1223  } else {
1224  dst_head = NULL;
1225  }
1226 
1227  if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1228 
1229  /* When moving all wagons, we can't have the same src_head and dst_head */
1230  if (move_chain && src_head == dst_head) return CommandCost();
1231 
1232  /* When moving a multiheaded part to be place after itself, bail out. */
1233  if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
1234 
1235  /* Check if all vehicles in the source train are stopped inside a depot. */
1236  if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1237 
1238  /* Check if all vehicles in the destination train are stopped inside a depot. */
1239  if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1240 
1241  /* First make a backup of the order of the trains. That way we can do
1242  * whatever we want with the order and later on easily revert. */
1243  TrainList original_src;
1244  TrainList original_dst;
1245 
1246  MakeTrainBackup(original_src, src_head);
1247  MakeTrainBackup(original_dst, dst_head);
1248 
1249  /* Also make backup of the original heads as ArrangeTrains can change them.
1250  * For the destination head we do not care if it is the same as the source
1251  * head because in that case it's just a copy. */
1252  Train *original_src_head = src_head;
1253  Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
1254 
1255  /* We want this information from before the rearrangement, but execute this after the validation.
1256  * original_src_head can't be NULL; src is by definition != NULL, so src_head can't be NULL as
1257  * src->GetFirst() always yields non-NULL, so eventually original_src_head != NULL as well. */
1258  bool original_src_head_front_engine = original_src_head->IsFrontEngine();
1259  bool original_dst_head_front_engine = original_dst_head != NULL && original_dst_head->IsFrontEngine();
1260 
1261  /* (Re)arrange the trains in the wanted arrangement. */
1262  ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
1263 
1264  if ((flags & DC_AUTOREPLACE) == 0) {
1265  /* If the autoreplace flag is set we do not need to test for the validity
1266  * because we are going to revert the train to its original state. As we
1267  * assume the original state was correct autoreplace can skip this. */
1268  CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
1269  if (ret.Failed()) {
1270  /* Restore the train we had. */
1271  RestoreTrainBackup(original_src);
1272  RestoreTrainBackup(original_dst);
1273  return ret;
1274  }
1275  }
1276 
1277  /* do it? */
1278  if (flags & DC_EXEC) {
1279  /* Remove old heads from the statistics */
1280  if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
1281  if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
1282 
1283  /* First normalise the sub types of the chains. */
1284  NormaliseSubtypes(src_head);
1285  NormaliseSubtypes(dst_head);
1286 
1287  /* There are 14 different cases:
1288  * 1) front engine gets moved to a new train, it stays a front engine.
1289  * a) the 'next' part is a wagon that becomes a free wagon chain.
1290  * b) the 'next' part is an engine that becomes a front engine.
1291  * c) there is no 'next' part, nothing else happens
1292  * 2) front engine gets moved to another train, it is not a front engine anymore
1293  * a) the 'next' part is a wagon that becomes a free wagon chain.
1294  * b) the 'next' part is an engine that becomes a front engine.
1295  * c) there is no 'next' part, nothing else happens
1296  * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1297  * a) the 'next' part is a wagon that becomes a free wagon chain.
1298  * b) the 'next' part is an engine that becomes a front engine.
1299  * 4) free wagon gets moved
1300  * a) the 'next' part is a wagon that becomes a free wagon chain.
1301  * b) the 'next' part is an engine that becomes a front engine.
1302  * c) there is no 'next' part, nothing else happens
1303  * 5) non front engine gets moved and becomes a new train, nothing else happens
1304  * 6) non front engine gets moved within a train / to another train, nothing hapens
1305  * 7) wagon gets moved, nothing happens
1306  */
1307  if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
1308  /* Cases #2 and #3: the front engine gets trashed. */
1314  DeleteNewGRFInspectWindow(GSF_TRAINS, src->index);
1316 
1317  /* Delete orders, group stuff and the unit number as we're not the
1318  * front of any vehicle anymore. */
1319  DeleteVehicleOrders(src);
1321  src->unitnumber = 0;
1322  }
1323 
1324  /* We weren't a front engine but are becoming one. So
1325  * we should be put in the default group. */
1326  if (original_src_head != src && dst_head == src) {
1329  }
1330 
1331  /* Add new heads to statistics */
1332  if (src_head != NULL && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
1333  if (dst_head != NULL && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
1334 
1335  /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1336  NormaliseTrainHead(src_head);
1337  NormaliseTrainHead(dst_head);
1338 
1339  if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
1340  CheckCargoCapacity(src_head);
1341  CheckCargoCapacity(dst_head);
1342  }
1343 
1344  if (src_head != NULL) src_head->First()->MarkDirty();
1345  if (dst_head != NULL) dst_head->First()->MarkDirty();
1346 
1347  /* We are undoubtedly changing something in the depot and train list. */
1350  } else {
1351  /* We don't want to execute what we're just tried. */
1352  RestoreTrainBackup(original_src);
1353  RestoreTrainBackup(original_dst);
1354  }
1355 
1356  return CommandCost();
1357 }
1358 
1370 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
1371 {
1372  /* Sell a chain of vehicles or not? */
1373  bool sell_chain = HasBit(data, 0);
1374 
1376  Train *first = v->First();
1377 
1378  if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1379 
1380  /* First make a backup of the order of the train. That way we can do
1381  * whatever we want with the order and later on easily revert. */
1382  TrainList original;
1383  MakeTrainBackup(original, first);
1384 
1385  /* We need to keep track of the new head and the head of what we're going to sell. */
1386  Train *new_head = first;
1387  Train *sell_head = NULL;
1388 
1389  /* Split the train in the wanted way. */
1390  ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
1391 
1392  /* We don't need to validate the second train; it's going to be sold. */
1393  CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
1394  if (ret.Failed()) {
1395  /* Restore the train we had. */
1396  RestoreTrainBackup(original);
1397  return ret;
1398  }
1399 
1400  if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
1401  /* Restore the train we had. */
1402  RestoreTrainBackup(original);
1403  return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
1404  }
1405 
1407  for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
1408 
1409  /* do it? */
1410  if (flags & DC_EXEC) {
1411  /* First normalise the sub types of the chain. */
1412  NormaliseSubtypes(new_head);
1413 
1414  if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
1415  /* We are selling the front engine. In this case we want to
1416  * 'give' the order, unit number and such to the new head. */
1417  new_head->orders.list = first->orders.list;
1418  new_head->AddToShared(first);
1419  DeleteVehicleOrders(first);
1420 
1421  /* Copy other important data from the front engine */
1422  new_head->CopyVehicleConfigAndStatistics(first);
1423  GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
1424  } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
1425  OrderBackup::Backup(v, user);
1426  }
1427 
1428  /* We need to update the information about the train. */
1429  NormaliseTrainHead(new_head);
1430 
1431  /* We are undoubtedly changing something in the depot and train list. */
1434 
1435  /* Actually delete the sold 'goods' */
1436  delete sell_head;
1437  } else {
1438  /* We don't want to execute what we're just tried. */
1439  RestoreTrainBackup(original);
1440  }
1441 
1442  return cost;
1443 }
1444 
1446 {
1447  /* Set common defaults. */
1448  this->x_offs = -1;
1449  this->y_offs = -1;
1450  this->x_extent = 3;
1451  this->y_extent = 3;
1452  this->z_extent = 6;
1453  this->x_bb_offs = 0;
1454  this->y_bb_offs = 0;
1455 
1456  if (!IsDiagonalDirection(direction)) {
1457  static const int _sign_table[] =
1458  {
1459  /* x, y */
1460  -1, -1, // DIR_N
1461  -1, 1, // DIR_E
1462  1, 1, // DIR_S
1463  1, -1, // DIR_W
1464  };
1465 
1466  int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
1467 
1468  /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1469  this->x_offs -= half_shorten * _sign_table[direction];
1470  this->y_offs -= half_shorten * _sign_table[direction + 1];
1471  this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
1472  this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
1473  } else {
1474  switch (direction) {
1475  /* Shorten southern corner of the bounding box according the vehicle length
1476  * and center the bounding box on the vehicle. */
1477  case DIR_NE:
1478  this->x_offs = 1 - (this->gcache.cached_veh_length + 1) / 2;
1479  this->x_extent = this->gcache.cached_veh_length - 1;
1480  this->x_bb_offs = -1;
1481  break;
1482 
1483  case DIR_NW:
1484  this->y_offs = 1 - (this->gcache.cached_veh_length + 1) / 2;
1485  this->y_extent = this->gcache.cached_veh_length - 1;
1486  this->y_bb_offs = -1;
1487  break;
1488 
1489  /* Move northern corner of the bounding box down according to vehicle length
1490  * and center the bounding box on the vehicle. */
1491  case DIR_SW:
1492  this->x_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
1493  this->x_extent = VEHICLE_LENGTH - 1;
1494  this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
1495  break;
1496 
1497  case DIR_SE:
1498  this->y_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
1499  this->y_extent = VEHICLE_LENGTH - 1;
1500  this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
1501  break;
1502 
1503  default:
1504  NOT_REACHED();
1505  }
1506  }
1507 }
1508 
1513 static void MarkTrainAsStuck(Train *v)
1514 {
1515  if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
1516  /* It is the first time the problem occurred, set the "train stuck" flag. */
1517  SetBit(v->flags, VRF_TRAIN_STUCK);
1518 
1519  v->wait_counter = 0;
1520 
1521  /* Stop train */
1522  v->cur_speed = 0;
1523  v->subspeed = 0;
1524  v->SetLastSpeed();
1525 
1527  }
1528 }
1529 
1537 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
1538 {
1539  uint16 flag1 = *swap_flag1;
1540  uint16 flag2 = *swap_flag2;
1541 
1542  /* Clear the flags */
1543  ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
1544  ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1545  ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
1546  ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1547 
1548  /* Reverse the rail-flags (if needed) */
1549  if (HasBit(flag1, GVF_GOINGUP_BIT)) {
1550  SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1551  } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
1552  SetBit(*swap_flag2, GVF_GOINGUP_BIT);
1553  }
