OpenTTD Source 20260731-master-g77ba2b244a
train_cmd.cpp
Go to the documentation of this file.
1/*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
6 */
7
9
10#include "stdafx.h"
11#include "error.h"
13#include "command_func.h"
14#include "error_func.h"
16#include "news_func.h"
17#include "company_func.h"
18#include "newgrf_sound.h"
19#include "newgrf_text.h"
20#include "strings_func.h"
21#include "viewport_func.h"
22#include "vehicle_func.h"
23#include "sound_func.h"
24#include "ai/ai.hpp"
25#include "game/game.hpp"
26#include "newgrf_station.h"
27#include "effectvehicle_func.h"
28#include "network/network.h"
29#include "core/random_func.hpp"
30#include "company_base.h"
31#include "newgrf.h"
32#include "order_backup.h"
33#include "zoom_func.h"
34#include "newgrf_debug.h"
35#include "framerate_type.h"
36#include "train_cmd.h"
37#include "misc_cmd.h"
38#include "script/api/script_event_types.hpp"
41
43
44#include "table/strings.h"
45#include "table/train_sprites.h"
46
47#include "safeguards.h"
48
49static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
50static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
51bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
53static void CheckIfTrainNeedsService(Train *v);
54static void CheckNextTrainTile(Train *v);
55
60
62template <>
64{
65 return image_index < lengthof(_engine_sprite_base);
66}
67
68
75{
76 if (!CargoSpec::Get(cargo)->is_freight) return 1;
77 return _settings_game.vehicle.freight_trains;
78}
79
82{
83 bool first = true;
84
85 for (const Train *v : Train::Iterate()) {
86 if (v->First() == v && !v->vehstatus.Test(VehState::Crashed)) {
87 for (const Train *u = v->GetMovingFront(), *w = v->GetMovingNext(); w != nullptr; u = w, w = w->GetMovingNext()) {
88 if (u->track != Track::Depot) {
89 if ((w->track != Track::Depot &&
90 std::max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
91 (w->track == Track::Depot && TicksToLeaveDepot(u) <= 0)) {
92 ShowErrorMessage(GetEncodedString(STR_BROKEN_VEHICLE_LENGTH, v->index, v->owner), {}, WarningLevel::Critical);
93
94 if (!_networking && first) {
95 first = false;
96 Command<Commands::Pause>::Post(PauseMode::Error, true);
97 }
98 /* Break so we warn only once for each train. */
99 break;
100 }
101 }
102 }
103 }
104 }
105}
106
114{
115 uint16_t max_speed = UINT16_MAX;
116
117 assert(this->IsFrontEngine() || this->IsFreeWagon());
118
119 const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
120 EngineID first_engine = this->IsFrontEngine() ? this->engine_type : EngineID::Invalid();
121 this->gcache.cached_total_length = 0;
122 this->compatible_railtypes = {};
123
124 bool train_can_tilt = true;
125 int16_t min_curve_speed_mod = INT16_MAX;
126
127 for (Train *u = this; u != nullptr; u = u->Next()) {
128 const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
129
130 /* Check the this->first cache. */
131 assert(u->First() == this);
132
133 /* update the 'first engine' */
134 u->gcache.first_engine = this == u ? EngineID::Invalid() : first_engine;
135 u->railtypes = rvi_u->railtypes;
136
137 if (u->IsEngine()) first_engine = u->engine_type;
138
139 /* Set user defined data to its default value */
140 u->tcache.user_def_data = rvi_u->user_def_data;
141 this->InvalidateNewGRFCache();
142 u->InvalidateNewGRFCache();
143 }
144
145 for (Train *u = this; u != nullptr; u = u->Next()) {
146 /* Update user defined data (must be done before other properties) */
147 u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
148 this->InvalidateNewGRFCache();
149 u->InvalidateNewGRFCache();
150 }
151
152 for (Train *u = this; u != nullptr; u = u->Next()) {
153 const Engine *e_u = u->GetEngine();
154 const RailVehicleInfo *rvi_u = &e_u->VehInfo<RailVehicleInfo>();
155
156 if (!e_u->info.misc_flags.Test(EngineMiscFlag::RailTilts)) train_can_tilt = false;
157 min_curve_speed_mod = std::min(min_curve_speed_mod, u->GetCurveSpeedModifier());
158
159 /* Cache wagon override sprite group. nullptr is returned if there is none */
160 u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
161
162 /* Reset colour map */
163 u->colourmap = PAL_NONE;
164
165 /* Update powered-wagon-status and visual effect */
166 u->UpdateVisualEffect(true);
167
168 if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RailVehicleType::Wagon &&
169 UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
170 /* wagon is powered */
171 u->flags.Set(VehicleRailFlag::PoweredWagon); // cache 'powered' status
172 } else {
173 u->flags.Reset(VehicleRailFlag::PoweredWagon);
174 }
175
176 if (!u->IsArticulatedPart()) {
177 /* Do not count powered wagons for the compatible railtypes, as wagons always
178 have railtype normal */
179 if (rvi_u->power > 0) {
180 this->compatible_railtypes.Set(GetAllPoweredRailTypes(u->railtypes));
181 }
182
183 /* Some electric engines can be allowed to run on normal rail. It happens to all
184 * existing electric engines when elrails are disabled and then re-enabled */
185 if (u->flags.Test(VehicleRailFlag::AllowedOnNormalRail)) {
186 u->railtypes.Set(RAILTYPE_RAIL);
187 u->compatible_railtypes.Set(RAILTYPE_RAIL);
188 }
189
190 /* max speed is the minimum of the speed limits of all vehicles in the consist */
191 if ((rvi_u->railveh_type != RailVehicleType::Wagon || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
192 uint16_t speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
193 if (speed != 0) max_speed = std::min(speed, max_speed);
194 }
195 }
196
197 uint16_t new_cap = e_u->DetermineCapacity(u);
198 if (allowed_changes.Test(ConsistChangeFlag::Capacity)) {
199 /* Update vehicle capacity. */
200 if (u->cargo_cap > new_cap) u->cargo.Truncate(new_cap);
201 u->refit_cap = std::min(new_cap, u->refit_cap);
202 u->cargo_cap = new_cap;
203 } else {
204 /* Verify capacity hasn't changed. */
205 if (new_cap != u->cargo_cap) ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_CAPACITY, GRFBug::VehCapacity, true);
206 }
207 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
208
209 /* check the vehicle length (callback) */
210 uint16_t veh_len = CALLBACK_FAILED;
211 if (e_u->GetGRF() != nullptr && e_u->GetGRF()->grf_version >= 8) {
212 /* Use callback 36 */
213 veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
214
215 if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
217 }
218 } else if (e_u->info.callback_mask.Test(VehicleCallbackMask::Length)) {
219 /* Use callback 11 */
220 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
221 }
222 if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
223 veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
224
225 if (allowed_changes.Test(ConsistChangeFlag::Length)) {
226 /* Update vehicle length. */
227 u->gcache.cached_veh_length = veh_len;
228 } else {
229 /* Verify length hasn't changed. */
230 if (veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
231 }
232
233 this->gcache.cached_total_length += u->gcache.cached_veh_length;
234 this->InvalidateNewGRFCache();
235 u->InvalidateNewGRFCache();
236 }
237
238 /* store consist weight/max speed in cache */
239 this->vcache.cached_max_speed = max_speed;
240 this->tcache.cached_tilt = train_can_tilt;
241 this->tcache.cached_curve_speed_mod = min_curve_speed_mod;
242 this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
243
244 /* 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) */
245 this->CargoChanged();
246
247 if (this->IsFrontEngine()) {
248 this->UpdateAcceleration();
249 SetWindowDirty(WindowClass::VehicleDetails, this->index);
250 InvalidateWindowData(WindowClass::VehicleRefit, this->index, VIWD_CONSIST_CHANGED);
251 InvalidateWindowData(WindowClass::VehicleOrders, this->index, VIWD_CONSIST_CHANGED);
253
254 /* If the consist is changed while in a depot, the vehicle view window must be invalidated to update the availability of refitting. */
255 InvalidateWindowData(WindowClass::VehicleView, this->index, VIWD_CONSIST_CHANGED);
256 }
257}
258
269int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *moving_front, int *station_ahead, int *station_length)
270{
271 const Train *consist = moving_front->First();
272 const Station *st = Station::Get(station_id);
273 *station_ahead = st->GetPlatformLength(tile, DirToDiagDir(moving_front->GetMovingDirection())) * TILE_SIZE;
274 *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
275
276 /* Default to the middle of the station for stations stops that are not in
277 * the order list like intermediate stations when non-stop is disabled */
279 if (consist->gcache.cached_total_length >= *station_length) {
280 /* The train is longer than the station, make it stop at the far end of the platform */
282 } else if (consist->current_order.IsType(OT_GOTO_STATION) && consist->current_order.GetDestination() == station_id) {
283 osl = consist->current_order.GetStopLocation();
284 }
285
286 /* The stop location of the FRONT! of the train */
287 int stop;
288 switch (osl) {
289 default: NOT_REACHED();
290
292 stop = consist->gcache.cached_total_length;
293 break;
294
296 stop = *station_length - (*station_length - consist->gcache.cached_total_length) / 2;
297 break;
298
300 stop = *station_length;
301 break;
302 }
303
304 /* Subtract half the front vehicle length of the train so we get the real
305 * stop location of the train. */
306 uint8_t rounding = consist->IsDrivingBackwards() ? 2 : 1;
307 return stop - (consist->gcache.cached_veh_length + rounding) / 2;
308}
309
310
316{
317 assert(this->First() == this);
318
319 static const int absolute_max_speed = UINT16_MAX;
320 int max_speed = absolute_max_speed;
321
322 if (_settings_game.vehicle.train_acceleration_model == AccelerationModel::Original) return max_speed;
323
324 int curvecount[2] = {0, 0};
325
326 /* first find the curve speed limit */
327 int numcurve = 0;
328 int sum = 0;
329 int pos = 0;
330 int lastpos = -1;
331 for (const Train *u = this; u->Next() != nullptr; u = u->Next(), pos += u->gcache.cached_veh_length) {
332 Direction this_dir = u->direction;
333 Direction next_dir = u->Next()->direction;
334
335 DirDiff dirdiff = DirDifference(this_dir, next_dir);
336 if (dirdiff == DirDiff::Same) continue;
337
338 if (dirdiff == DirDiff::Left45) curvecount[0]++;
339 if (dirdiff == DirDiff::Right45) curvecount[1]++;
340 if (dirdiff == DirDiff::Left45 || dirdiff == DirDiff::Right45) {
341 if (lastpos != -1) {
342 numcurve++;
343 sum += pos - lastpos;
344 if (pos - lastpos <= static_cast<int>(VEHICLE_LENGTH) && max_speed > 88) {
345 max_speed = 88;
346 }
347 }
348 lastpos = pos;
349 }
350
351 /* if we have a 90 degree turn, fix the speed limit to 60 */
352 if (dirdiff == DirDiff::Left90 || dirdiff == DirDiff::Right90) {
353 max_speed = 61;
354 }
355 }
356
357 if (numcurve > 0 && max_speed > 88) {
358 if (curvecount[0] == 1 && curvecount[1] == 1) {
359 max_speed = absolute_max_speed;
360 } else {
361 sum = CeilDiv(sum, VEHICLE_LENGTH);
362 sum /= numcurve;
363 max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
364 }
365 }
366
367 if (max_speed != absolute_max_speed) {
368 /* Apply the current railtype's curve speed advantage */
369 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(this->tile));
370 max_speed += (max_speed / 2) * rti->curve_speed;
371
372 if (this->tcache.cached_tilt) {
373 /* Apply max_speed bonus of 20% for a tilting train */
374 max_speed += max_speed / 5;
375 }
376
377 /* Apply max_speed modifier (cached value is fixed-point binary with 8 fractional bits)
378 * and clamp the result to an acceptable range. */
379 max_speed += (max_speed * this->tcache.cached_curve_speed_mod) / 256;
380 max_speed = Clamp(max_speed, 2, absolute_max_speed);
381 }
382
383 return static_cast<uint16_t>(max_speed);
384}
385
391{
392 const Train *moving_front = this->GetMovingFront();
393 int max_speed = _settings_game.vehicle.train_acceleration_model == AccelerationModel::Original ?
394 this->gcache.cached_max_track_speed :
395 this->tcache.cached_max_curve_speed;
396
397 if (_settings_game.vehicle.train_acceleration_model == AccelerationModel::Realistic && IsRailStationTile(moving_front->tile)) {
398 StationID sid = GetStationIndex(moving_front->tile);
399 if (this->current_order.ShouldStopAtStation(this, sid)) {
400 int station_ahead;
401 int station_length;
402 int stop_at = GetTrainStopLocation(sid, moving_front->tile, moving_front, &station_ahead, &station_length);
403
404 /* The distance to go is whatever is still ahead of the train minus the
405 * distance from the train's stop location to the end of the platform */
406 int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
407
408 if (distance_to_go > 0) {
409 int st_max_speed = 120;
410
411 int delta_v = this->cur_speed / (distance_to_go + 1);
412 if (max_speed > (this->cur_speed - delta_v)) {
413 st_max_speed = this->cur_speed - (delta_v / 10);
414 }
415
416 st_max_speed = std::max(st_max_speed, 25 * distance_to_go);
417 max_speed = std::min(max_speed, st_max_speed);
418 }
419 }
420 }
421
422 for (const Train *u = this; u != nullptr; u = u->Next()) {
423 if (_settings_game.vehicle.train_acceleration_model == AccelerationModel::Realistic && u->track == Track::Depot) {
424 constexpr int DEPOT_SPEED_LIMIT = 61;
425 max_speed = std::min(max_speed, DEPOT_SPEED_LIMIT);
426 break;
427 }
428
429 /* Vehicle is on the middle part of a bridge. */
430 if (u->track == Track::Wormhole && !u->vehstatus.Test(VehState::Hidden)) {
431 max_speed = std::min<int>(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
432 }
433 }
434
435 max_speed = std::min<int>(max_speed, this->current_order.GetMaxSpeed());
436
437 /* If the train is going backwards, without a leading cab, restrict its speed. */
438 if (!moving_front->CanLeadTrain()) {
439 constexpr int BACKWARDS_NO_CAB_SPEED_LIMIT = 32;
440 max_speed = std::min<int>(max_speed, BACKWARDS_NO_CAB_SPEED_LIMIT);
441 }
442
443 return std::min<int>(max_speed, this->gcache.cached_max_track_speed);
444}
445
448{
449 assert(this->IsFrontEngine() || this->IsFreeWagon());
450
451 uint power = this->gcache.cached_power;
452 uint weight = this->gcache.cached_weight;
453 assert(weight != 0);
454 this->acceleration = Clamp(power / weight * 4, 1, 255);
455}
456
462{
463 if (this->gcache.cached_veh_length != 8 && this->flags.Test(VehicleRailFlag::Flipped) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips)) {
464 int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
465
466 const Engine *e = this->GetEngine();
467 if (e->GetGRF() != nullptr && IsCustomVehicleSpriteNum(e->VehInfo<RailVehicleInfo>().image_index)) {
468 reference_width = e->GetGRF()->traininfo_vehicle_width;
469 }
470
471 return ScaleSpriteTrad((this->gcache.cached_veh_length - (int)VEHICLE_LENGTH) * reference_width / (int)VEHICLE_LENGTH);
472 }
473 return 0;
474}
475
482{
483 int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
484 int vehicle_pitch = 0;
485
486 const Engine *e = this->GetEngine();
487 if (e->GetGRF() != nullptr && IsCustomVehicleSpriteNum(e->VehInfo<RailVehicleInfo>().image_index)) {
488 reference_width = e->GetGRF()->traininfo_vehicle_width;
489 vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
490 }
491
492 if (offset != nullptr) {
493 if (this->flags.Test(VehicleRailFlag::Flipped) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips)) {
494 offset->x = ScaleSpriteTrad(((int)this->gcache.cached_veh_length - (int)VEHICLE_LENGTH / 2) * reference_width / (int)VEHICLE_LENGTH);
495 } else {
496 offset->x = ScaleSpriteTrad(reference_width) / 2;
497 }
498 offset->y = ScaleSpriteTrad(vehicle_pitch);
499 }
500 return ScaleSpriteTrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
501}
502
503static SpriteID GetDefaultTrainSprite(uint8_t spritenum, Direction direction)
504{
505 assert(IsValidImageIndex<VehicleType::Train>(spritenum));
506 return ((to_underlying(direction) + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
507}
508
516{
517 uint8_t spritenum = this->spritenum;
518
520
521 if (IsCustomVehicleSpriteNum(spritenum)) {
523 GetCustomVehicleSprite(this, direction, image_type, result);
524 if (result->IsValid()) return;
525
527 }
528
530 SpriteID sprite = GetDefaultTrainSprite(spritenum, direction);
531
532 if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
533
534 result->Set(sprite);
535}
536
537static void GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type, VehicleSpriteSeq *result)
538{
539 const Engine *e = Engine::Get(engine);
540 Direction dir = rear_head ? Direction::E : Direction::W;
541 uint8_t spritenum = e->VehInfo<RailVehicleInfo>().image_index;
542
543 if (IsCustomVehicleSpriteNum(spritenum)) {
544 GetCustomVehicleIcon(engine, dir, image_type, result);
545 if (result->IsValid()) {
546 if (e->GetGRF() != nullptr) {
548 }
549 return;
550 }
551
552 spritenum = Engine::Get(engine)->original_image_index;
553 }
554
555 if (rear_head) spritenum++;
556
557 result->Set(GetDefaultTrainSprite(spritenum, Direction::W));
558}
559
560void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
561{
562 const GRFFile *grf = Engine::Get(engine)->GetGRF();
563 int vehicle_width = ScaleSpriteTrad(grf == nullptr ? TRAININFO_DEFAULT_VEHICLE_WIDTH : grf->traininfo_vehicle_width);
564
565 if (RailVehInfo(engine)->railveh_type == RailVehicleType::Multihead) {
566 int yf = y;
567 int yr = y;
568
569 VehicleSpriteSeq seqf, seqr;
570 GetRailIcon(engine, false, yf, image_type, &seqf);
571 GetRailIcon(engine, true, yr, image_type, &seqr);
572
573 Rect rectf, rectr;
574 seqf.GetBounds(&rectf);
575 seqr.GetBounds(&rectr);
576
577 preferred_x = Clamp(preferred_x,
578 left - UnScaleGUI(rectf.left) + vehicle_width / 2,
579 right - UnScaleGUI(rectr.right) - (vehicle_width - vehicle_width / 2));
580
581 seqf.Draw(preferred_x - vehicle_width / 2, yf, pal, pal == PALETTE_CRASH);
582 seqr.Draw(preferred_x + (vehicle_width - vehicle_width / 2), yr, pal, pal == PALETTE_CRASH);
583 } else {
585 GetRailIcon(engine, false, y, image_type, &seq);
586
587 Rect rect;
588 seq.GetBounds(&rect);
589 preferred_x = Clamp(preferred_x,
590 left - UnScaleGUI(rect.left),
591 right - UnScaleGUI(rect.right));
592
593 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
594 }
595}
596
606void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
607{
608 int y = 0;
609
611 GetRailIcon(engine, false, y, image_type, &seq);
612
613 Rect rect;
614 seq.GetBounds(&rect);
615
616 width = UnScaleGUI(rect.Width());
617 height = UnScaleGUI(rect.Height());
618 xoffs = UnScaleGUI(rect.left);
619 yoffs = UnScaleGUI(rect.top);
620
621 if (RailVehInfo(engine)->railveh_type == RailVehicleType::Multihead) {
622 const GRFFile *grf = Engine::Get(engine)->GetGRF();
623 int vehicle_width = ScaleSpriteTrad(grf == nullptr ? TRAININFO_DEFAULT_VEHICLE_WIDTH : grf->traininfo_vehicle_width);
624
625 GetRailIcon(engine, true, y, image_type, &seq);
626 seq.GetBounds(&rect);
627
628 /* Calculate values relative to an imaginary center between the two sprites. */
629 width = vehicle_width + UnScaleGUI(rect.right) - xoffs;
630 height = std::max<uint>(height, UnScaleGUI(rect.Height()));
631 xoffs = xoffs - vehicle_width / 2;
632 yoffs = std::min(yoffs, UnScaleGUI(rect.top));
633 }
634}
635
641static std::vector<VehicleID> GetFreeWagonsInDepot(TileIndex tile)
642{
643 std::vector<VehicleID> free_wagons;
644
645 for (Vehicle *v : VehiclesOnTile(tile)) {
646 if (v->type != VehicleType::Train) continue;
647 if (v->vehstatus.Test(VehState::Crashed)) continue;
648 if (!Train::From(v)->IsFreeWagon()) continue;
649
650 free_wagons.push_back(v->index);
651 }
652
653 /* Sort by vehicle index for consistency across clients. */
654 std::ranges::sort(free_wagons);
655 return free_wagons;
656}
657
667{
668 const RailVehicleInfo *rvi = &e->VehInfo<RailVehicleInfo>();
669
670 /* Check that the wagon can drive on the track in question */
671 if (!IsCompatibleRail(rvi->railtypes, GetRailType(tile))) return CMD_ERROR;
672
673 if (flags.Test(DoCommandFlag::Execute)) {
674 Train *v = Train::Create();
675 *ret = v;
676 v->spritenum = rvi->image_index;
677
678 v->engine_type = e->index;
679 v->gcache.first_engine = EngineID::Invalid(); // needs to be set before first callback
680
682
683 v->direction = DiagDirToDir(dir);
684 v->tile = tile;
685
686 int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
687 int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
688
689 v->x_pos = x;
690 v->y_pos = y;
691 v->z_pos = GetSlopePixelZ(x, y, true);
693 v->track = Track::Depot;
695
696 v->SetWagon();
697
698 v->SetFreeWagon();
699 InvalidateWindowData(WindowClass::VehicleDepot, v->tile);
700
702 assert(IsValidCargoType(v->cargo_type));
703 v->cargo_cap = rvi->capacity;
704 v->refit_cap = 0;
705
706 v->railtypes = rvi->railtypes;
707
712 v->random_bits = Random();
713
715
717 if (prob.has_value()) v->flags.Set(VehicleRailFlag::Flipped, prob.value());
719
720 v->UpdatePosition();
723
725
726 /* Try to connect the vehicle to one of free chains of wagons. */
727 for (VehicleID vehicle : GetFreeWagonsInDepot(tile)) {
728 if (vehicle == v->index) continue;
729
730 const Train *w = Train::Get(vehicle);
731 if (w->engine_type != v->engine_type) continue;
732 if (w->First() == v) continue;
733
734 if (Command<Commands::MoveRailVehicle>::Do(DoCommandFlag::Execute, v->index, w->Last()->index, true).Succeeded()) {
735 break;
736 }
737 }
738 }
739
740 return CommandCost();
741}
742
748{
749 assert(u->IsEngine());
750 for (VehicleID vehicle : GetFreeWagonsInDepot(u->tile)) {
751 if (Command<Commands::MoveRailVehicle>::Do(DoCommandFlag::Execute, vehicle, u->index, true).Failed()) {
752 break;
753 }
754 }
755}
756
757static void AddRearEngineToMultiheadedTrain(Train *v)
758{
759 Train *u = Train::Create();
760 v->value >>= 1;
761 u->value = v->value;
762 u->direction = v->direction;
763 u->owner = v->owner;
764 u->tile = v->tile;
765 u->x_pos = v->x_pos;
766 u->y_pos = v->y_pos;
767 u->z_pos = v->z_pos;
768 u->track = Track::Depot;
769 u->vehstatus = v->vehstatus;
771 u->spritenum = v->spritenum + 1;
772 u->cargo_type = v->cargo_type;
774 u->cargo_cap = v->cargo_cap;
775 u->refit_cap = v->refit_cap;
776 u->railtypes = v->railtypes;
777 u->engine_type = v->engine_type;
780 u->build_year = v->build_year;
782 u->random_bits = Random();
783 v->SetMultiheaded();
784 u->SetMultiheaded();
785 v->SetNext(u);
787 if (prob.has_value()) u->flags.Set(VehicleRailFlag::Flipped, prob.value());
788 u->UpdatePosition();
789
790 /* Now we need to link the front and rear engines together */
793}
794
804{
805 const RailVehicleInfo *rvi = &e->VehInfo<RailVehicleInfo>();
806
807 if (rvi->railveh_type == RailVehicleType::Wagon) return CmdBuildRailWagon(flags, tile, e, ret);
808
809 /* Check if depot and new engine uses the same kind of tracks *
810 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
811 if (!HasPowerOnRail(rvi->railtypes, GetRailType(tile))) return CMD_ERROR;
812
813 if (flags.Test(DoCommandFlag::Execute)) {
815 int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
816 int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
817
818 Train *v = Train::Create();
819 *ret = v;
820 v->direction = DiagDirToDir(dir);
821 v->tile = tile;
823 v->x_pos = x;
824 v->y_pos = y;
825 v->z_pos = GetSlopePixelZ(x, y, true);
826 v->track = Track::Depot;
828 v->spritenum = rvi->image_index;
830 assert(IsValidCargoType(v->cargo_type));
831 v->cargo_cap = rvi->capacity;
832 v->refit_cap = 0;
833 v->last_station_visited = StationID::Invalid();
834 v->last_loading_station = StationID::Invalid();
835
836 v->engine_type = e->index;
837 v->gcache.first_engine = EngineID::Invalid(); // needs to be set before first callback
838
839 v->reliability = e->reliability;
842
843 v->railtypes = rvi->railtypes;
844
845 v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
850 v->random_bits = Random();
851
853 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
854
856
857 v->SetFrontEngine();
858 v->SetEngine();
859
861 if (prob.has_value()) v->flags.Set(VehicleRailFlag::Flipped, prob.value());
862 v->UpdatePosition();
863
865 AddRearEngineToMultiheadedTrain(v);
866 } else {
868 }
869
872
874 }
875
876 return CommandCost();
877}
878
879static Train *FindGoodVehiclePos(const Train *src)
880{
881 EngineID eng = src->engine_type;
882
883 for (VehicleID vehicle : GetFreeWagonsInDepot(src->tile)) {
884 Train *dst = Train::Get(vehicle);
885
886 /* check so all vehicles in the line have the same engine. */
887 Train *t = dst;
888 while (t->engine_type == eng) {
889 t = t->Next();