1554  if (HasBit(flag2, GVF_GOINGUP_BIT)) {
1555  SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1556  } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
1557  SetBit(*swap_flag1, GVF_GOINGUP_BIT);
1558  }
1559 }
1560 
1566 {
1567  /* Reverse the direction. */
1568  if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
1569 
1570  /* Call the proper EnterTile function unless we are in a wormhole. */
1571  if (v->track != TRACK_BIT_WORMHOLE) {
1572  VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
1573  } else {
1574  /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1575  * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1576  * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1577  * when we shouldn't have. Check if this is the case. */
1578  TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
1579  if (IsTileType(vt, MP_TUNNELBRIDGE)) {
1580  VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
1581  if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
1582  /* We have just left the wormhole, possibly set the
1583  * "goingdown" bit. UpdateInclination() can be used
1584  * because we are at the border of the tile. */
1585  v->UpdatePosition();
1586  v->UpdateInclination(true, true);
1587  return;
1588  }
1589  }
1590  }
1591 
1592  v->UpdatePosition();
1593  v->UpdateViewport(true, true);
1594 }
1595 
1602 void ReverseTrainSwapVeh(Train *v, int l, int r)
1603 {
1604  Train *a, *b;
1605 
1606  /* locate vehicles to swap */
1607  for (a = v; l != 0; l--) a = a->Next();
1608  for (b = v; r != 0; r--) b = b->Next();
1609 
1610  if (a != b) {
1611  /* swap the hidden bits */
1612  {
1613  uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
1614  b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
1615  a->vehstatus = tmp;
1616  }
1617 
1618  Swap(a->track, b->track);
1619  Swap(a->direction, b->direction);
1620  Swap(a->x_pos, b->x_pos);
1621  Swap(a->y_pos, b->y_pos);
1622  Swap(a->tile, b->tile);
1623  Swap(a->z_pos, b->z_pos);
1624 
1625  SwapTrainFlags(&a->gv_flags, &b->gv_flags);
1626 
1629  } else {
1630  /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1631  * This is a little bit redundant way, a->gv_flags will
1632  * be (re)set twice, but it reduces code duplication */
1633  SwapTrainFlags(&a->gv_flags, &a->gv_flags);
1635  }
1636 }
1637 
1638 
1644 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
1645 {
1646  return (v->type == VEH_TRAIN) ? v : NULL;
1647 }
1648 
1649 
1657 {
1658  if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
1659 
1660  Train *t = Train::From(v);
1661  if (!t->IsFrontEngine()) return NULL;
1662 
1663  TileIndex tile = *(TileIndex *)data;
1664 
1665  if (TrainApproachingCrossingTile(t) != tile) return NULL;
1666 
1667  return t;
1668 }
1669 
1670 
1678 {
1679  assert(IsLevelCrossingTile(tile));
1680 
1682  TileIndex tile_from = tile + TileOffsByDiagDir(dir);
1683 
1684  if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
1685 
1686  dir = ReverseDiagDir(dir);
1687  tile_from = tile + TileOffsByDiagDir(dir);
1688 
1689  return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
1690 }
1691 
1692 
1699 void UpdateLevelCrossing(TileIndex tile, bool sound)
1700 {
1701  assert(IsLevelCrossingTile(tile));
1702 
1703  /* reserved || train on crossing || train approaching crossing */
1704  bool new_state = HasCrossingReservation(tile) || HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile);
1705 
1706  if (new_state != IsCrossingBarred(tile)) {
1707  if (new_state && sound) {
1708  if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1709  }
1710  SetCrossingBarred(tile, new_state);
1711  MarkTileDirtyByTile(tile);
1712  }
1713 }
1714 
1715 
1721 static inline void MaybeBarCrossingWithSound(TileIndex tile)
1722 {
1723  if (!IsCrossingBarred(tile)) {
1724  BarCrossing(tile);
1725  if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1726  MarkTileDirtyByTile(tile);
1727  }
1728 }
1729 
1730 
1737 {
1738  Train *base = v;
1739  Train *first = base; // first vehicle to move
1740  Train *last = v->Last(); // last vehicle to move
1741  uint length = CountVehiclesInChain(v);
1742 
1743  while (length > 2) {
1744  last = last->Previous();
1745  first = first->Next();
1746 
1747  int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
1748 
1749  /* do not update images now
1750  * negative differential will be handled in AdvanceWagonsAfterSwap() */
1751  for (int i = 0; i < differential; i++) TrainController(first, last->Next());
1752 
1753  base = first; // == base->Next()
1754  length -= 2;
1755  }
1756 }
1757 
1758 
1765 {
1766  /* first of all, fix the situation when the train was entering a depot */
1767  Train *dep = v; // last vehicle in front of just left depot
1768  while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
1769  dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1770  }
1771 
1772  Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
1773 
1774  if (leave != NULL) {
1775  /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1776  int d = TicksToLeaveDepot(dep);
1777 
1778  if (d <= 0) {
1779  leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
1780  leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
1781  for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
1782  }
1783  } else {
1784  dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
1785  }
1786 
1787  Train *base = v;
1788  Train *first = base; // first vehicle to move
1789  Train *last = v->Last(); // last vehicle to move
1790  uint length = CountVehiclesInChain(v);
1791 
1792  /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1793  * they have already correct spacing, so we have to make sure they are moved how they should */
1794  bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1795 
1796  while (length > 2) {
1797  /* we reached vehicle (originally) in front of a depot, stop now
1798  * (we would move wagons that are already moved with new wagon length). */
1799  if (base == dep) break;
1800 
1801  /* the last wagon was that one leaving a depot, so do not move it anymore */
1802  if (last == dep) nomove = true;
1803 
1804  last = last->Previous();
1805  first = first->Next();
1806 
1807  int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
1808 
1809  /* do not update images now */
1810  for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
1811 
1812  base = first; // == base->Next()
1813  length -= 2;
1814  }
1815 }
1816 
1822 {
1823  if (IsRailDepotTile(v->tile)) {
1825  }
1826 
1827  /* Clear path reservation in front if train is not stuck. */
1828  if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
1829 
1830  /* Check if we were approaching a rail/road-crossing */
1832 
1833  /* count number of vehicles */
1834  int r = CountVehiclesInChain(v) - 1; // number of vehicles - 1
1835 
1837 
1838  /* swap start<>end, start+1<>end-1, ... */
1839  int l = 0;
1840  do {
1841  ReverseTrainSwapVeh(v, l++, r--);
1842  } while (l <= r);
1843 
1845 
1846  if (IsRailDepotTile(v->tile)) {
1848  }
1849 
1850  ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
1851 
1852  ClrBit(v->flags, VRF_REVERSING);
1853 
1854  /* recalculate cached data */
1856 
1857  /* update all images */
1858  for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
1859 
1860  /* update crossing we were approaching */
1861  if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
1862 
1863  /* maybe we are approaching crossing now, after reversal */
1864  crossing = TrainApproachingCrossingTile(v);
1865  if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
1866 
1867  /* If we are inside a depot after reversing, don't bother with path reserving. */
1868  if (v->track == TRACK_BIT_DEPOT) {
1869  /* Can't be stuck here as inside a depot is always a safe tile. */
1871  ClrBit(v->flags, VRF_TRAIN_STUCK);
1872  return;
1873  }
1874 
1875  /* TrainExitDir does not always produce the desired dir for depots and
1876  * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
1877  DiagDirection dir = TrainExitDir(v->direction, v->track);
1879 
1881  /* If we are currently on a tile with conventional signals, we can't treat the
1882  * current tile as a safe tile or we would enter a PBS block without a reservation. */
1883  bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
1885  !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
1886 
1887  /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
1888  if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
1889 
1891  if (TryPathReserve(v, false, first_tile_okay)) {
1892  /* Do a look-ahead now in case our current tile was already a safe tile. */
1893  CheckNextTrainTile(v);
1894  } else if (v->current_order.GetType() != OT_LOADING) {
1895  /* Do not wait for a way out when we're still loading */
1896  MarkTrainAsStuck(v);
1897  }
1898  } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
1899  /* A train not inside a PBS block can't be stuck. */
1900  ClrBit(v->flags, VRF_TRAIN_STUCK);
1901  v->wait_counter = 0;
1902  }
1903 }
1904 
1914 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1915 {
1916  Train *v = Train::GetIfValid(p1);
1917  if (v == NULL) return CMD_ERROR;
1918 
1919  CommandCost ret = CheckOwnership(v->owner);
1920  if (ret.Failed()) return ret;
1921 
1922  if (p2 != 0) {
1923  /* turn a single unit around */
1924 
1925  if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
1926  return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
1927  }
1928  if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
1929 
1930  Train *front = v->First();
1931  /* make sure the vehicle is stopped in the depot */
1932  if (!front->IsStoppedInDepot()) {
1933  return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1934  }
1935 
1936  if (flags & DC_EXEC) {
1937  ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
1938 
1939  front->ConsistChanged(CCF_ARRANGE);
1944  }
1945  } else {
1946  /* turn the whole train around */
1947  if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
1948 
1949  if (flags & DC_EXEC) {
1950  /* Properly leave the station if we are loading and won't be loading anymore */
1951  if (v->current_order.IsType(OT_LOADING)) {
1952  const Vehicle *last = v;
1953  while (last->Next() != NULL) last = last->Next();
1954 
1955  /* not a station || different station --> leave the station */
1956  if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
1957  v->LeaveStation();
1958  }
1959  }
1960 
1961  /* We cancel any 'skip signal at dangers' here */
1962  v->force_proceed = TFP_NONE;
1964 
1965  if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
1966  ToggleBit(v->flags, VRF_REVERSING);
1967  } else {
1968  v->cur_speed = 0;
1969  v->SetLastSpeed();
1972  }
1973  }
1974  }
1975  return CommandCost();
1976 }
1977 
1987 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1988 {
1989  Train *t = Train::GetIfValid(p1);
1990  if (t == NULL) return CMD_ERROR;
1991 
1992  if (!t->IsPrimaryVehicle()) return CMD_ERROR;
1993 
1994  CommandCost ret = CheckOwnership(t->owner);
1995  if (ret.Failed()) return ret;
1996 
1997 
1998  if (flags & DC_EXEC) {
1999  /* If we are forced to proceed, cancel that order.