890 if (t == nullptr) return dst;
891 }
892 }
893
894 return nullptr;
895}
896
898typedef std::vector<Train *> TrainList;
899
905static void MakeTrainBackup(TrainList &list, Train *t)
906{
907 for (; t != nullptr; t = t->Next()) list.push_back(t);
908}
909
915{
916 /* No train, nothing to do. */
917 if (list.empty()) return;
918
919 Train *prev = nullptr;
920 /* Iterate over the list and rebuild it. */
921 for (Train *t : list) {
922 if (prev != nullptr) {
923 prev->SetNext(t);
924 } else if (t->Previous() != nullptr) {
925 /* Make sure the head of the train is always the first in the chain. */
926 t->Previous()->SetNext(nullptr);
927 }
928 prev = t;
929 }
930}
931
937static void RemoveFromConsist(Train *part, bool chain = false)
938{
939 Train *tail;
940
941 if (chain) {
942 /* We're moving several vehicles, find the last one in the chain. */
943 tail = part;
944 while (tail->Next() != nullptr) tail = tail->Next();
945 } else {
946 /* We're just moving one vehicle, but make sure we get all the articulated parts. */
947 tail = part->GetLastEnginePart();
948 }
949
950 /* Unlink at the front, but make it point to the next
951 * vehicle after the to be remove part. */
952 if (part->Previous() != nullptr) part->Previous()->SetNext(tail->Next());
953
954 /* Unlink at the back */
955 tail->SetNext(nullptr);
956}
957
963static void InsertInConsist(Train *dst, Train *chain)
964{
965 /* We do not want to add something in the middle of an articulated part. */
966 assert(dst != nullptr && (dst->Next() == nullptr || !dst->Next()->IsArticulatedPart()));
967
968 chain->Last()->SetNext(dst->Next());
969 dst->SetNext(chain);
970}
971
978{
979 for (; t != nullptr; t = t->GetNextVehicle()) {
980 if (!t->IsMultiheaded() || !t->IsEngine()) continue;
981
982 /* Make sure that there are no free cars before next engine */
983 Train *u;
984 for (u = t; u->Next() != nullptr && !u->Next()->IsEngine(); u = u->Next()) {}
985
986 if (u == t->other_multiheaded_part) continue;
987
988 /* Remove the part from the 'wrong' train */
990 /* And add it to the 'right' train */
992 }
993}
994
999static void NormaliseSubtypes(Train *chain)
1000{
1001 /* Nothing to do */
1002 if (chain == nullptr) return;
1003
1004 /* We must be the first in the chain. */
1005 assert(chain->Previous() == nullptr);
1006
1007 /* Set the appropriate bits for the first in the chain. */
1008 if (chain->IsWagon()) {
1009 chain->SetFreeWagon();
1010 } else {
1011 assert(chain->IsEngine());
1012 chain->SetFrontEngine();
1013 }
1014
1015 /* Now clear the bits for the rest of the chain */
1016 for (Train *t = chain->Next(); t != nullptr; t = t->Next()) {
1017 t->ClearFreeWagon();
1018 t->ClearFrontEngine();
1019 }
1020}
1021
1031static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
1032{
1033 /* Just add 'new' engines and subtract the original ones.
1034 * If that's less than or equal to 0 we can be sure we did
1035 * not add any engines (read: trains) along the way. */
1036 if ((src != nullptr && src->IsEngine() ? 1 : 0) +
1037 (dst != nullptr && dst->IsEngine() ? 1 : 0) -
1038 (original_src != nullptr && original_src->IsEngine() ? 1 : 0) -
1039 (original_dst != nullptr && original_dst->IsEngine() ? 1 : 0) <= 0) {
1040 return CommandCost();
1041 }
1042
1043 /* Get a free unit number and check whether it's within the bounds.
1044 * There will always be a maximum of one new train. */
1045 if (GetFreeUnitNumber(VehicleType::Train) <= _settings_game.vehicle.max_trains) return CommandCost();
1046
1047 return CommandCost(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
1048}
1049
1056{
1057 /* No multi-part train, no need to check. */
1058 if (t == nullptr || t->Next() == nullptr) return CommandCost();
1059
1060 /* The maximum length for a train. For each part we decrease this by one
1061 * and if the result is negative the train is simply too long. */
1062 int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
1063
1064 /* For free-wagon chains, check if they are within the max_train_length limit. */
1065 if (!t->IsEngine()) {
1066 t = t->Next();
1067 while (t != nullptr) {
1068 allowed_len -= t->gcache.cached_veh_length;
1069
1070 t = t->Next();
1071 }
1072
1073 if (allowed_len < 0) return CommandCost(STR_ERROR_TRAIN_TOO_LONG);
1074 return CommandCost();
1075 }
1076
1077 Train *head = t;
1078 Train *prev = t;
1079
1080 /* Break the prev -> t link so it always holds within the loop. */
1081 t = t->Next();
1082 prev->SetNext(nullptr);
1083
1084 /* Make sure the cache is cleared. */
1085 head->InvalidateNewGRFCache();
1086
1087 while (t != nullptr) {
1088 allowed_len -= t->gcache.cached_veh_length;
1089
1090 Train *next = t->Next();
1091
1092 /* Unlink the to-be-added piece; it is already unlinked from the previous
1093 * part due to the fact that the prev -> t link is broken. */
1094 t->SetNext(nullptr);
1095
1096 /* Don't check callback for articulated or rear dual headed parts */
1097 if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
1098 /* Back up and clear the first_engine data to avoid using wagon override group */
1099 EngineID first_engine = t->gcache.first_engine;
1100 t->gcache.first_engine = EngineID::Invalid();
1101
1102 /* We don't want the cache to interfere. head's cache is cleared before
1103 * the loop and after each callback does not need to be cleared here. */
1105
1106 std::array<int32_t, 1> regs100;
1107 uint16_t callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head, regs100);
1108
1109 /* Restore original first_engine data */
1110 t->gcache.first_engine = first_engine;
1111
1112 /* We do not want to remember any cached variables from the test run */
1114 head->InvalidateNewGRFCache();
1115
1116 if (callback != CALLBACK_FAILED) {
1117 /* A failing callback means everything is okay */
1118 StringID error = STR_NULL;
1119
1120 if (head->GetGRF()->grf_version < 8) {
1121 if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1122 if (callback < 0xFD) error = GetGRFStringID(head->GetGRFID(), GRFSTR_MISC_GRF_TEXT + callback);
1123 if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
1124 } else {
1125 if (callback < 0x400) {
1126 error = GetGRFStringID(head->GetGRFID(), GRFSTR_MISC_GRF_TEXT + callback);
1127 } else {
1128 switch (callback) {
1129 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1130 case 0x401: // allow
1131 break;
1132
1133 case 0x40F:
1134 error = GetGRFStringID(head->GetGRFID(), static_cast<GRFStringID>(regs100[0]));
1135 break;
1136
1137 default: // unknown reason -> disallow
1138 case 0x402: // disallow attaching
1139 error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1140 break;
1141 }
1142 }
1143 }
1144
1145 if (error != STR_NULL) return CommandCost(error);
1146 }
1147 }
1148
1149 /* And link it to the new part. */
1150 prev->SetNext(t);
1151 prev = t;
1152 t = next;
1153 }
1154
1155 if (allowed_len < 0) return CommandCost(STR_ERROR_TRAIN_TOO_LONG);
1156 return CommandCost();
1157}
1158
1169static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
1170{
1171 /* Check whether we may actually construct the trains. */
1173 if (ret.Failed()) return ret;
1174 ret = CheckTrainAttachment(dst);
1175 if (ret.Failed()) return ret;
1176
1177 /* Check whether we need to build a new train. */
1178 return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
1179}
1180
1189static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
1190{
1191 /* First determine the front of the two resulting trains */
1192 if (*src_head == *dst_head) {
1193 /* If we aren't moving part(s) to a new train, we are just moving the
1194 * front back and there is not destination head. */
1195 *dst_head = nullptr;
1196 } else if (*dst_head == nullptr) {
1197 /* If we are moving to a new train the head of the move train would become
1198 * the head of the new vehicle. */
1199 *dst_head = src;
1200 }
1201
1202 if (src == *src_head) {
1203 /* If we are moving the front of a train then we are, in effect, creating
1204 * a new head for the train. Point to that. Unless we are moving the whole
1205 * train in which case there is not 'source' train anymore.
1206 * In case we are a multiheaded part we want the complete thing to come
1207 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1208 * that is followed by a rear multihead we do not want to include that. */
1209 *src_head = move_chain ? nullptr :
1210 (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
1211 }
1212
1213 /* Now it's just simply removing the part that we are going to move from the
1214 * source train and *if* the destination is a not a new train add the chain
1215 * at the destination location. */
1216 RemoveFromConsist(src, move_chain);
1217 if (*dst_head != src) InsertInConsist(dst, src);
1218
1219 /* Now normalise the dual heads, that is move the dual heads around in such
1220 * a way that the head and rear of a dual head are in the same train */
1221 NormaliseDualHeads(*src_head);
1222 NormaliseDualHeads(*dst_head);
1223}
1224
1230static void NormaliseTrainHead(Train *head)
1231{
1232 /* Not much to do! */
1233 if (head == nullptr) return;
1234
1235 /* Tell the 'world' the train changed. */
1237 UpdateTrainGroupID(head);
1238
1239 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1240 if (!head->IsFrontEngine()) return;
1241
1242 /* Update the refit button and window */
1243 InvalidateWindowData(WindowClass::VehicleRefit, head->index, VIWD_CONSIST_CHANGED);
1244 SetWindowWidgetDirty(WindowClass::VehicleView, head->index, WID_VV_REFIT);
1245
1246 /* If we don't have a unit number yet, set one. */
1247 if (head->unitnumber != 0) return;
1248 head->unitnumber = Company::Get(head->owner)->freeunits[head->type].UseID(GetFreeUnitNumber(VehicleType::Train));
1249}
1250
1260CommandCost CmdMoveRailVehicle(DoCommandFlags flags, VehicleID src_veh, VehicleID dest_veh, bool move_chain)
1261{
1262 Train *src = Train::GetIfValid(src_veh);
1263 if (src == nullptr) return CMD_ERROR;
1264
1265 CommandCost ret = CheckOwnership(src->owner);
1266 if (ret.Failed()) return ret;
1267
1268 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1269 if (src->vehstatus.Test(VehState::Crashed)) return CMD_ERROR;
1270
1271 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1272 Train *dst;
1273 if (dest_veh == VehicleID::Invalid()) {
1274 dst = (src->IsEngine() || flags.Test(DoCommandFlag::AutoReplace)) ? nullptr : FindGoodVehiclePos(src);
1275 } else {
1276 dst = Train::GetIfValid(dest_veh);
1277 if (dst == nullptr) return CMD_ERROR;
1278
1279 ret = CheckOwnership(dst->owner);
1280 if (ret.Failed()) return ret;
1281
1282 /* Do not allow appending to crashed vehicles, too */
1283 if (dst->vehstatus.Test(VehState::Crashed)) return CMD_ERROR;
1284 }
1285
1286 /* if an articulated part is being handled, deal with its parent vehicle */
1287 src = src->GetFirstEnginePart();
1288 if (dst != nullptr) {
1289 dst = dst->GetFirstEnginePart();
1290 }
1291
1292 /* don't move the same vehicle.. */
1293 if (src == dst) return CommandCost();
1294
1295 /* locate the head of the two chains */
1296 Train *src_head = src->First();
1297 Train *dst_head;
1298 if (dst != nullptr) {
1299 dst_head = dst->First();
1300 if (dst_head->tile != src_head->tile) return CMD_ERROR;
1301 /* Now deal with articulated part of destination wagon */
1302 dst = dst->GetLastEnginePart();
1303 } else {
1304 dst_head = nullptr;
1305 }
1306
1307 if (src->IsRearDualheaded()) return CommandCost(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1308
1309 /* When moving all wagons, we can't have the same src_head and dst_head */
1310 if (move_chain && src_head == dst_head) return CommandCost();
1311
1312 /* When moving a multiheaded part to be place after itself, bail out. */
1313 if (!move_chain && dst != nullptr && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
1314
1315 /* Check if all vehicles in the source train are stopped inside a depot. */
1316 if (!src_head->IsStoppedInDepot()) return CommandCost(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1317
1318 /* Check if all vehicles in the destination train are stopped inside a depot. */
1319 if (dst_head != nullptr && !dst_head->IsStoppedInDepot()) return CommandCost(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1320
1321 /* First make a backup of the order of the trains. That way we can do
1322 * whatever we want with the order and later on easily revert. */
1323 TrainList original_src;
1324 TrainList original_dst;
1325
1326 MakeTrainBackup(original_src, src_head);
1327 MakeTrainBackup(original_dst, dst_head);
1328
1329 /* Also make backup of the original heads as ArrangeTrains can change them.
1330 * For the destination head we do not care if it is the same as the source
1331 * head because in that case it's just a copy. */
1332 Train *original_src_head = src_head;
1333 Train *original_dst_head = (dst_head == src_head ? nullptr : dst_head);
1334
1335 /* We want this information from before the rearrangement, but execute this after the validation.
1336 * original_src_head can't be nullptr; src is by definition != nullptr, so src_head can't be nullptr as
1337 * src->GetFirst() always yields non-nullptr, so eventually original_src_head != nullptr as well. */
1338 bool original_src_head_front_engine = original_src_head->IsFrontEngine();
1339 bool original_dst_head_front_engine = original_dst_head != nullptr && original_dst_head->IsFrontEngine();
1340
1341 /* (Re)arrange the trains in the wanted arrangement. */
1342 ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
1343
1344 if (!flags.Test(DoCommandFlag::AutoReplace)) {
1345 /* If the autoreplace flag is set we do not need to test for the validity
1346 * because we are going to revert the train to its original state. As we
1347 * assume the original state was correct autoreplace can skip this. */
1348 ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
1349 if (ret.Failed()) {
1350 /* Restore the train we had. */
1351 RestoreTrainBackup(original_src);
1352 RestoreTrainBackup(original_dst);
1353 return ret;
1354 }
1355 }
1356
1357 /* do it? */
1358 if (flags.Test(DoCommandFlag::Execute)) {
1359 /* Remove old heads from the statistics */
1360 if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
1361 if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
1362
1363 /* First normalise the sub types of the chains. */
1364 NormaliseSubtypes(src_head);
1365 NormaliseSubtypes(dst_head);
1366
1367 /* There are 14 different cases:
1368 * 1) front engine gets moved to a new train, it stays a front engine.
1369 * a) the 'next' part is a wagon that becomes a free wagon chain.
1370 * b) the 'next' part is an engine that becomes a front engine.
1371 * c) there is no 'next' part, nothing else happens
1372 * 2) front engine gets moved to another train, it is not a front engine anymore
1373 * a) the 'next' part is a wagon that becomes a free wagon chain.
1374 * b) the 'next' part is an engine that becomes a front engine.
1375 * c) there is no 'next' part, nothing else happens
1376 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1377 * a) the 'next' part is a wagon that becomes a free wagon chain.
1378 * b) the 'next' part is an engine that becomes a front engine.
1379 * 4) free wagon gets moved
1380 * a) the 'next' part is a wagon that becomes a free wagon chain.
1381 * b) the 'next' part is an engine that becomes a front engine.
1382 * c) there is no 'next' part, nothing else happens
1383 * 5) non front engine gets moved and becomes a new train, nothing else happens
1384 * 6) non front engine gets moved within a train / to another train, nothing happens
1385 * 7) wagon gets moved, nothing happens
1386 */
1387 if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
1388 /* Cases #2 and #3: the front engine gets trashed. */
1389 CloseWindowById(WindowClass::VehicleView, src->index);
1390 CloseWindowById(WindowClass::VehicleOrders, src->index);
1391 CloseWindowById(WindowClass::VehicleRefit, src->index);
1392 CloseWindowById(WindowClass::VehicleDetails, src->index);
1393 CloseWindowById(WindowClass::VehicleTimetable, src->index);
1395 SetWindowDirty(WindowClass::Company, _current_company);
1396
1397 if (src_head != nullptr && src_head->IsFrontEngine()) {
1398 /* Cases #?b: Transfer order, unit number and other stuff
1399 * to the new front engine. */
1400 src_head->orders = src->orders;
1401 if (src_head->orders != nullptr) src_head->AddToShared(src);
1402 src_head->CopyVehicleConfigAndStatistics(src);
1403 }
1404 /* Remove stuff not valid anymore for non-front engines. */
1406 src->ReleaseUnitNumber();
1407 src->name.clear();
1408 }
1409
1410 /* We weren't a front engine but are becoming one. So
1411 * we should be put in the default group. */
1412 if (original_src_head != src && dst_head == src) {
1414 SetWindowDirty(WindowClass::Company, _current_company);
1415 }
1416
1417 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1418 NormaliseTrainHead(src_head);
1419 NormaliseTrainHead(dst_head);
1420
1421 /* Add new heads to statistics.
1422 * This should be done after NormaliseTrainHead due to engine total limit checks in GetFreeUnitNumber. */
1423 if (src_head != nullptr && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
1424 if (dst_head != nullptr && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
1425
1427 CheckCargoCapacity(src_head);
1428 CheckCargoCapacity(dst_head);
1429 }
1430
1431 if (src_head != nullptr) src_head->First()->MarkDirty();
1432 if (dst_head != nullptr) dst_head->First()->MarkDirty();
1433
1434 /* We are undoubtedly changing something in the depot and train list. */
1435 InvalidateWindowData(WindowClass::VehicleDepot, src->tile);
1436 InvalidateWindowClassesData(WindowClass::TrainList, 0);
1437 } else {
1438 /* We don't want to execute what we're just tried. */
1439 RestoreTrainBackup(original_src);
1440 RestoreTrainBackup(original_dst);
1441 }
1442
1443 return CommandCost();
1444}
1445
1458CommandCost CmdSellRailWagon(DoCommandFlags flags, Vehicle *t, bool sell_chain, bool backup_order, ClientID user)
1459{
1461 Train *first = v->First();
1462
1463 if (v->IsRearDualheaded()) return CommandCost(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1464
1465 /* First make a backup of the order of the train. That way we can do
1466 * whatever we want with the order and later on easily revert. */
1467 TrainList original;
1468 MakeTrainBackup(original, first);
1469
1470 /* We need to keep track of the new head and the head of what we're going to sell. */
1471 Train *new_head = first;
1472 Train *sell_head = nullptr;
1473
1474 /* Split the train in the wanted way. */
1475 ArrangeTrains(&sell_head, nullptr, &new_head, v, sell_chain);
1476
1477 /* We don't need to validate the second train; it's going to be sold. */
1478 CommandCost ret = ValidateTrains(nullptr, nullptr, first, new_head, !flags.Test(DoCommandFlag::AutoReplace));
1479 if (ret.Failed()) {
1480 /* Restore the train we had. */
1481 RestoreTrainBackup(original);
1482 return ret;
1483 }
1484
1485 if (first->orders == nullptr && !OrderList::CanAllocateItem()) {
1486 /* Restore the train we had. */
1487 RestoreTrainBackup(original);
1488 return CommandCost(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
1489 }
1490
1492 for (Train *part = sell_head; part != nullptr; part = part->Next()) cost.AddCost(-part->value);
1493
1494 /* do it? */
1495 if (flags.Test(DoCommandFlag::Execute)) {
1496 /* First normalise the sub types of the chain. */
1497 NormaliseSubtypes(new_head);
1498
1499 if (v == first && !sell_chain && new_head != nullptr && new_head->IsFrontEngine()) {
1500 if (v->IsEngine()) {
1501 /* We are selling the front engine. In this case we want to
1502 * 'give' the order, unit number and such to the new head. */
1503 new_head->orders = first->orders;
1504 new_head->AddToShared(first);
1505 DeleteVehicleOrders(first);
1506
1507 /* Copy other important data from the front engine */
1508 new_head->CopyVehicleConfigAndStatistics(first);
1509 }
1510 GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit, if required
1511 } else if (v->IsPrimaryVehicle() && backup_order) {
1512 OrderBackup::Backup(v, user);
1513 }
1514
1515 /* We need to update the information about the train. */
1516 NormaliseTrainHead(new_head);
1517
1518 /* We are undoubtedly changing something in the depot and train list. */
1519 InvalidateWindowData(WindowClass::VehicleDepot, v->tile);
1520 InvalidateWindowClassesData(WindowClass::TrainList, 0);
1521
1522 /* Actually delete the sold 'goods' */
1523 delete sell_head;
1524 } else {
1525 /* We don't want to execute what we're just tried. */
1526 RestoreTrainBackup(original);
1527 }
1528
1529 return cost;
1530}
1531
1533{
1534 /* Set common defaults. */
1535 this->bounds = {{-1, -1, 0}, {3, 3, 6}, {}};
1536
1537 /* Set if flipped and engine is NOT flagged with custom flip handling. */
1538 int flipped = this->flags.Test(VehicleRailFlag::Flipped) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips);
1539 /* If flipped and vehicle length is odd, we need to adjust the bounding box offset slightly. */
1540 int flip_offs = flipped && (this->gcache.cached_veh_length & 1);
1541
1542 Direction dir = this->direction;
1543 if (flipped) dir = ReverseDir(dir);
1544
1545 if (!IsDiagonalDirection(dir)) {
1546 static constexpr DiagDirectionIndexArray<Point> _sign_table{{{
1547 /* x, y */
1548 {-1, -1}, // DiagDirection::N
1549 {-1, 1}, // DiagDirection::E
1550 { 1, 1}, // DiagDirection::S
1551 { 1, -1}, // DiagDirection::W
1552 }}};
1553
1554 int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length + flipped) / 2;
1555
1556 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1557 this->bounds.offset.x -= half_shorten * _sign_table[DirToDiagDir(dir)].x;
1558 this->bounds.offset.y -= half_shorten * _sign_table[DirToDiagDir(dir)].y;
1559 } else {
1560 switch (dir) {
1561 /* Shorten southern corner of the bounding box according the vehicle length
1562 * and center the bounding box on the vehicle. */
1563 case Direction::NE:
1564 this->bounds.origin.x = -(this->gcache.cached_veh_length + 1) / 2 + flip_offs;
1565 this->bounds.extent.x = this->gcache.cached_veh_length;
1566 this->bounds.offset.x = 1;
1567 break;
1568
1569 case Direction::NW:
1570 this->bounds.origin.y = -(this->gcache.cached_veh_length + 1) / 2 + flip_offs;
1571 this->bounds.extent.y = this->gcache.cached_veh_length;
1572 this->bounds.offset.y = 1;
1573 break;
1574
1575 /* Move northern corner of the bounding box down according to vehicle length
1576 * and center the bounding box on the vehicle. */
1577 case Direction::SW:
1578 this->bounds.origin.x = -(this->gcache.cached_veh_length) / 2 - flip_offs;
1579 this->bounds.extent.x = this->gcache.cached_veh_length;
1580 this->bounds.offset.x = 1 - (VEHICLE_LENGTH - this->gcache.cached_veh_length);
1581 break;
1582
1583 case Direction::SE:
1584 this->bounds.origin.y = -(this->gcache.cached_veh_length) / 2 - flip_offs;
1585 this->bounds.extent.y = this->gcache.cached_veh_length;
1586 this->bounds.offset.y = 1 - (VEHICLE_LENGTH - this->gcache.cached_veh_length);
1587 break;
1588
1589 default:
1590 NOT_REACHED();
1591 }
1592 }
1593}
1594
1599static void MarkTrainAsStuck(Train *consist)
1600{
1601 if (!consist->flags.Test(VehicleRailFlag::Stuck)) {
1602 /* It is the first time the problem occurred, set the "train stuck" flag. */
1604
1605 consist->wait_counter = 0;
1606
1607 /* Stop train */
1608 consist->cur_speed = 0;
1609 consist->subspeed = 0;
1610 consist->SetLastSpeed();
1611
1612 SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
1613 }
1614}
1615
1623static void SwapTrainFlags(GroundVehicleFlags *swap_flag1, GroundVehicleFlags *swap_flag2)
1624{
1625 GroundVehicleFlags flag1 = *swap_flag1;
1626 GroundVehicleFlags flag2 = *swap_flag2;
1627
1628 /* Reverse the rail-flags (if needed) */
1633}
1634
1640static void UpdateStatusAfterSwap(Train *v, bool reverse = true)
1641{
1642 /* Maybe reverse the direction. */
1643 if (reverse) v->direction = ReverseDir(v->direction);
1644
1645 /* Call the proper EnterTile function unless we are in a wormhole. */
1646 if (v->track != Track::Wormhole) {
1647 VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
1648 } else {
1649 /* VehicleEnterTile_TunnelBridge() sets Track::Wormhole when the vehicle
1650 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1651 * If we were swapped with such a vehicle, we have set Track::Wormhole,
1652 * when we shouldn't have. Check if this is the case. */
1653 TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
1655 VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
1656 if (v->track != Track::Wormhole && IsBridgeTile(v->tile)) {
1657 /* We have just left the wormhole, possibly set the
1658 * "goingdown" bit. UpdateInclination() can be used
1659 * because we are at the border of the tile. */
1660 v->UpdatePosition();
1661 v->UpdateInclination(true, true);
1662 return;
1663 }
1664 }
1665 }
1666
1667 v->UpdatePosition();
1668 v->UpdateViewport(true, true);
1669}
1670
1678static void ReverseTrainSwapVeh(Train *v, int l, int r)
1679{
1680 Train *a, *b;
1681
1682 /* locate vehicles to swap */
1683 for (a = v; l != 0; l--) a = a->Next();
1684 for (b = v; r != 0; r--) b = b->Next();
1685
1686 if (a != b) {
1687 /* swap the hidden bits */
1688 {
1689 bool a_hidden = a->vehstatus.Test(VehState::Hidden);
1690 bool b_hidden = b->vehstatus.Test(VehState::Hidden);
1691 b->vehstatus.Set(VehState::Hidden, a_hidden);
1692 a->vehstatus.Set(VehState::Hidden, b_hidden);
1693 }
1694
1695 std::swap(a->track, b->track);
1696 std::swap(a->direction, b->direction);
1697 std::swap(a->x_pos, b->x_pos);
1698 std::swap(a->y_pos, b->y_pos);
1699 std::swap(a->tile, b->tile);
1700 std::swap(a->z_pos, b->z_pos);
1701
1703 } else {
1704 /* Swap GroundVehicleFlag::GoingUp/GroundVehicleFlag::GoingDown.