2000  * If we are marked stuck we would want to force the train
2001  * to proceed to the next signal. In the other cases we
2002  * would like to pass the signal at danger and run till the
2003  * next signal we encounter. */
2004  t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
2006  }
2007 
2008  return CommandCost();
2009 }
2010 
2018 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
2019 {
2020  assert(!(v->vehstatus & VS_CRASHED));
2021 
2022  if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
2023 
2024  PBSTileInfo origin = FollowTrainReservation(v);
2025  if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
2026 
2028  case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
2029  case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
2030 
2031  default: NOT_REACHED();
2032  }
2033 }
2034 
2042 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
2043 {
2044  FindDepotData tfdd = FindClosestTrainDepot(this, 0);
2045  if (tfdd.best_length == UINT_MAX) return false;
2046 
2047  if (location != NULL) *location = tfdd.tile;
2048  if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
2049  if (reverse != NULL) *reverse = tfdd.reverse;
2050 
2051  return true;
2052 }
2053 
2056 {
2057  static const SoundFx sfx[] = {
2058  SND_04_TRAIN,
2059  SND_0A_TRAIN_HORN,
2060  SND_0A_TRAIN_HORN,
2061  SND_47_MAGLEV_2,
2062  SND_41_MAGLEV
2063  };
2064 
2065  if (PlayVehicleSound(this, VSE_START)) return;
2066 
2067  EngineID engtype = this->engine_type;
2068  SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
2069 }
2070 
2075 static void CheckNextTrainTile(Train *v)
2076 {
2077  /* Don't do any look-ahead if path_backoff_interval is 255. */
2078  if (_settings_game.pf.path_backoff_interval == 255) return;
2079 
2080  /* Exit if we are inside a depot. */
2081  if (v->track == TRACK_BIT_DEPOT) return;
2082 
2083  switch (v->current_order.GetType()) {
2084  /* Exit if we reached our destination depot. */
2085  case OT_GOTO_DEPOT:
2086  if (v->tile == v->dest_tile) return;
2087  break;
2088 
2089  case OT_GOTO_WAYPOINT:
2090  /* If we reached our waypoint, make sure we see that. */
2092  break;
2093 
2094  case OT_NOTHING:
2095  case OT_LEAVESTATION:
2096  case OT_LOADING:
2097  /* Exit if the current order doesn't have a destination, but the train has orders. */
2098  if (v->GetNumOrders() > 0) return;
2099  break;
2100 
2101  default:
2102  break;
2103  }
2104  /* Exit if we are on a station tile and are going to stop. */
2106 
2107  Trackdir td = v->GetVehicleTrackdir();
2108 
2109  /* On a tile with a red non-pbs signal, don't look ahead. */
2110  if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
2111  !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
2112  GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
2113 
2114  CFollowTrackRail ft(v);
2115  if (!ft.Follow(v->tile, td)) return;
2116 
2118  /* Next tile is not reserved. */
2121  /* If the next tile is a PBS signal, try to make a reservation. */
2125  }
2126  ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
2127  }
2128  }
2129  }
2130 }
2131 
2138 {
2139  /* bail out if not all wagons are in the same depot or not in a depot at all */
2140  for (const Train *u = v; u != NULL; u = u->Next()) {
2141  if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
2142  }
2143 
2144  /* if the train got no power, then keep it in the depot */
2145  if (v->gcache.cached_power == 0) {
2146  v->vehstatus |= VS_STOPPED;
2148  return true;
2149  }
2150 
2151  SigSegState seg_state;
2152 
2153  if (v->force_proceed == TFP_NONE) {
2154  /* force proceed was not pressed */
2155  if (++v->wait_counter < 37) {
2157  return true;
2158  }
2159 
2160  v->wait_counter = 0;
2161 
2163  if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
2164  /* Full and no PBS signal in block or depot reserved, can't exit. */
2166  return true;
2167  }
2168  } else {
2170  }
2171 
2172  /* We are leaving a depot, but have to go to the exact same one; re-enter */
2173  if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
2174  /* We need to have a reservation for this to work. */
2175  if (HasDepotReservation(v->tile)) return true;
2176  SetDepotReservation(v->tile, true);
2177  VehicleEnterDepot(v);
2178  return true;
2179  }
2180 
2181  /* Only leave when we can reserve a path to our destination. */
2182  if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
2183  /* No path and no force proceed. */
2185  MarkTrainAsStuck(v);
2186  return true;
2187  }
2188 
2189  SetDepotReservation(v->tile, true);
2191 
2194  v->PlayLeaveStationSound();
2195 
2196  v->track = TRACK_BIT_X;
2197  if (v->direction & 2) v->track = TRACK_BIT_Y;
2198 
2199  v->vehstatus &= ~VS_HIDDEN;
2200  v->cur_speed = 0;
2201 
2202  v->UpdateViewport(true, true);
2203  v->UpdatePosition();
2205  v->UpdateAcceleration();
2207 
2208  return false;
2209 }
2210 
2217 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
2218 {
2219  DiagDirection dir = TrackdirToExitdir(track_dir);
2220 
2221  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
2222  /* Are we just leaving a tunnel/bridge? */
2223  if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
2224  TileIndex end = GetOtherTunnelBridgeEnd(tile);
2225 
2226  if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
2227  /* Free the reservation only if no other train is on the tiles. */
2228  SetTunnelBridgeReservation(tile, false);
2229  SetTunnelBridgeReservation(end, false);
2230 
2232  if (IsBridge(tile)) {
2233  MarkBridgeDirty(tile);
2234  } else {
2235  MarkTileDirtyByTile(tile);
2236  MarkTileDirtyByTile(end);
2237  }
2238  }
2239  }
2240  }
2241  } else if (IsRailStationTile(tile)) {
2242  TileIndex new_tile = TileAddByDiagDir(tile, dir);
2243  /* If the new tile is not a further tile of the same station, we
2244  * clear the reservation for the whole platform. */
2245  if (!IsCompatibleTrainStationTile(new_tile, tile)) {
2247  }
2248  } else {
2249  /* Any other tile */
2250  UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
2251  }
2252 }
2253 
2259 {
2260  assert(v->IsFrontEngine());
2261 
2262  TileIndex tile = v->tile;
2263  Trackdir td = v->GetVehicleTrackdir();
2264  bool free_tile = !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
2265  StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
2266 
2267  /* Can't be holding a reservation if we enter a depot. */
2268  if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
2269  if (v->track == TRACK_BIT_DEPOT) {
2270  /* Front engine is in a depot. We enter if some part is not in the depot. */
2271  for (const Train *u = v; u != NULL; u = u->Next()) {
2272  if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
2273  }
2274  }
2275  /* Don't free reservation if it's not ours. */
2277 
2279  while (ft.Follow(tile, td)) {
2280  tile = ft.m_new_tile;
2282  td = RemoveFirstTrackdir(&bits);
2283  assert(bits == TRACKDIR_BIT_NONE);
2284 
2285  if (!IsValidTrackdir(td)) break;
2286 
2287  if (IsTileType(tile, MP_RAILWAY)) {
2288  if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
2289  /* Conventional signal along trackdir: remove reservation and stop. */
2291  break;
2292  }
2293  if (HasPbsSignalOnTrackdir(tile, td)) {
2294  if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
2295  /* Red PBS signal? Can't be our reservation, would be green then. */
2296  break;
2297  } else {
2298  /* Turn the signal back to red. */
2300  MarkTileDirtyByTile(tile);
2301  }
2302  } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
2303  break;
2304  }
2305  }
2306 
2307  /* Don't free first station/bridge/tunnel if we are on it. */
2308  if (free_tile || (!(ft.m_is_station && GetStationIndex(ft.m_new_tile) == station_id) && !ft.m_is_tunnel && !ft.m_is_bridge)) ClearPathReservation(v, tile, td);
2309 
2310  free_tile = true;
2311  }
2312 }
2313 
2314 static const byte _initial_tile_subcoord[6][4][3] = {
2315 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2316 {{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2317 {{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2318 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2319 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2320 {{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2321 };
2322 
2335 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
2336 {
2338  case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
2339  case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
2340 
2341  default: NOT_REACHED();
2342  }
2343 }
2344 
2350 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
2351 {
2352  PBSTileInfo origin = FollowTrainReservation(v);
2353 
2354  CFollowTrackRail ft(v);
2355 
2356  TileIndex tile = origin.tile;
2357  Trackdir cur_td = origin.trackdir;
2358  while (ft.Follow(tile, cur_td)) {
2360  /* Possible signal tile. */
2362  }
2363 
2366  if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
2367  }
2368 
2369  /* Station, depot or waypoint are a possible target. */
2370  bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
2371  if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
2372  /* Choice found or possible target encountered.