1705 * This is a little bit redundant way, a->gv_flags will
1706 * be (re)set twice, but it reduces code duplication */
1708 }
1709}
1710
1716{
1717 int r = CountVehiclesInChain(v) - 1; // number of vehicles - 1
1718
1719 /* swap start<>end, start+1<>end-1, ... */
1720 int l = 0;
1721 do {
1722 ReverseTrainSwapVeh(v, l++, r--);
1723 } while (l <= r);
1724
1725 for (Train *u = v; u != nullptr; u = u->Next()) {
1727 }
1728}
1729
1735static bool IsTrain(const Vehicle *v)
1736{
1737 return v->type == VehicleType::Train;
1738}
1739
1747{
1748 assert(IsLevelCrossingTile(tile));
1749
1750 return HasVehicleOnTile(tile, IsTrain);
1751}
1752
1760{
1761 if (v->type != VehicleType::Train || v->vehstatus.Test(VehState::Crashed)) return false;
1762
1763 const Train *t = Train::From(v);
1764 if (!t->IsMovingFront()) return false;
1765
1766 return TrainApproachingCrossingTile(t) == tile;
1767}
1768
1769
1777{
1778 assert(IsLevelCrossingTile(tile));
1779
1781 TileIndex tile_from = tile + TileOffsByDiagDir(dir);
1782
1783 if (HasVehicleOnTile(tile_from, [&](const Vehicle *v) {
1784 return TrainApproachingCrossingEnum(v, tile);
1785 })) return true;
1786
1787 dir = ReverseDiagDir(dir);
1788 tile_from = tile + TileOffsByDiagDir(dir);
1789
1790 return HasVehicleOnTile(tile_from, [&](const Vehicle *v) {
1791 return TrainApproachingCrossingEnum(v, tile);
1792 });
1793}
1794
1800static inline bool CheckLevelCrossing(TileIndex tile)
1801{
1802 /* reserved || train on crossing || train approaching crossing */
1804}
1805
1813static void UpdateLevelCrossingTile(TileIndex tile, bool sound, bool force_barred)
1814{
1815 assert(IsLevelCrossingTile(tile));
1816 bool set_barred;
1817
1818 /* We force the crossing to be barred when an adjacent crossing is barred, otherwise let it decide for itself. */
1819 set_barred = force_barred || CheckLevelCrossing(tile);
1820
1821 /* The state has changed */
1822 if (set_barred != IsCrossingBarred(tile)) {
1823 if (set_barred && sound && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1824 SetCrossingBarred(tile, set_barred);
1825 MarkTileDirtyByTile(tile);
1826 }
1827}
1828
1835void UpdateLevelCrossing(TileIndex tile, bool sound, bool force_bar)
1836{
1837 if (!IsLevelCrossingTile(tile)) return;
1838
1839 bool forced_state = force_bar;
1840
1841 Axis axis = GetCrossingRoadAxis(tile);
1842 DiagDirections diagdirs = AxisToDiagDirs(axis);
1843
1844 /* Check if an adjacent crossing is barred. */
1845 for (DiagDirection dir : diagdirs) {
1846 for (TileIndex t = tile; !forced_state && t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
1847 forced_state |= CheckLevelCrossing(t);
1848 }
1849 }
1850
1851 /* Now that we know whether all tiles in this crossing should be barred or open,
1852 * we need to update those tiles. We start with the tile itself, then look along the road axis. */
1853 UpdateLevelCrossingTile(tile, sound, forced_state);
1854 for (DiagDirection dir : diagdirs) {
1855 for (TileIndex t = TileAddByDiagDir(tile, dir); t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
1856 UpdateLevelCrossingTile(t, sound, forced_state);
1857 }
1858 }
1859}
1860
1867{
1868 for (DiagDirection dir : AxisToDiagDirs(road_axis)) {
1869 const TileIndex t = TileAddByDiagDir(tile, dir);
1870 if (t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
1872 }
1873 }
1874}
1875
1882{
1883 for (DiagDirection dir : AxisToDiagDirs(road_axis)) {
1884 const TileIndexDiff diff = TileOffsByDiagDir(dir);
1885 bool occupied = false;
1886 for (TileIndex t = tile + diff; t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis; t += diff) {
1887 occupied |= CheckLevelCrossing(t);
1888 }
1889 if (occupied) {
1890 /* Mark the immediately adjacent tile dirty */
1891 const TileIndex t = tile + diff;
1892 if (t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
1894 }
1895 } else {
1896 /* Unbar the crossing tiles in this direction as necessary */
1897 for (TileIndex t = tile + diff; t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis; t += diff) {
1898 if (IsCrossingBarred(t)) {
1899 /* The crossing tile is barred, unbar it and continue to check the next tile */
1900 SetCrossingBarred(t, false);
1902 } else {
1903 /* The crossing tile is already unbarred, mark the tile dirty and stop checking */
1905 break;
1906 }
1907 }
1908 }
1909 }
1910}
1911
1917static inline void MaybeBarCrossingWithSound(TileIndex tile)
1918{
1919 if (!IsCrossingBarred(tile)) {
1920 SetCrossingReservation(tile, true);
1921 UpdateLevelCrossing(tile, true);
1922 }
1923}
1924
1925
1931static void AdvanceWagonsBeforeSwap(Train *moving_front)
1932{
1933 Train *base = moving_front;
1934 Train *first = base; // first vehicle to move
1935 Train *last = moving_front->GetMovingBack(); // last vehicle to move
1936 uint length = CountVehiclesInChain(moving_front->First());
1937
1938 while (length > 2) {
1939 last = last->GetMovingPrev();
1940 first = first->GetMovingNext();
1941
1942 int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
1943
1944 /* do not update images now
1945 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1946 for (int i = 0; i < differential; i++) TrainController(first, last->GetMovingNext());
1947
1948 base = first; // == base->GetMovingNext()
1949 length -= 2;
1950 }
1951}
1952
1953
1959static void AdvanceWagonsAfterSwap(Train *moving_front)
1960{
1961 /* first of all, fix the situation when the train was entering a depot */
1962 Train *dep = moving_front; // last vehicle in front of just left depot
1963 while (dep->GetMovingNext() != nullptr && (dep->track == Track::Depot || dep->GetMovingNext()->track != Track::Depot)) {
1964 dep = dep->GetMovingNext(); // find first vehicle outside of a depot, with next vehicle inside a depot
1965 }
1966
1967 Train *leave = dep->GetMovingNext(); // first vehicle in a depot we are leaving now
1968
1969 if (leave != nullptr) {
1970 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1971 int d = TicksToLeaveDepot(dep);
1972
1973 if (d <= 0) {
1974 leave->vehstatus.Reset(VehState::Hidden); // move it out of the depot
1975 leave->track = GetRailDepotTrack(leave->tile);
1976 for (int i = 0; i >= d; i--) TrainController(leave, nullptr); // maybe move it, and maybe let another wagon leave
1977 }
1978 } else {
1979 dep = nullptr; // no vehicle in a depot, so no vehicle leaving a depot
1980 }
1981
1982 Train *base = moving_front;
1983 Train *first = base; // first vehicle to move
1984 Train *last = moving_front->GetMovingBack(); // last vehicle to move
1985 uint length = CountVehiclesInChain(moving_front->First());
1986
1987 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1988 * they have already correct spacing, so we have to make sure they are moved how they should */
1989 bool nomove = (dep == nullptr); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1990
1991 while (length > 2) {
1992 /* we reached vehicle (originally) in front of a depot, stop now
1993 * (we would move wagons that are already moved with new wagon length). */
1994 if (base == dep) break;
1995
1996 /* the last wagon was that one leaving a depot, so do not move it anymore */
1997 if (last == dep) nomove = true;
1998
1999 last = last->GetMovingPrev();
2000 first = first->GetMovingNext();
2001
2002 int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
2003
2004 /* do not update images now */
2005 for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->GetMovingNext() : nullptr));
2006
2007 base = first; // == base->GetMovingNext()
2008 length -= 2;
2009 }
2010}
2011
2012static bool IsWholeTrainInsideDepot(const Train *v)
2013{
2014 for (const Train *u = v; u != nullptr; u = u->Next()) {
2015 if (u->track != Track::Depot || u->tile != v->tile) return false;
2016 }
2017 return true;
2018}
2019
2024static void ReverseTrainDirection(Train *consist)
2025{
2026 Train *moving_front = consist->GetMovingFront();
2027 if (IsRailDepotTile(moving_front->tile)) {
2028 if (IsWholeTrainInsideDepot(consist)) return;
2029 InvalidateWindowData(WindowClass::VehicleDepot, moving_front->tile);
2030 }
2031
2032 /* Clear path reservation in front if train is not stuck. */
2034
2035 /* Check if we were approaching a rail/road-crossing */
2036 TileIndex crossing = TrainApproachingCrossingTile(moving_front);
2037
2038 /* Check if we should back up or flip the train. */
2039 if (consist->vehicle_flags.Test(VehicleFlag::DrivingBackwards) || _settings_game.difficulty.train_flip_reverse_allowed == TrainFlipReversingAllowed::None || consist->Last()->CanLeadTrain()) {
2040 /* The train will back up. */
2042
2043 for (Train *u = consist; u != nullptr; u = u->Next()) {
2044 /* Invert going up/down */
2045 if (u->gv_flags.Any({GroundVehicleFlag::GoingUp, GroundVehicleFlag::GoingDown})) {
2047 }
2048 UpdateStatusAfterSwap(u, false);
2049 }
2050 /* We may have entered a depot and stopped driving backwards. */
2051 moving_front = consist->GetMovingFront();
2052 } else {
2053 /* The train will flip. */
2054 AdvanceWagonsBeforeSwap(moving_front);
2055
2056 /* swap start<>end, start+1<>end-1, ... */
2057 ReverseTrainSwapVehicles(consist);
2058
2059 AdvanceWagonsAfterSwap(moving_front);
2060 }
2061
2062 if (IsRailDepotTile(moving_front->tile)) {
2063 InvalidateWindowData(WindowClass::VehicleDepot, moving_front->tile);
2064 }
2065
2068
2069 /* recalculate cached data */
2070 consist->ConsistChanged(CCF_TRACK);
2071
2072 /* update all images */
2073 for (Train *u = consist; u != nullptr; u = u->Next()) u->UpdateViewport(false, false);
2074
2075 /* update crossing we were approaching */
2076 if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
2077
2078 /* maybe we are approaching crossing now, after reversal */
2079 crossing = TrainApproachingCrossingTile(moving_front);
2080 if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
2081
2082 /* If we are inside a depot after reversing, don't bother with path reserving. */
2083 if (moving_front->track == Track::Depot) {
2084 /* Can't be stuck here as inside a depot is always a safe tile. */
2085 if (consist->flags.Test(VehicleRailFlag::Stuck)) SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
2087 return;
2088 }
2089
2090 /* VehicleExitDir does not always produce the desired dir for depots and
2091 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
2092 DiagDirection dir = VehicleExitDir(moving_front->GetMovingDirection(), moving_front->track);
2093 if (IsRailDepotTile(moving_front->tile) || IsTileType(moving_front->tile, TileType::TunnelBridge)) dir = DiagDirection::Invalid;