2373  * On finding a possible target, we need to stop and let the pathfinder handle the
2374  * remaining path. This is because we don't know if this target is in one of our
2375  * orders, so we might cause pathfinding to fail later on if we find a choice.
2376  * This failure would cause a bogous call to TryReserveSafePath which might reserve
2377  * a wrong path not leading to our next destination. */
2379 
2380  /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2381  * actually starts its search at the first unreserved tile. */
2383 
2384  /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2385  if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
2386  if (enterdir != NULL) *enterdir = ft.m_exitdir;
2387  return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
2388  }
2389 
2390  tile = ft.m_new_tile;
2391  cur_td = FindFirstTrackdir(ft.m_new_td_bits);
2392 
2393  if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
2394  bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
2395  if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
2396  /* Safe position is all good, path valid and okay. */
2397  return PBSTileInfo(tile, cur_td, true);
2398  }
2399 
2400  if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
2401  }
2402 
2403  if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
2404  /* End of line, path valid and okay. */
2405  return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
2406  }
2407 
2408  /* Sorry, can't reserve path, back out. */
2409  tile = origin.tile;
2410  cur_td = origin.trackdir;
2411  TileIndex stopped = ft.m_old_tile;
2412  Trackdir stopped_td = ft.m_old_td;
2413  while (tile != stopped || cur_td != stopped_td) {
2414  if (!ft.Follow(tile, cur_td)) break;
2415 
2418  assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
2419  }
2421 
2422  tile = ft.m_new_tile;
2423  cur_td = FindFirstTrackdir(ft.m_new_td_bits);
2424 
2425  UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
2426  }
2427 
2428  /* Path invalid. */
2429  return PBSTileInfo();
2430 }
2431 
2442 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
2443 {
2445  case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
2446  case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
2447 
2448  default: NOT_REACHED();
2449  }
2450 }
2451 
2454 private:
2455  Train *v;
2456  Order old_order;
2457  TileIndex old_dest_tile;
2458  StationID old_last_station_visited;
2459  VehicleOrderID index;
2460  bool suppress_implicit_orders;
2461 
2462 public:
2463  VehicleOrderSaver(Train *_v) :
2464  v(_v),
2465  old_order(_v->current_order),
2466  old_dest_tile(_v->dest_tile),
2467  old_last_station_visited(_v->last_station_visited),
2468  index(_v->cur_real_order_index),
2469  suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
2470  {
2471  }
2472 
2474  {
2475  this->v->current_order = this->old_order;
2476  this->v->dest_tile = this->old_dest_tile;
2477  this->v->last_station_visited = this->old_last_station_visited;
2478  SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
2479  }
2480 
2486  bool SwitchToNextOrder(bool skip_first)
2487  {
2488  if (this->v->GetNumOrders() == 0) return false;
2489 
2490  if (skip_first) ++this->index;
2491 
2492  int depth = 0;
2493 
2494  do {
2495  /* Wrap around. */
2496  if (this->index >= this->v->GetNumOrders()) this->index = 0;
2497 
2498  Order *order = this->v->GetOrder(this->index);
2499  assert(order != NULL);
2500 
2501  switch (order->GetType()) {
2502  case OT_GOTO_DEPOT:
2503  /* Skip service in depot orders when the train doesn't need service. */
2504  if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
2505  case OT_GOTO_STATION:
2506  case OT_GOTO_WAYPOINT:
2507  this->v->current_order = *order;
2508  return UpdateOrderDest(this->v, order, 0, true);
2509  case OT_CONDITIONAL: {
2510  VehicleOrderID next = ProcessConditionalOrder(order, this->v);
2511  if (next != INVALID_VEH_ORDER_ID) {
2512  depth++;
2513  this->index = next;
2514  /* Don't increment next, so no break here. */
2515  continue;
2516  }
2517  break;
2518  }
2519  default:
2520  break;
2521  }
2522  /* Don't increment inside the while because otherwise conditional
2523  * orders can lead to an infinite loop. */
2524  ++this->index;
2525  depth++;
2526  } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
2527 
2528  return false;
2529  }
2530 };
2531 
2532 /* choose a track */
2533 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
2534 {
2535  Track best_track = INVALID_TRACK;
2536  bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
2537  bool changed_signal = false;
2538 
2539  assert((tracks & ~TRACK_BIT_MASK) == 0);
2540 
2541  if (got_reservation != NULL) *got_reservation = false;
2542 
2543  /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2544  TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
2545  /* Do we have a suitable reserved track? */
2546  if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
2547 
2548  /* Quick return in case only one possible track is available */
2549  if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
2550  Track track = FindFirstTrack(tracks);
2551  /* We need to check for signals only here, as a junction tile can't have signals. */
2552  if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
2553  do_track_reservation = true;
2554  changed_signal = true;
2556  } else if (!do_track_reservation) {
2557  return track;
2558  }
2559  best_track = track;
2560  }
2561 
2562  PBSTileInfo res_dest(tile, INVALID_TRACKDIR, false);
2563  DiagDirection dest_enterdir = enterdir;
2564  if (do_track_reservation) {
2565  res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
2566  if (res_dest.tile == INVALID_TILE) {
2567  /* Reservation failed? */
2568  if (mark_stuck) MarkTrainAsStuck(v);
2569  if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
2570  return FindFirstTrack(tracks);
2571  }
2572  if (res_dest.okay) {
2573  /* Got a valid reservation that ends at a safe target, quick exit. */
2574  if (got_reservation != NULL) *got_reservation = true;
2575  if (changed_signal) MarkTileDirtyByTile(tile);
2577  return best_track;
2578  }
2579 
2580  /* Check if the train needs service here, so it has a chance to always find a depot.
2581  * Also check if the current order is a service order so we don't reserve a path to
2582  * the destination but instead to the next one if service isn't needed. */
2584  if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
2585  }
2586 
2587  /* Save the current train order. The destructor will restore the old order on function exit. */
2588  VehicleOrderSaver orders(v);
2589 
2590  /* If the current tile is the destination of the current order and
2591  * a reservation was requested, advance to the next order.
2592  * Don't advance on a depot order as depots are always safe end points
2593  * for a path and no look-ahead is necessary. This also avoids a
2594  * problem with depot orders not part of the order list when the
2595  * order list itself is empty. */
2596  if (v->current_order.IsType(OT_LEAVESTATION)) {
2597  orders.SwitchToNextOrder(false);
2598  } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
2599  v->current_order.IsType(OT_GOTO_STATION) ?
2601  v->tile == v->dest_tile))) {
2602  orders.SwitchToNextOrder(true);
2603  }
2604 
2605  if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2606  /* Pathfinders are able to tell that route was only 'guessed'. */
2607  bool path_found = true;
2608  TileIndex new_tile = res_dest.tile;
2609 
2610  Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
2611  if (new_tile == tile) best_track = next_track;
2612  v->HandlePathfindingResult(path_found);
2613  }
2614 
2615  /* No track reservation requested -> finished. */
2616  if (!do_track_reservation) return best_track;
2617 
2618  /* A path was found, but could not be reserved. */
2619  if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2620  if (mark_stuck) MarkTrainAsStuck(v);
2622  return best_track;
2623  }
2624 
2625  /* No possible reservation target found, we are probably lost. */
2626  if (res_dest.tile == INVALID_TILE) {
2627  /* Try to find any safe destination. */
2628  PBSTileInfo origin = FollowTrainReservation(v);
2629  if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
2630  TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
2631  best_track = FindFirstTrack(res);
2633  if (got_reservation != NULL) *got_reservation = true;
2634  if (changed_signal) MarkTileDirtyByTile(tile);
2635  } else {
2637  if (mark_stuck) MarkTrainAsStuck(v);
2638  }
2639  return best_track;
2640  }
2641 
2642  if (got_reservation != NULL) *got_reservation = true;
2643 
2644  /* Reservation target found and free, check if it is safe. */
2645  while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
2646  /* Extend reservation until we have found a safe position. */
2647  DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
2648  TileIndex next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
2651  reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
2652  }
2653 
2654  /* Get next order with destination. */
2655  if (orders.SwitchToNextOrder(true)) {
2656  PBSTileInfo cur_dest;
2657  bool path_found;
2658  DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
2659  if (cur_dest.tile != INVALID_TILE) {
2660  res_dest = cur_dest;
2661  if (res_dest.okay) continue;
2662  /* Path found, but could not be reserved. */
2664  if (mark_stuck) MarkTrainAsStuck(v);
2665  if (got_reservation != NULL) *got_reservation = false;
2666  changed_signal = false;
2667  break;
2668  }
2669  }
2670  /* No order or no safe position found, try any position. */
2671  if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
2673  if (mark_stuck) MarkTrainAsStuck(v);
2674  if (got_reservation != NULL) *got_reservation = false;
2675  changed_signal = false;
2676  }
2677  break;
2678  }
2679 
2681 
2682  if (changed_signal) MarkTileDirtyByTile(tile);
2683 
2684  return best_track;
2685 }
2686 
2695 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
2696 {
2697  assert(v->IsFrontEngine());
2698 
2699  /* We have to handle depots specially as the track follower won't look
2700  * at the depot tile itself but starts from the next tile. If we are still
2701  * inside the depot, a depot reservation can never be ours. */
2702  if (v->track == TRACK_BIT_DEPOT) {
2703  if (HasDepotReservation(v->tile)) {
2704  if (mark_as_stuck) MarkTrainAsStuck(v);
2705  return false;
2706  } else {
2707  /* Depot not reserved, but the next tile might be. */
2709  if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
2710  }
2711  }
2712 
2713  Vehicle *other_train = NULL;
2714  PBSTileInfo origin = FollowTrainReservation(v, &other_train);
2715  /* The path we are driving on is already blocked by some other train.
2716  * This can only happen in certain situations when mixing path and
2717  * block signals or when changing tracks and/or signals.
2718  * Exit here as doing any further reservations will probably just
2719  * make matters worse. */
2720  if (other_train != NULL && other_train->index != v->index) {
2721  if (mark_as_stuck) MarkTrainAsStuck(v);
2722  return false;
2723  }
2724  /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2725  if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
2726  /* Can't be stuck then. */
2728  ClrBit(v->flags, VRF_TRAIN_STUCK);
2729  return true;
2730  }
2731 
2732  /* If we are in a depot, tentatively reserve the depot. */
2733  if (v->track == TRACK_BIT_DEPOT) {
2734  SetDepotReservation(v->tile, true);
2736  }
2737 
2738  DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
2739  TileIndex new_tile = TileAddByDiagDir(origin.tile, exitdir);
2741 
2743 
2744  bool res_made = false;
2745  ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
2746 
2747  if (!res_made) {
2748  /* Free the depot reservation as well. */
2749  if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
2750  return false;
2751  }
2752 
2753  if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
2754  v->wait_counter = 0;
2756  }
2757  ClrBit(v->flags, VRF_TRAIN_STUCK);
2758  return true;
2759 }
2760 
2761 
2762 static bool CheckReverseTrain(const Train *v)
2763 {
2765  v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
2766  !(v->direction & 1)) {
2767  return false;
2768  }
2769 
2770  assert(v->track != TRACK_BIT_NONE);
2771 
2773  case VPF_NPF: return NPFTrainCheckReverse(v);
2774  case VPF_YAPF: return YapfTrainCheckReverse(v);
2775 
2776  default: NOT_REACHED();
2777  }
2778 }
2779 
2786 {
2787  if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
2788 
2789  const Station *st = Station::Get(station);
2790  if (!(st->facilities & FACIL_TRAIN)) {
2791  /* The destination station has no trainstation tiles. */
2792  this->IncrementRealOrderIndex();
2793  return 0;
2794  }
2795 
2796  return st->xy;
2797 }
2798 
2801 {
2802  Train *v = this;
2803  do {
2804  v->colourmap = PAL_NONE;
2805  v->UpdateViewport(true, false);
2806  } while ((v = v->Next()) != NULL);
2807 
2808  /* need to update acceleration and cached values since the goods on the train changed. */
2809  this->CargoChanged();
2810  this->UpdateAcceleration();
2811 }
2812 
2821 {
2823  default: NOT_REACHED();
2824  case AM_ORIGINAL:
2825  return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed());
2826 
2827  case AM_REALISTIC:
2828  return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
2829  }
2830 }
2831 
2837 static void TrainEnterStation(Train *v, StationID station)
2838 {
2839  v->last_station_visited = station;
2840 
2841  /* check if a train ever visited this station before */
2842  Station *st = Station::Get(station);
2843  if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
2844  st->had_vehicle_of_type |= HVOT_TRAIN;
2845  SetDParam(0, st->index);
2847  STR_NEWS_FIRST_TRAIN_ARRIVAL,
2849  v->index,
2850  st->index
2851  );
2852  AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
2853  Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
2854  }
2855 
2856  v->force_proceed = TFP_NONE;
2858 
2859  v->BeginLoading();
2860 
2862  TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
2863 }
2864 
2865 /* Check if the vehicle is compatible with the specified tile */
2866 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
2867 {
2868  return IsTileOwner(tile, v->owner) &&
2869  (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
2870 }
2871 
2874  byte small_turn;
2875  byte large_turn;
2876  byte z_up;
2877  byte z_down;
2878 };
2879 
2882  /* normal accel */
2883  {256 / 4, 256 / 2, 256 / 4, 2},
2884  {256 / 4, 256 / 2, 256 / 4, 2},
2885  {0, 256 / 2, 256 / 4, 2},
2886 };
2887 
2893 static inline void AffectSpeedByZChange(Train *v, int old_z)
2894 {
2895  if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
2896 
2897  const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
2898 
2899  if (old_z < v->z_pos) {
2900  v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
2901  } else {
2902  uint16 spd = v->cur_speed + asp->z_down;
2903  if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
2904  }
2905 }
2906 
2907 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
2908 {
2909  if (IsTileType(tile, MP_RAILWAY) &&
2912  Trackdir trackdir = FindFirstTrackdir(tracks);
2913  if (UpdateSignalsOnSegment(tile, TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
2914  /* A PBS block with a non-PBS signal facing us? */
2915  if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
2916  }
2917  }
2918  return false;
2919 }
2920 
2923 {
2924  for (const Train *u = this; u != NULL; u = u->Next()) {
2925  switch (u->track) {
2926  case TRACK_BIT_WORMHOLE:
2928  break;
2929  case TRACK_BIT_DEPOT:
2930  break;
2931  default:
2932  TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
2933  break;
2934  }
2935  }
2936 }
2937 
2944 uint Train::Crash(bool flooded)
2945 {
2946  uint pass = 0;
2947  if (this->IsFrontEngine()) {
2948  pass += 2; // driver
2949 
2950  /* Remove the reserved path in front of the train if it is not stuck.
2951  * Also clear all reserved tracks the train is currently on. */
2952  if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
2953  for (const Train *v = this; v != NULL; v = v->Next()) {
2955  if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
2956  /* ClearPathReservation will not free the wormhole exit
2957  * if the train has just entered the wormhole. */
2959  }
2960  }
2961 
2962  /* we may need to update crossing we were approaching,
2963  * but must be updated after the train has been marked crashed */
2964  TileIndex crossing = TrainApproachingCrossingTile(this);
2965  if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
2966 
2967  /* Remove the loading indicators (if any) */
2969  }
2970 
2971  pass += this->GroundVehicleBase::Crash(flooded);
2972 
2973  this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
2974  return pass;
2975 }
2976 
2983 static uint TrainCrashed(Train *v)
2984 {
2985  uint num = 0;
2986 
2987  /* do not crash train twice */
2988  if (!(v->vehstatus & VS_CRASHED)) {
2989  num = v->Crash();
2990  AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
2991  Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
2992  }
2993 
2994  /* Try to re-reserve track under already crashed train too.