2094
2095 if (UpdateSignalsOnSegment(moving_front->tile, dir, consist->owner) == SigSegState::Path || _settings_game.pf.reserve_paths) {
2096 /* If we are currently on a tile with conventional signals, we can't treat the
2097 * current tile as a safe tile or we would enter a PBS block without a reservation. */
2098 bool first_tile_okay = !HasBlockSignalOnTrackdir(moving_front->tile, moving_front->GetVehicleTrackdir());
2099
2100 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
2101 if (IsRailDepotTile(moving_front->tile) && TrackdirToExitdir(moving_front->GetVehicleTrackdir()) == GetRailDepotDirection(moving_front->tile)) first_tile_okay = false;
2102
2103 if (IsRailStationTile(moving_front->tile)) SetRailStationPlatformReservation(moving_front->tile, TrackdirToExitdir(moving_front->GetVehicleTrackdir()), true);
2104 if (TryPathReserve(consist, false, first_tile_okay)) {
2105 /* Do a look-ahead now in case our current tile was already a safe tile. */
2106 CheckNextTrainTile(consist);
2107 } else if (consist->current_order.GetType() != OT_LOADING) {
2108 /* Do not wait for a way out when we're still loading */
2109 MarkTrainAsStuck(consist);
2110 }
2111 } else if (consist->flags.Test(VehicleRailFlag::Stuck)) {
2112 /* A train not inside a PBS block can't be stuck. */
2114 consist->wait_counter = 0;
2115 }
2116}
2117
2125CommandCost CmdReverseTrainDirection(DoCommandFlags flags, VehicleID veh_id, bool reverse_single_veh)
2126{
2127 Train *v = Train::GetIfValid(veh_id);
2128 if (v == nullptr) return CMD_ERROR;
2129
2131 if (ret.Failed()) return ret;
2132
2133 if (reverse_single_veh) {
2134 /* turn a single unit around */
2135
2136 if (v->IsMultiheaded() || EngInfo(v->engine_type)->callback_mask.Test(VehicleCallbackMask::ArticEngine)) {
2137 return CommandCost(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
2138 }
2139
2140 Train *front = v->First();
2141 /* make sure the vehicle is stopped in the depot */
2142 if (!front->IsStoppedInDepot()) {
2143 return CommandCost(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
2144 }
2145
2146 if (flags.Test(DoCommandFlag::Execute)) {
2148
2150 SetWindowDirty(WindowClass::VehicleDepot, front->tile);
2151 SetWindowDirty(WindowClass::VehicleDetails, front->index);
2152 InvalidateWindowData(WindowClass::VehicleView, front->index);
2153 SetWindowClassesDirty(WindowClass::TrainList);
2154 }
2155 } else {
2156 /* turn the whole train around */
2157 if (!v->IsPrimaryVehicle()) return CMD_ERROR;
2158 if (v->vehstatus.Test(VehState::Crashed) || v->breakdown_ctr != 0) return CMD_ERROR;
2159
2160 if (flags.Test(DoCommandFlag::Execute)) {
2161 /* Properly leave the station if we are loading and won't be loading anymore */
2162 if (v->current_order.IsType(OT_LOADING)) {
2163 const Vehicle *moving_back = v->GetMovingBack();
2164
2165 /* not a station || different station --> leave the station */
2166 if (!IsTileType(moving_back->tile, TileType::Station) || GetStationIndex(moving_back->tile) != GetStationIndex(v->GetMovingFront()->tile)) {
2167 v->LeaveStation();
2168 }
2169 }
2170
2171 /* We cancel any 'skip signal at dangers' here */
2173 InvalidateWindowData(WindowClass::VehicleView, v->index);
2174
2175 if (_settings_game.vehicle.train_acceleration_model != AccelerationModel::Original && v->cur_speed != 0) {
2177 } else {
2178 v->cur_speed = 0;
2179 v->SetLastSpeed();
2182 }
2183
2184 /* Unbunching data is no longer valid. */
2186 }
2187 }
2188 return CommandCost();
2189}
2190
2202{
2205
2206 const Train *moving_front = t->GetMovingFront();
2207 TileIndex next_tile = TileAddByDiagDir(moving_front->tile, TrackdirToExitdir(moving_front->GetVehicleTrackdir()));
2208 if (next_tile == INVALID_TILE || !IsTileType(next_tile, TileType::Railway) || !HasSignals(next_tile)) return TFP_STUCK;
2209 TrackBits new_tracks = DiagdirReachesTracks(TrackdirToExitdir(moving_front->GetVehicleTrackdir())) & GetTrackBits(next_tile);
2210 return new_tracks.Any() && HasSignalOnTrack(next_tile, FindFirstTrack(new_tracks)) ? TFP_SIGNAL : TFP_STUCK;
2211}
2212
2220{
2221 Train *t = Train::GetIfValid(veh_id);
2222 if (t == nullptr) return CMD_ERROR;
2223
2224 if (!t->IsPrimaryVehicle()) return CMD_ERROR;
2225
2227 if (ret.Failed()) return ret;
2228
2229
2230 if (flags.Test(DoCommandFlag::Execute)) {
2232 InvalidateWindowData(WindowClass::VehicleView, t->index);
2233
2234 /* Unbunching data is no longer valid. */
2236 }
2237
2238 return CommandCost();
2239}
2240
2248static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
2249{
2250 assert(!v->vehstatus.Test(VehState::Crashed));
2251
2252 return YapfTrainFindNearestDepot(v, max_distance);
2253}
2254
2256{
2257 FindDepotData tfdd = FindClosestTrainDepot(this, 0);
2258 if (tfdd.best_length == UINT_MAX) return ClosestDepot();
2259
2260 return ClosestDepot(tfdd.tile, GetDepotIndex(tfdd.tile), tfdd.reverse);
2261}
2262
2263void Train::PlayLeaveStationSound(bool force) const
2264{
2265 static const SoundFx sfx[] = {
2271 };
2272
2273 if (PlayVehicleSound(this, VSE_START, force)) return;
2274
2275 SndPlayVehicleFx(sfx[to_underlying(RailVehInfo(this->engine_type)->engclass)], this);
2276}
2277
2282static void CheckNextTrainTile(Train *consist)
2283{
2284 /* Don't do any look-ahead if path_backoff_interval is 255. */
2285 if (_settings_game.pf.path_backoff_interval == 255) return;
2286
2287 const Train *moving_front = consist->GetMovingFront();
2288
2289 /* Exit if we are inside a depot. */
2290 if (moving_front->track == Track::Depot) return;
2291
2292 switch (consist->current_order.GetType()) {
2293 /* Exit if we reached our destination depot. */
2294 case OT_GOTO_DEPOT:
2295 if (moving_front->tile == consist->dest_tile) return;
2296 break;
2297
2298 case OT_GOTO_WAYPOINT:
2299 /* If we reached our waypoint, make sure we see that. */
2300 if (IsRailWaypointTile(moving_front->tile) && GetStationIndex(moving_front->tile) == consist->current_order.GetDestination()) ProcessOrders(consist);
2301 break;
2302
2303 case OT_NOTHING:
2304 case OT_LEAVESTATION:
2305 case OT_LOADING:
2306 /* Exit if the current order doesn't have a destination, but the train has orders. */
2307 if (consist->GetNumOrders() > 0) return;
2308 break;
2309
2310 default:
2311 break;
2312 }
2313 /* Exit if we are on a station tile and are going to stop. */
2314 if (IsRailStationTile(moving_front->tile) && consist->current_order.ShouldStopAtStation(consist, GetStationIndex(moving_front->tile))) return;
2315
2316 Trackdir td = moving_front->GetVehicleTrackdir();
2317
2318 /* On a tile with a red non-pbs signal, don't look ahead. */
2319 if (HasBlockSignalOnTrackdir(moving_front->tile, td) && GetSignalStateByTrackdir(moving_front->tile, td) == SignalState::Red) return;
2320
2321 CFollowTrackRail ft(consist);
2322 if (!ft.Follow(moving_front->tile, td)) return;
2323
2325 /* Next tile is not reserved. */
2326 if (ft.new_td_bits.Count() == 1) {
2328 /* If the next tile is a PBS signal, try to make a reservation. */
2332 }
2333 ChooseTrainTrack(consist, ft.new_tile, ft.exitdir, tracks, false, nullptr, false);
2334 }
2335 }
2336 }
2337}
2338
2345{
2346 /* bail out if not all wagons are in the same depot or not in a depot at all */
2347 for (const Train *u = v; u != nullptr; u = u->Next()) {
2348 if (u->track != Track::Depot || u->tile != v->tile) return false;
2349 }
2350
2351 /* if the train got no power, then keep it in the depot */
2352 if (v->gcache.cached_power == 0) {
2354 SetWindowDirty(WindowClass::VehicleDepot, v->tile);
2355 return true;
2356 }
2357
2358 /* Check if we should wait here for unbunching. */
2359 if (v->IsWaitingForUnbunching()) return true;
2360
2361 SigSegState seg_state;
2362
2363 if (v->force_proceed == TFP_NONE) {
2364 /* force proceed was not pressed */
2365 if (++v->wait_counter < 37) {
2366 SetWindowClassesDirty(WindowClass::TrainList);
2367 return true;
2368 }
2369
2370 v->wait_counter = 0;
2371
2373 if (seg_state == SigSegState::Full || HasDepotReservation(v->tile)) {
2374 /* Full and no PBS signal in block or depot reserved, can't exit. */
2375 SetWindowClassesDirty(WindowClass::TrainList);
2376 return true;
2377 }
2378 } else {
2380 }
2381
2382 /* We are leaving a depot, but have to go to the exact same one; re-enter. */
2383 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
2384 /* Service when depot has no reservation. */
2386 return true;
2387 }
2388
2389 /* Only leave when we can reserve a path to our destination. */
2390 if (seg_state == SigSegState::Path && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
2391 /* No path and no force proceed. */
2392 SetWindowClassesDirty(WindowClass::TrainList);
2394 return true;
2395 }
2396
2397 SetDepotReservation(v->tile, true);
2398 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
2399
2403 SetWindowClassesDirty(WindowClass::TrainList);
2404
2406
2408 v->cur_speed = 0;
2409
2410 v->UpdateViewport(true, true);
2411 v->UpdatePosition();
2413 v->UpdateAcceleration();
2414 InvalidateWindowData(WindowClass::VehicleDepot, v->tile);
2415
2416 return false;
2417}
2418
2425static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
2426{
2427 DiagDirection dir = TrackdirToExitdir(track_dir);
2428
2430 /* Are we just leaving a tunnel/bridge? */
2431 if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
2433
2434 if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
2435 /* Free the reservation only if no other train is on the tiles. */
2436 SetTunnelBridgeReservation(tile, false);
2437 SetTunnelBridgeReservation(end, false);
2438
2439 if (_settings_client.gui.show_track_reservation) {
2440 if (IsBridge(tile)) {
2441 MarkBridgeDirty(tile);
2442 } else {
2443 MarkTileDirtyByTile(tile);
2445 }
2446 }
2447 }
2448 }
2449 } else if (IsRailStationTile(tile)) {
2450 TileIndex new_tile = TileAddByDiagDir(tile, dir);
2451 /* If the new tile is not a further tile of the same station, we
2452 * clear the reservation for the whole platform. */
2453 if (!IsCompatibleTrainStationTile(new_tile, tile)) {
2455 }
2456 } else {
2457 /* Any other tile */
2458 UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
2459 }
2460}
2461
2467{
2468 assert(consist->IsFrontEngine());
2469
2470 const Train *moving_front = consist->GetMovingFront();
2471 TileIndex tile = moving_front->tile;
2472 Trackdir td = moving_front->GetVehicleTrackdir();
2473 bool free_tile = tile != moving_front->tile || !(IsRailStationTile(moving_front->tile) || IsTileType(moving_front->tile, TileType::TunnelBridge));