2995  * Crash() clears the reservation! */
2997 
2998  return num;
2999 }
3000 
3004  uint num;
3005 };
3006 
3013 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
3014 {
3016 
3017  /* not a train or in depot */
3018  if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
3019 
3020  /* do not crash into trains of another company. */
3021  if (v->owner != tcc->v->owner) return NULL;
3022 
3023  /* get first vehicle now to make most usual checks faster */
3024  Train *coll = Train::From(v)->First();
3025 
3026  /* can't collide with own wagons */
3027  if (coll == tcc->v) return NULL;
3028 
3029  int x_diff = v->x_pos - tcc->v->x_pos;
3030  int y_diff = v->y_pos - tcc->v->y_pos;
3031 
3032  /* Do fast calculation to check whether trains are not in close vicinity
3033  * and quickly reject trains distant enough for any collision.
3034  * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3035  * Differences are then ORed and then we check for any higher bits */
3036  uint hash = (y_diff + 7) | (x_diff + 7);
3037  if (hash & ~15) return NULL;
3038 
3039  /* Slower check using multiplication */
3040  int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
3041  if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return NULL;
3042 
3043  /* Happens when there is a train under bridge next to bridge head */
3044  if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
3045 
3046  /* crash both trains */
3047  tcc->num += TrainCrashed(tcc->v);
3048  tcc->num += TrainCrashed(coll);
3049 
3050  return NULL; // continue searching
3051 }
3052 
3061 {
3062  /* can't collide in depot */
3063  if (v->track == TRACK_BIT_DEPOT) return false;
3064 
3065  assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
3066 
3067  TrainCollideChecker tcc;
3068  tcc.v = v;
3069  tcc.num = 0;
3070 
3071  /* find colliding vehicles */
3072  if (v->track == TRACK_BIT_WORMHOLE) {
3075  } else {
3077  }
3078 
3079  /* any dead -> no crash */
3080  if (tcc.num == 0) return false;
3081 
3082  SetDParam(0, tcc.num);
3083  AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->index);
3084 
3085  ModifyStationRatingAround(v->tile, v->owner, -160, 30);
3086  if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_BIG_CRASH, v);
3087  return true;
3088 }
3089 
3090 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
3091 {
3092  if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
3093 
3094  Train *t = Train::From(v);
3095  DiagDirection exitdir = *(DiagDirection *)data;
3096 
3097  /* not front engine of a train, inside wormhole or depot, crashed */
3098  if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
3099 
3100  if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
3101 
3102  return t;
3103 }
3104 
3112 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
3113 {
3114  Train *first = v->First();
3115  Train *prev;
3116  bool direction_changed = false; // has direction of any part changed?
3117 
3118  /* For every vehicle after and including the given vehicle */
3119  for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
3120  DiagDirection enterdir = DIAGDIR_BEGIN;
3121  bool update_signals_crossing = false; // will we update signals or crossing state?
3122 
3124  if (v->track != TRACK_BIT_WORMHOLE) {
3125  /* Not inside tunnel */
3126  if (gp.old_tile == gp.new_tile) {
3127  /* Staying in the old tile */
3128  if (v->track == TRACK_BIT_DEPOT) {
3129  /* Inside depot */
3130  gp.x = v->x_pos;
3131  gp.y = v->y_pos;
3132  } else {
3133  /* Not inside depot */
3134 
3135  /* Reverse when we are at the end of the track already, do not move to the new position */
3136  if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
3137 
3138  uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3139  if (HasBit(r, VETS_CANNOT_ENTER)) {
3140  goto invalid_rail;
3141  }
3142  if (HasBit(r, VETS_ENTERED_STATION)) {
3143  /* The new position is the end of the platform */
3145  }
3146  }
3147  } else {
3148  /* A new tile is about to be entered. */
3149 
3150  /* Determine what direction we're entering the new tile from */
3151  enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
3152  assert(IsValidDiagDirection(enterdir));
3153 
3154  /* Get the status of the tracks in the new tile and mask
3155  * away the bits that aren't reachable. */
3156  TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
3157  TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
3158 
3159  TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3160  TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
3161 
3162  TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3163  if (_settings_game.pf.forbid_90_deg && prev == NULL) {
3164  /* We allow wagons to make 90 deg turns, because forbid_90_deg
3165  * can be switched on halfway a turn */
3166  bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
3167  }
3168 
3169  if (bits == TRACK_BIT_NONE) goto invalid_rail;
3170 
3171  /* Check if the new tile constrains tracks that are compatible
3172  * with the current train, if not, bail out. */
3173  if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
3174 
3175  TrackBits chosen_track;
3176  if (prev == NULL) {
3177  /* Currently the locomotive is active. Determine which one of the
3178  * available tracks to choose */
3179  chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
3180  assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
3181 
3182  if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
3183  /* For each signal we find decrease the counter by one.
3184  * We start at two, so the first signal we pass decreases
3185  * this to one, then if we reach the next signal it is
3186  * decreased to zero and we won't pass that new signal. */
3187  Trackdir dir = FindFirstTrackdir(trackdirbits);
3188  if (HasSignalOnTrackdir(gp.new_tile, dir) ||
3190  GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS)) {
3191  /* However, we do not want to be stopped by PBS signals
3192  * entered via the back. */
3193  v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
3194  SetWindowDirty(WC_VEHICLE_VIEW, v->index);
3195  }
3196  }
3197 
3198  /* Check if it's a red signal and that force proceed is not clicked. */
3199  if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
3200  /* In front of a red signal */
3201  Trackdir i = FindFirstTrackdir(trackdirbits);
3202 
3203  /* Don't handle stuck trains here. */
3204  if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
3205 
3207  v->cur_speed = 0;
3208  v->subspeed = 0;
3209  v->progress = 255 - 100;
3210  if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return false;
3211  } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
3212  v->cur_speed = 0;
3213  v->subspeed = 0;
3214  v->progress = 255 - 10;
3215  if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
3216  DiagDirection exitdir = TrackdirToExitdir(i);
3217  TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
3218 
3219  exitdir = ReverseDiagDir(exitdir);
3220 
3221  /* check if a train is waiting on the other side */
3222  if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
3223  }
3224  }
3225 
3226  /* If we would reverse but are currently in a PBS block and
3227  * reversing of stuck trains is disabled, don't reverse.
3228  * This does not apply if the reason for reversing is a one-way
3229  * signal blocking us, because a train would then be stuck forever. */
3231  UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
3232  v->wait_counter = 0;
3233  return false;
3234  }
3235  goto reverse_train_direction;
3236  } else {
3237  TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
3238  }
3239  } else {
3240  /* The wagon is active, simply follow the prev vehicle. */
3241  if (prev->tile == gp.new_tile) {
3242  /* Choose the same track as prev */
3243  if (prev->track == TRACK_BIT_WORMHOLE) {
3244  /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3245  * However, just choose the track into the wormhole. */
3246  assert(IsTunnel(prev->tile));
3247  chosen_track = bits;
3248  } else {
3249  chosen_track = prev->track;
3250  }
3251  } else {
3252  /* Choose the track that leads to the tile where prev is.
3253  * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3254  * I.e. when the tile between them has only space for a single vehicle like
3255  * 1) horizontal/vertical track tiles and
3256  * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3257  * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3258  */
3259  static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
3264  };
3265  DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
3266  assert(IsValidDiagDirection(exitdir));
3267  chosen_track = _connecting_track[enterdir][exitdir];
3268  }
3269  chosen_track &= bits;
3270  }
3271 
3272  /* Make sure chosen track is a valid track */
3273  assert(
3274  chosen_track == TRACK_BIT_X || chosen_track == TRACK_BIT_Y ||
3275  chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
3276  chosen_track == TRACK_BIT_LEFT || chosen_track == TRACK_BIT_RIGHT);
3277 
3278  /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3279  const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
3280  gp.x = (gp.x & ~0xF) | b[0];
3281  gp.y = (gp.y & ~0xF) | b[1];
3282  Direction chosen_dir = (Direction)b[2];
3283 
3284  /* Call the landscape function and tell it that the vehicle entered the tile */
3285  uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3286  if (HasBit(r, VETS_CANNOT_ENTER)) {
3287  goto invalid_rail;
3288  }
3289 
3290  if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
3291  Track track = FindFirstTrack(chosen_track);
3292  Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
3293  if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
3296  }
3297 
3298  /* Clear any track reservation when the last vehicle leaves the tile */
3299  if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
3300 
3301  v->tile = gp.new_tile;
3302 
3304  v->First()->ConsistChanged(CCF_TRACK);
3305  }
3306 
3307  v->track = chosen_track;
3308  assert(v->track);
3309  }
3310 
3311  /* We need to update signal status, but after the vehicle position hash
3312  * has been updated by UpdateInclination() */
3313  update_signals_crossing = true;
3314 
3315  if (chosen_dir != v->direction) {
3316  if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
3317  const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
3318  DirDiff diff = DirDifference(v->direction, chosen_dir);
3319  v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
3320  }
3321  direction_changed = true;
3322  v->direction = chosen_dir;
3323  }
3324 
3325  if (v->IsFrontEngine()) {
3326  v->wait_counter = 0;
3327 
3328  /* If we are approaching a crossing that is reserved, play the sound now. */
3330  if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
3331 
3332  /* Always try to extend the reservation when entering a tile. */
3333  CheckNextTrainTile(v);
3334  }
3335 
3336  if (HasBit(r, VETS_ENTERED_STATION)) {
3337  /* The new position is the location where we want to stop */
3339  }
3340  }
3341  } else {
3343  /* Perform look-ahead on tunnel exit. */
3344  if (v->IsFrontEngine()) {
3346  CheckNextTrainTile(v);
3347  }
3348  /* Prevent v->UpdateInclination() being called with wrong parameters.
3349  * This could happen if the train was reversed inside the tunnel/bridge. */
3350  if (gp.old_tile == gp.new_tile) {
3352  }
3353  } else {
3354  v->x_pos = gp.x;
3355  v->y_pos = gp.y;
3356  v->UpdatePosition();
3357  if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
3358  continue;
3359  }
3360  }
3361 
3362  /* update image of train, as well as delta XY */
3363  v->UpdateDeltaXY(v->direction);
3364 
3365  v->x_pos = gp.x;
3366  v->y_pos = gp.y;
3367  v->UpdatePosition();
3368 
3369  /* update the Z position of the vehicle */
3370  int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
3371 
3372  if (prev == NULL) {
3373  /* This is the first vehicle in the train */
3374  AffectSpeedByZChange(v, old_z);
3375  }
3376 
3377  if (update_signals_crossing) {
3378  if (v->IsFrontEngine()) {
3379  if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
3380  /* We are entering a block with PBS signals right now, but
3381  * not through a PBS signal. This means we don't have a
3382  * reservation right now. As a conventional signal will only
3383  * ever be green if no other train is in the block, getting
3384  * a path should always be possible. If the player built
3385  * such a strange network that it is not possible, the train
3386  * will be marked as stuck and the player has to deal with
3387  * the problem. */
3388  if ((!HasReservedTracks(gp.new_tile, v->track) &&
3389  !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
3390  !TryPathReserve(v)) {
3391  MarkTrainAsStuck(v);
3392  }
3393  }
3394  }
3395 
3396  /* Signals can only change when the first
3397  * (above) or the last vehicle moves. */
3398  if (v->Next() == NULL) {
3399  TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
3401  }
3402  }
3403 
3404  /* Do not check on every tick to save some computing time. */
3405  if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
3406  }
3407 
3408  if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
3409 
3410  return true;
3411 
3412 invalid_rail:
3413  /* We've reached end of line?? */
3414  if (prev != NULL) error("Disconnecting train");
3415 
3416 reverse_train_direction:
3417  if (reverse) {
3418  v->wait_counter = 0;
3419  v->cur_speed = 0;
3420  v->subspeed = 0;
3422  }
3423 
3424  return false;
3425 }
3426 
3434 {
3435  TrackBits *trackbits = (TrackBits *)data;
3436 
3437  if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
3438  TrackBits train_tbits = Train::From(v)->track;
3439  if (train_tbits == TRACK_BIT_WORMHOLE) {
3440  /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3442  } else if (train_tbits != TRACK_BIT_DEPOT) {
3443  *trackbits |= train_tbits;
3444  }
3445  }
3446 
3447  return NULL;
3448 }
3449 
3457 static void DeleteLastWagon(Train *v)
3458 {
3459  Train *first = v->First();
3460 
3461  /* Go to the last wagon and delete the link pointing there
3462  * *u is then the one-before-last wagon, and *v the last
3463  * one which will physically be removed */
3464  Train *u = v;
3465  for (; v->Next() != NULL; v = v->Next()) u = v;
3466  u->SetNext(NULL);
3467 
3468  if (first != v) {
3469  /* Recalculate cached train properties */
3470  first->ConsistChanged(CCF_ARRANGE);
3471  /* Update the depot window if the first vehicle is in depot -
3472  * if v == first, then it is updated in PreDestructor() */
3473  if (first->track == TRACK_BIT_DEPOT) {
3475  }
3476  v->last_station_visited = first->last_station_visited; // for PreDestructor
3477  }
3478 
3479  /* 'v' shouldn't be accessed after it has been deleted */
3480  TrackBits trackbits = v->track;
3481  TileIndex tile = v->tile;
3482  Owner owner = v->owner;
3483 
3484  delete v;
3485  v = NULL; // make sure nobody will try to read 'v' anymore
3486 
3487  if (trackbits == TRACK_BIT_WORMHOLE) {
3488  /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3490  }
3491 
3492  Track track = TrackBitsToTrack(trackbits);
3493  if (HasReservedTracks(tile, trackbits)) {
3494  UnreserveRailTrack(tile, track);
3495 
3496  /* If there are still crashed vehicles on the tile, give the track reservation to them */
3497  TrackBits remaining_trackbits = TRACK_BIT_NONE;
3498  FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
3499 
3500  /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3501  assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
3502  Track t;
3503  FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
3504  }
3505 
3506  /* check if the wagon was on a road/rail-crossing */
3507  if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
3508 
3509  /* Update signals */
3510  if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
3512  } else {
3513  SetSignalsOnBothDir(tile, track, owner);
3514  }
3515 }
3516 
3522 {
3523  static const DirDiff delta[] = {
3525  };
3526 
3527  do {
3528  /* We don't need to twist around vehicles if they're not visible */
3529  if (!(v->vehstatus & VS_HIDDEN)) {
3530  v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
3531  /* Refrain from updating the z position of the vehicle when on
3532  * a bridge, because UpdateInclination() will put the vehicle under
3533  * the bridge in that case */
3534  if (v->track != TRACK_BIT_WORMHOLE) {
3535  v->UpdatePosition();
3536  v->UpdateInclination(false, true);
3537  } else {
3538  v->UpdateViewport(false, true);
3539  }
3540  }
3541  } while ((v = v->Next()) != NULL);
3542 }
3543 
3549 static bool HandleCrashedTrain(Train *v)
3550 {
3551  int state = ++v->crash_anim_pos;
3552 
3553  if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
3555  }
3556 
3557  uint32 r;
3558  if (state <= 200 && Chance16R(1, 7, r)) {
3559  int index = (r * 10 >> 16);
3560 
3561  Vehicle *u = v;
3562  do {
3563  if (--index < 0) {
3564  r = Random();
3565 
3567  GB(r, 8, 3) + 2,
3568  GB(r, 16, 3) + 2,
3569  GB(r, 0, 3) + 5,
3571  break;
3572  }
3573  } while ((u = u->Next()) != NULL);
3574  }
3575 
3576  if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
3577 
3578  if (state >= 4440 && !(v->tick_counter & 0x1F)) {
3579  bool ret = v->Next() != NULL;
3580  DeleteLastWagon(v);
3581  return ret;
3582  }
3583 
3584  return true;
3585 }
3586 
3588 static const uint16 _breakdown_speeds[16] = {
3589  225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3590 };
3591 
3592 
3601 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
3602 {
3603  /* Calc position within the current tile */
3604  uint x = v->x_pos & 0xF;
3605  uint y = v->y_pos & 0xF;
3606 
3607  /* for diagonal directions, 'x' will be 0..15 -
3608  * for other directions, it will be 1, 3, 5, ..., 15 */
3609  switch (v->direction) {
3610  case DIR_N : x = ~x + ~y + 25; break;
3611  case DIR_NW: x = y; // FALL THROUGH
3612  case DIR_NE: x = ~x + 16; break;
3613  case DIR_E : x = ~x + y + 9; break;
3614  case DIR_SE: x = y; break;
3615  case DIR_S : x = x + y - 7; break;
3616  case DIR_W : x = ~y + x + 9; break;
3617  default: break;
3618  }
3619 
3620  /* Do not reverse when approaching red signal. Make sure the vehicle's front
3621  * does not cross the tile boundary when we do reverse, but as the vehicle's
3622  * location is based on their center, use half a vehicle's length as offset.