2474 StationID station_id = IsRailStationTile(moving_front->tile) ? GetStationIndex(moving_front->tile) : StationID::Invalid();
2475
2476 /* Can't be holding a reservation if we enter a depot. */
2477 if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
2478 if (moving_front->track == Track::Depot) {
2479 /* Front engine is in a depot. We enter if some part is not in the depot. */
2480 for (const Train *u = consist; u != nullptr; u = u->Next()) {
2481 if (u->track != Track::Depot || u->tile != consist->tile) return;
2482 }
2483 }
2484 /* Don't free reservation if it's not ours. */
2485 if (TracksOverlap(GetReservedTrackbits(tile) | TrackdirToTrack(td))) return;
2486
2487 CFollowTrackRail ft(consist, GetAllCompatibleRailTypes(consist->railtypes));
2488 while (ft.Follow(tile, td)) {
2489 tile = ft.new_tile;
2491 td = RemoveFirstTrackdir(bits);
2492 assert(bits.None());
2493
2494 if (!IsValidTrackdir(td)) break;
2495
2496 if (IsTileType(tile, TileType::Railway)) {
2497 if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
2498 /* Conventional signal along trackdir: remove reservation and stop. */
2500 break;
2501 }
2502 if (HasPbsSignalOnTrackdir(tile, td)) {
2503 if (GetSignalStateByTrackdir(tile, td) == SignalState::Red) {
2504 /* Red PBS signal? Can't be our reservation, would be green then. */
2505 break;
2506 } else {
2507 /* Turn the signal back to red. */
2509 MarkTileDirtyByTile(tile);
2510 }
2511 } else if (HasPbsSignalOnTrackdir(tile, ReverseTrackdir(td))) {
2512 /* Reservation passes an opposing path signal. Mark signal for update to re-establish the proper default state. */
2514 } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
2515 break;
2516 }
2517 }
2518
2519 /* Don't free first station/bridge/tunnel if we are on it. */
2520 if (free_tile || (!(ft.is_station && GetStationIndex(ft.new_tile) == station_id) && !ft.is_tunnel && !ft.is_bridge)) ClearPathReservation(consist, tile, td);
2521
2522 free_tile = true;
2523 }
2524
2526}
2527
2541static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest, TileIndex *final_dest)
2542{
2543 if (final_dest != nullptr) *final_dest = INVALID_TILE;
2544 return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest, final_dest);
2545}
2546
2555static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
2556{
2558
2559 CFollowTrackRail ft(v);
2560
2561 std::vector<std::pair<TileIndex, Trackdir>> signals_set_to_red;
2562
2563 TileIndex tile = origin.tile;
2564 Trackdir cur_td = origin.trackdir;
2565 while (ft.Follow(tile, cur_td)) {
2566 if (ft.new_td_bits.Count() == 1) {
2567 /* Possible signal tile. */
2569 }
2570
2573 if (ft.new_td_bits.None()) break;
2574 }
2575
2576 /* Station, depot or waypoint are a possible target. */
2577 bool target_seen = ft.is_station || (IsTileType(ft.new_tile, TileType::Railway) && !IsPlainRail(ft.new_tile));
2578 if (target_seen || ft.new_td_bits.Count() > 1) {
2579 /* Choice found or possible target encountered.
2580 * On finding a possible target, we need to stop and let the pathfinder handle the
2581 * remaining path. This is because we don't know if this target is in one of our
2582 * orders, so we might cause pathfinding to fail later on if we find a choice.
2583 * This failure would cause a bogus call to TryReserveSafePath which might reserve
2584 * a wrong path not leading to our next destination. */
2586
2587 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2588 * actually starts its search at the first unreserved tile. */
2589 if (ft.tiles_skipped != 0) ft.new_tile -= TileOffsByDiagDir(ft.exitdir) * ft.tiles_skipped;
2590
2591 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2592 if (new_tracks != nullptr) *new_tracks = TrackdirBitsToTrackBits(ft.new_td_bits);
2593 if (enterdir != nullptr) *enterdir = ft.exitdir;
2594 return PBSTileInfo(ft.new_tile, ft.old_td, false);
2595 }
2596
2597 tile = ft.new_tile;
2598 cur_td = FindFirstTrackdir(ft.new_td_bits);
2599
2600 Trackdir rev_td = ReverseTrackdir(cur_td);
2601 if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
2602 bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
2603 if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
2604 /* Green path signal opposing the path? Turn to red. */
2605 if (HasPbsSignalOnTrackdir(tile, rev_td) && GetSignalStateByTrackdir(tile, rev_td) == SignalState::Green) {
2606 signals_set_to_red.emplace_back(tile, rev_td);
2608 MarkTileDirtyByTile(tile);
2609 }
2610 /* Safe position is all good, path valid and okay. */
2611 return PBSTileInfo(tile, cur_td, true);
2612 }
2613
2614 if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
2615
2616 /* Green path signal opposing the path? Turn to red. */
2617 if (HasPbsSignalOnTrackdir(tile, rev_td) && GetSignalStateByTrackdir(tile, rev_td) == SignalState::Green) {
2618 signals_set_to_red.emplace_back(tile, rev_td);
2620 MarkTileDirtyByTile(tile);
2621 }
2622 }
2623
2624 if (ft.err == CFollowTrackRail::ErrorCode::Owner || ft.err == CFollowTrackRail::ErrorCode::NoWay) {
2625 /* End of line, path valid and okay. */
2626 return PBSTileInfo(ft.old_tile, ft.old_td, true);
2627 }
2628
2629 /* Sorry, can't reserve path, back out. */
2630 tile = origin.tile;
2631 cur_td = origin.trackdir;
2632 TileIndex stopped = ft.old_tile;
2633 Trackdir stopped_td = ft.old_td;
2634 while (tile != stopped || cur_td != stopped_td) {
2635 if (!ft.Follow(tile, cur_td)) break;
2636
2639 assert(ft.new_td_bits.Any());
2640 }
2641 assert(ft.new_td_bits.Count() == 1);
2642
2643 tile = ft.new_tile;
2644 cur_td = FindFirstTrackdir(ft.new_td_bits);
2645
2646 UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
2647 }
2648
2649 /* Re-instate green signals we turned to red. */
2650 for (auto [sig_tile, td] : signals_set_to_red) {
2652 }
2653
2654 /* Path invalid. */
2655 return PBSTileInfo();
2656}
2657
2668static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_railtype)
2669{
2670 return YapfTrainFindNearestSafeTile(v, tile, td, override_railtype);
2671}
2672
2674class VehicleOrderSaver {
2675private:
2676 Train *v;
2677 Order old_order;
2678 TileIndex old_dest_tile;
2679 StationID old_last_station_visited;
2680 VehicleOrderID index;
2681 bool suppress_implicit_orders;
2682 bool restored;
2683
2684public:
2685 VehicleOrderSaver(Train *_v) :
2686 v(_v),
2687 old_order(_v->current_order),
2688 old_dest_tile(_v->dest_tile),
2689 old_last_station_visited(_v->last_station_visited),
2690 index(_v->cur_real_order_index),
2691 suppress_implicit_orders(_v->gv_flags.Test(GroundVehicleFlag::SuppressImplicitOrders)),
2692 restored(false)
2693 {
2694 }
2695
2699 void Restore()
2700 {
2701 this->v->current_order = this->old_order;
2702 this->v->dest_tile = this->old_dest_tile;
2703 this->v->last_station_visited = this->old_last_station_visited;
2704 this->v->gv_flags.Set(GroundVehicleFlag::SuppressImplicitOrders, suppress_implicit_orders);
2705 this->restored = true;
2706 }
2707
2712 {
2713 if (!this->restored) this->Restore();
2714 }
2715
2721 bool SwitchToNextOrder(bool skip_first)
2722 {
2723 if (this->v->GetNumOrders() == 0) return false;
2724
2725 if (skip_first) ++this->index;
2726
2727 int depth = 0;
2728
2729 do {
2730 /* Wrap around. */
2731 if (this->index >= this->v->GetNumOrders()) this->index = 0;
2732
2733 Order *order = this->v->GetOrder(this->index);
2734 assert(order != nullptr);
2735
2736 switch (order->GetType()) {
2737 case OT_GOTO_DEPOT:
2738 /* Skip service in depot orders when the train doesn't need service. */
2739 if (order->GetDepotOrderType().Test(OrderDepotTypeFlag::Service) && !this->v->NeedsServicing()) break;
2740 [[fallthrough]];
2741 case OT_GOTO_STATION:
2742 case OT_GOTO_WAYPOINT:
2743 this->v->current_order = *order;
2744 return UpdateOrderDest(this->v, order, 0, true);
2745 case OT_CONDITIONAL: {
2746 VehicleOrderID next = ProcessConditionalOrder(order, this->v);
2747 if (next != INVALID_VEH_ORDER_ID) {
2748 depth++;
2749 this->index = next;
2750 /* Don't increment next, so no break here. */
2751 continue;
2752 }
2753 break;
2754 }
2755 default:
2756 break;
2757 }
2758 /* Don't increment inside the while because otherwise conditional
2759 * orders can lead to an infinite loop. */
2760 ++this->index;
2761 depth++;
2762 } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
2763
2764 return false;
2765 }
2766};
2767
2768/* choose a track */
2769static Track ChooseTrainTrack(Train *consist, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
2770{
2771 Track best_track = Track::Invalid;
2772 bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
2773 bool changed_signal = false;
2774 TileIndex final_dest = INVALID_TILE;
2775
2776 assert(tracks == (tracks & TRACK_BIT_ALL));
2777
2778 if (got_reservation != nullptr) *got_reservation = false;
2779
2780 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2781 TrackBits res_tracks = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
2782 /* Do we have a suitable reserved track? */
2783 if (res_tracks.Any()) return FindFirstTrack(res_tracks);
2784
2785 /* Quick return in case only one possible track is available */
2786 if (tracks.Count() == 1) {
2787 Track track = FindFirstTrack(tracks);
2788 /* We need to check for signals only here, as a junction tile can't have signals. */
2789 if (IsValidTrack(track) && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
2790 do_track_reservation = true;
2791 changed_signal = true;
2793 } else if (!do_track_reservation) {
2794 return track;
2795 }
2796 best_track = track;
2797 }
2798
2799 const Train *moving_front = consist->GetMovingFront();
2800
2801 PBSTileInfo res_dest(tile, Trackdir::Invalid, false);
2802 DiagDirection dest_enterdir = enterdir;
2803 if (do_track_reservation) {
2804 res_dest = ExtendTrainReservation(consist, &tracks, &dest_enterdir);
2805 if (res_dest.tile == INVALID_TILE) {
2806 /* Reservation failed? */
2807 if (mark_stuck) MarkTrainAsStuck(consist);
2808 if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SignalState::Red);
2809 return FindFirstTrack(tracks);
2810 }
2811 if (res_dest.okay) {
2812 /* Got a valid reservation that ends at a safe target, quick exit. */
2813 if (got_reservation != nullptr) *got_reservation = true;
2814 if (changed_signal) MarkTileDirtyByTile(tile);
2815 TryReserveRailTrack(moving_front->tile, TrackdirToTrack(moving_front->GetVehicleTrackdir()));
2816 return best_track;
2817 }
2818
2819 /* Check if the train needs service here, so it has a chance to always find a depot.