3623  * Multiply the half-length by two for straight directions to compensate that
3624  * we only get odd x offsets there. */
3625  if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
3626  /* we are too near the tile end, reverse now */
3627  v->cur_speed = 0;
3628  if (reverse) ReverseTrainDirection(v);
3629  return false;
3630  }
3631 
3632  /* slow down */
3634  uint16 break_speed = _breakdown_speeds[x & 0xF];
3635  if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3636 
3637  return true;
3638 }
3639 
3640 
3646 static bool TrainCanLeaveTile(const Train *v)
3647 {
3648  /* Exit if inside a tunnel/bridge or a depot */
3649  if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
3650 
3651  TileIndex tile = v->tile;
3652 
3653  /* entering a tunnel/bridge? */
3654  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
3656  if (DiagDirToDir(dir) == v->direction) return false;
3657  }
3658 
3659  /* entering a depot? */
3660  if (IsRailDepotTile(tile)) {
3662  if (DiagDirToDir(dir) == v->direction) return false;
3663  }
3664 
3665  return true;
3666 }
3667 
3668 
3677 {
3678  assert(v->IsFrontEngine());
3679  assert(!(v->vehstatus & VS_CRASHED));
3680 
3681  if (!TrainCanLeaveTile(v)) return INVALID_TILE;
3682 
3683  DiagDirection dir = TrainExitDir(v->direction, v->track);
3684  TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3685 
3686  /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3687  if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
3688  !CheckCompatibleRail(v, tile)) {
3689  return INVALID_TILE;
3690  }
3691 
3692  return tile;
3693 }
3694 
3695 
3703 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
3704 {
3705  /* First, handle broken down train */
3706 
3707  int t = v->breakdown_ctr;
3708  if (t > 1) {
3710 
3711  uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
3712  if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3713  } else {
3714  v->vehstatus &= ~VS_TRAIN_SLOWING;
3715  }
3716 
3717  if (!TrainCanLeaveTile(v)) return true;
3718 
3719  /* Determine the non-diagonal direction in which we will exit this tile */
3720  DiagDirection dir = TrainExitDir(v->direction, v->track);
3721  /* Calculate next tile */
3722  TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3723 
3724  /* Determine the track status on the next tile */
3725  TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
3726  TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
3727 
3728  TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3729  TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
3730 
3731  /* We are sure the train is not entering a depot, it is detected above */
3732 
3733  /* mask unreachable track bits if we are forbidden to do 90deg turns */
3734  TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3736  bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
3737  }
3738 
3739  /* no suitable trackbits at all || unusable rail (wrong type or owner) */
3740  if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
3741  return TrainApproachingLineEnd(v, false, reverse);
3742  }
3743 
3744  /* approaching red signal */
3745  if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
3746 
3747  /* approaching a rail/road crossing? then make it red */
3749 
3750  return true;
3751 }
3752 
3753 
3754 static bool TrainLocoHandler(Train *v, bool mode)
3755 {
3756  /* train has crashed? */
3757  if (v->vehstatus & VS_CRASHED) {
3758  return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
3759  }
3760 
3761  if (v->force_proceed != TFP_NONE) {
3762  ClrBit(v->flags, VRF_TRAIN_STUCK);
3764  }
3765 
3766  /* train is broken down? */
3767  if (v->HandleBreakdown()) return true;
3768 
3769  if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
3771  }
3772 
3773  /* exit if train is stopped */
3774  if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
3775 
3776  bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
3777  if (ProcessOrders(v) && CheckReverseTrain(v)) {
3778  v->wait_counter = 0;
3779  v->cur_speed = 0;
3780  v->subspeed = 0;
3781  ClrBit(v->flags, VRF_LEAVING_STATION);
3783  return true;
3784  } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
3785  /* Try to reserve a path when leaving the station as we
3786  * might not be marked as wanting a reservation, e.g.
3787  * when an overlength train gets turned around in a station. */
3788  DiagDirection dir = TrainExitDir(v->direction, v->track);
3790 
3792  TryPathReserve(v, true, true);
3793  }
3794  ClrBit(v->flags, VRF_LEAVING_STATION);
3795  }
3796 
3797  v->HandleLoading(mode);
3798 
3799  if (v->current_order.IsType(OT_LOADING)) return true;
3800 
3801  if (CheckTrainStayInDepot(v)) return true;
3802 
3803  if (!mode) v->ShowVisualEffect();
3804 
3805  /* We had no order but have an order now, do look ahead. */
3806  if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
3807  CheckNextTrainTile(v);
3808  }
3809 
3810  /* Handle stuck trains. */
3811  if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
3812  ++v->wait_counter;
3813 
3814  /* Should we try reversing this tick if still stuck? */
3816 
3817  if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
3818  if (!TryPathReserve(v)) {
3819  /* Still stuck. */
3820  if (turn_around) ReverseTrainDirection(v);
3821 
3823  /* Show message to player. */
3825  SetDParam(0, v->index);
3826  AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
3827  }
3828  v->wait_counter = 0;
3829  }
3830  /* Exit if force proceed not pressed, else reset stuck flag anyway. */
3831  if (v->force_proceed == TFP_NONE) return true;
3832  ClrBit(v->flags, VRF_TRAIN_STUCK);
3833  v->wait_counter = 0;
3835  }
3836  }
3837 
3838  if (v->current_order.IsType(OT_LEAVESTATION)) {
3839  v->current_order.Free();
3841  return true;
3842  }
3843 
3844  int j = v->UpdateSpeed();
3845 
3846  /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
3847  if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
3848  /* If we manually stopped, we're not force-proceeding anymore. */
3849  v->force_proceed = TFP_NONE;
3851  }
3852 
3853  int adv_spd = v->GetAdvanceDistance();
3854  if (j < adv_spd) {
3855  /* if the vehicle has speed 0, update the last_speed field. */
3856  if (v->cur_speed == 0) v->SetLastSpeed();
3857  } else {
3859  /* Loop until the train has finished moving. */
3860  for (;;) {
3861  j -= adv_spd;
3862  TrainController(v, NULL);
3863  /* Don't continue to move if the train crashed. */
3864  if (CheckTrainCollision(v)) break;
3865  /* Determine distance to next map position */
3866  adv_spd = v->GetAdvanceDistance();
3867 
3868  /* No more moving this tick */
3869  if (j < adv_spd || v->cur_speed == 0) break;
3870 
3871  OrderType order_type = v->current_order.GetType();
3872  /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
3873  if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
3875  IsTileType(v->tile, MP_STATION) &&
3877  ProcessOrders(v);
3878  }
3879  }
3880  v->SetLastSpeed();
3881  }
3882 
3883  for (Train *u = v; u != NULL; u = u->Next()) {
3884  if ((u->vehstatus & VS_HIDDEN) != 0) continue;
3885 
3886  u->UpdateViewport(false, false);
3887  }
3888 
3889  if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
3890 
3891  return true;
3892 }
3893 
3899 {
3900  Money cost = 0;
3901  const Train *v = this;
3902 
3903  do {
3904  const Engine *e = v->GetEngine();
3905  if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
3906 
3907  uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
3908  if (cost_factor == 0) continue;
3909 
3910  /* Halve running cost for multiheaded parts */
3911  if (v->IsMultiheaded()) cost_factor /= 2;
3912 
3913  cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
3914  } while ((v = v->GetNextVehicle()) != NULL);
3915 
3916  return cost;
3917 }
3918 
3924 {
3925  this->tick_counter++;
3926 
3927  if (this->IsFrontEngine()) {
3928  if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
3929 
3930  this->current_order_time++;
3931 
3932  if (!TrainLocoHandler(this, false)) return false;
3933 
3934  return TrainLocoHandler(this, true);
3935  } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
3936  /* Delete flooded standalone wagon chain */
3937  if (++this->crash_anim_pos >= 4400) {
3938  delete this;
3939  return false;
3940  }
3941  }
3942 
3943  return true;
3944 }
3945 
3951 {
3952  if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
3953  if (v->IsChainInDepot()) {
3955  return;
3956  }
3957 
3958  uint max_penalty;
3960  case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break;
3961  case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
3962  default: NOT_REACHED();
3963  }
3964 
3965  FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
3966  /* Only go to the depot if it is not too far out of our way. */
3967  if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
3968  if (v->current_order.IsType(OT_GOTO_DEPOT)) {
3969  /* If we were already heading for a depot but it has
3970  * suddenly moved farther away, we continue our normal
3971  * schedule? */
3972  v->current_order.MakeDummy();
3974  }
3975  return;
3976  }
3977 
3978  DepotID depot = GetDepotIndex(tfdd.tile);
3979 
3980  if (v->current_order.IsType(OT_GOTO_DEPOT) &&
3981  v->current_order.GetDestination() != depot &&
3982  !Chance16(3, 16)) {
3983  return;
3984  }
3985 
3988  v->dest_tile = tfdd.tile;
3990 }
3991 
3994 {
3995  AgeVehicle(this);
3996 
3997  if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
3998 
3999  if (this->IsFrontEngine()) {
4000  CheckVehicleBreakdown(this);
4001 
4003 
4004  CheckOrders(this);
4005 
4006  /* update destination */
4007  if (this->current_order.IsType(OT_GOTO_STATION)) {
4008  TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
4009  if (tile != INVALID_TILE) this->dest_tile = tile;
4010  }
4011 
4012  if (this->running_ticks != 0) {
4013  /* running costs */
4015 
4016  this->profit_this_year -= cost.GetCost();
4017  this->running_ticks = 0;
4018 
4019  SubtractMoneyFromCompanyFract(this->owner, cost);
4020 
4023  }
4024  }
4025 }
4026 
4032 {
4033  if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
4034 
4035  if (this->track == TRACK_BIT_DEPOT) {
4036  /* We'll assume the train is facing outwards */
4037  return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
4038  }
4039 
4040  if (this->track == TRACK_BIT_WORMHOLE) {
4041  /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
4042  return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
4043  }
4044 
4045  return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
4046 }