2820 * Also check if the current order is a service order so we don't reserve a path to
2821 * the destination but instead to the next one if service isn't needed. */
2822 CheckIfTrainNeedsService(consist);
2823 if (consist->current_order.IsType(OT_DUMMY) || consist->current_order.IsType(OT_CONDITIONAL) || consist->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(consist);
2824 }
2825
2826 /* Save the current train order. The destructor will restore the old order on function exit. */
2827 VehicleOrderSaver orders(consist);
2828
2829 /* If the current tile is the destination of the current order and
2830 * a reservation was requested, advance to the next order.
2831 * Don't advance on a depot order as depots are always safe end points
2832 * for a path and no look-ahead is necessary. This also avoids a
2833 * problem with depot orders not part of the order list when the
2834 * order list itself is empty. */
2835 if (consist->current_order.IsType(OT_LEAVESTATION)) {
2836 orders.SwitchToNextOrder(false);
2837 } else if (consist->current_order.IsType(OT_LOADING) || (!consist->current_order.IsType(OT_GOTO_DEPOT) && (
2838 consist->current_order.IsType(OT_GOTO_STATION) ?
2839 IsRailStationTile(moving_front->tile) && consist->current_order.GetDestination() == GetStationIndex(moving_front->tile) :
2840 moving_front->tile == consist->dest_tile))) {
2841 orders.SwitchToNextOrder(true);
2842 }
2843
2844 if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2845 /* Pathfinders are able to tell that route was only 'guessed'. */
2846 bool path_found = true;
2847 TileIndex new_tile = res_dest.tile;
2848
2849 Track next_track = DoTrainPathfind(consist, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest, &final_dest);
2850 if (new_tile == tile) best_track = next_track;
2851 consist->HandlePathfindingResult(path_found);
2852 }
2853
2854 /* No track reservation requested -> finished. */
2855 if (!do_track_reservation) return best_track;
2856
2857 /* A path was found, but could not be reserved. */
2858 if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2859 if (mark_stuck) MarkTrainAsStuck(consist);
2861 return best_track;
2862 }
2863
2864 /* No possible reservation target found, we are probably lost. */
2865 if (res_dest.tile == INVALID_TILE) {
2866 /* Try to find any safe destination. */
2867 PBSTileInfo origin = FollowTrainReservation(consist);
2868 if (TryReserveSafeTrack(consist, origin.tile, origin.trackdir, false)) {
2869 TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
2870 best_track = FindFirstTrack(res);
2871 TryReserveRailTrack(moving_front->tile, TrackdirToTrack(moving_front->GetVehicleTrackdir()));
2872 if (got_reservation != nullptr) *got_reservation = true;
2873 if (changed_signal) MarkTileDirtyByTile(tile);
2874 } else {
2876 if (mark_stuck) MarkTrainAsStuck(consist);
2877 }
2878 return best_track;
2879 }
2880
2881 if (got_reservation != nullptr) *got_reservation = true;
2882
2883 /* Reservation target found and free, check if it is safe. */
2884 while (!IsSafeWaitingPosition(consist, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
2885 /* Extend reservation until we have found a safe position. */
2886 DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
2887 TileIndex next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
2889 if (Rail90DegTurnDisallowed(GetTileRailType(res_dest.tile), GetTileRailType(next_tile))) {
2890 reachable.Reset(TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir)));
2891 }
2892
2893 /* Get next order with destination. */
2894 if (orders.SwitchToNextOrder(true)) {
2895 PBSTileInfo cur_dest;
2896 bool path_found;
2897 DoTrainPathfind(consist, next_tile, exitdir, reachable, path_found, true, &cur_dest, nullptr);
2898 if (cur_dest.tile != INVALID_TILE) {
2899 res_dest = cur_dest;
2900 if (res_dest.okay) continue;
2901 /* Path found, but could not be reserved. */
2903 if (mark_stuck) MarkTrainAsStuck(consist);
2904 if (got_reservation != nullptr) *got_reservation = false;
2905 changed_signal = false;
2906 break;
2907 }
2908 }
2909 /* No order or no safe position found, try any position. */
2910 if (!TryReserveSafeTrack(consist, res_dest.tile, res_dest.trackdir, true)) {
2912 if (mark_stuck) MarkTrainAsStuck(consist);
2913 if (got_reservation != nullptr) *got_reservation = false;
2914 changed_signal = false;
2915 }
2916 break;
2917 }
2918
2919 TryReserveRailTrack(moving_front->tile, TrackdirToTrack(moving_front->GetVehicleTrackdir()));
2920
2921 if (changed_signal) MarkTileDirtyByTile(tile);
2922
2923 orders.Restore();
2924 if (consist->current_order.IsType(OT_GOTO_DEPOT) &&
2926 final_dest != INVALID_TILE && IsRailDepotTile(final_dest)) {
2927 consist->current_order.SetDestination(GetDepotIndex(final_dest));
2928 consist->dest_tile = final_dest;
2929 SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
2930 }
2931
2932 return best_track;
2933}
2934
2943bool TryPathReserve(Train *consist, bool mark_as_stuck, bool first_tile_okay)
2944{
2945 assert(consist->IsFrontEngine());
2946
2947 const Train *moving_front = consist->GetMovingFront();
2948
2949 /* We have to handle depots specially as the track follower won't look
2950 * at the depot tile itself but starts from the next tile. If we are still
2951 * inside the depot, a depot reservation can never be ours. */
2952 if (moving_front->track == Track::Depot) {
2953 if (HasDepotReservation(moving_front->tile)) {
2954 if (mark_as_stuck) MarkTrainAsStuck(consist);
2955 return false;
2956 } else {
2957 /* Depot not reserved, but the next tile might be. */
2958 TileIndex next_tile = TileAddByDiagDir(moving_front->tile, GetRailDepotDirection(moving_front->tile));
2959 if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(moving_front->tile)))) return false;
2960 }
2961 }
2962
2963 Vehicle *other_train = nullptr;
2964 PBSTileInfo origin = FollowTrainReservation(consist, &other_train);
2965 /* The path we are driving on is already blocked by some other train.
2966 * This can only happen in certain situations when mixing path and
2967 * block signals or when changing tracks and/or signals.
2968 * Exit here as doing any further reservations will probably just
2969 * make matters worse. */
2970 if (other_train != nullptr && other_train->index != consist->index) {
2971 if (mark_as_stuck) MarkTrainAsStuck(consist);
2972 return false;
2973 }
2974 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2975 if (origin.okay && (moving_front->tile != origin.tile || first_tile_okay)) {
2976 /* Can't be stuck then. */
2977 if (consist->flags.Test(VehicleRailFlag::Stuck)) SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
2979 return true;
2980 }
2981
2982 /* If we are in a depot, tentatively reserve the depot. */
2983 if (moving_front->track == Track::Depot) {
2984 SetDepotReservation(moving_front->tile, true);
2985 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(moving_front->tile);
2986 }
2987
2988 DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
2989 TileIndex new_tile = TileAddByDiagDir(origin.tile, exitdir);
2991
2993
2994 bool res_made = false;
2995 ChooseTrainTrack(consist, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
2996
2997 if (!res_made) {
2998 /* Free the depot reservation as well. */
2999 if (moving_front->track == Track::Depot) SetDepotReservation(moving_front->tile, false);
3000 return false;
3001 }
3002
3003 if (consist->flags.Test(VehicleRailFlag::Stuck)) {
3004 consist->wait_counter = 0;
3005 SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
3006 }
3008 return true;
3009}
3010
3016static bool CheckReverseTrain(const Train *consist)
3017{
3018 const Train *moving_front = consist->GetMovingFront();
3019 if (_settings_game.difficulty.train_flip_reverse_allowed == TrainFlipReversingAllowed::EndOfLineOnly ||
3020 moving_front->track == Track::Depot || moving_front->track == Track::Wormhole ||
3021 !IsDiagonalDirection(moving_front->GetMovingDirection())) {
3022 return false;
3023 }
3024
3025 assert(moving_front->track.Any());
3026
3027 return YapfTrainCheckReverse(consist);
3028}
3029
3036{
3037 if (station == this->last_station_visited) this->last_station_visited = StationID::Invalid();
3038
3039 const Station *st = Station::Get(station);
3041 /* The destination station has no trainstation tiles. */
3043 return TileIndex{};
3044 }
3045
3046 return st->xy;
3047}
3048
3051{
3052 Train *v = this;
3053 do {
3054 v->colourmap = PAL_NONE;
3055 v->UpdateViewport(true, false);
3056 } while ((v = v->Next()) != nullptr);
3057
3058 /* need to update acceleration and cached values since the goods on the train changed. */
3059 this->CargoChanged();
3060 this->UpdateAcceleration();
3061}
3062
3071{
3072 switch (_settings_game.vehicle.train_acceleration_model) {
3073 default: NOT_REACHED();
3075 return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed());
3076
3078 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
3079 }
3080}
3081
3087static void TrainEnterStation(Train *consist, StationID station)
3088{
3089 consist->last_station_visited = station;
3090
3091 /* check if a train ever visited this station before */
3092 Station *st = Station::Get(station);
3093 if (!st->had_vehicle_of_type.Test(StationVehicleType::Train)) {
3094 st->had_vehicle_of_type.Set(StationVehicleType::Train);
3096 GetEncodedString(STR_NEWS_FIRST_TRAIN_ARRIVAL, st->index),
3098 consist->index,
3099 st->index
3100 );
3101 AI::NewEvent(consist->owner, new ScriptEventStationFirstVehicle(st->index, consist->index));
3102 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, consist->index));
3103 }
3104
3105 consist->force_proceed = TFP_NONE;
3106 InvalidateWindowData(WindowClass::VehicleView, consist->index);
3107
3108 consist->BeginLoading();
3109
3110 TileIndex tile = consist->GetMovingFront()->tile;
3112 TriggerStationAnimation(st, tile, StationAnimationTrigger::VehicleArrives);
3113}
3114
3122static inline bool CheckCompatibleRail(const Train *v, TileIndex tile, bool check_railtype)
3123{
3124 return IsTileOwner(tile, v->owner) &&
3125 (!check_railtype || !v->IsFrontEngine() || v->compatible_railtypes.Test(GetRailType(tile)));
3126}
3127
3130 uint8_t small_turn;
3131 uint8_t large_turn;
3132 uint8_t z_up;
3133 uint8_t z_down;
3134};
3135
3138 /* normal accel */
3139 {256 / 4, 256 / 2, 256 / 4, 2},
3140 {256 / 4, 256 / 2, 256 / 4, 2},
3141 {0, 256 / 2, 256 / 4, 2},
3142};
3143
3149static inline void AffectSpeedByZChange(Train *consist, int z_diff)
3150{
3151 if (z_diff == 0 || _settings_game.vehicle.train_acceleration_model != AccelerationModel::Original) return;
3152
3153 const AccelerationSlowdownParams *asp = &_accel_slowdown[static_cast<int>(consist->GetAccelerationType())];
3154
3155 if (z_diff > 0) {
3156 consist->cur_speed -= (consist->cur_speed * asp->z_up >> 8);
3157 } else {
3158 uint16_t spd = consist->cur_speed + asp->z_down;
3159 if (spd <= consist->gcache.cached_max_track_speed) consist->cur_speed = spd;
3160 }
3161}
3162
3163static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
3164{
3165 if (IsTileType(tile, TileType::Railway) &&
3168 Trackdir trackdir = FindFirstTrackdir(tracks);
3169 if (UpdateSignalsOnSegment(tile, TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SigSegState::Path && HasSignalOnTrackdir(tile, trackdir)) {
3170 /* A PBS block with a non-PBS signal facing us? */
3171 if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
3172 }
3173 }
3174 return false;
3175}
3176
3179{
3180 for (const Train *u = this; u != nullptr; u = u->Next()) {
3181 switch (u->track.base()) {
3182 case TrackBits{Track::Wormhole}.base():
3184 break;
3185 case TrackBits{Track::Depot}.base():
3186 break;
3187 default:
3189 break;
3190 }
3191 }
3192}
3193
3200uint Train::Crash(bool flooded)
3201{
3202 uint victims = 0;
3203 if (this->IsFrontEngine()) {
3204 victims += 2; // driver
3205
3206 /* Remove the reserved path in front of the train if it is not stuck.
3207 * Also clear all reserved tracks the train is currently on. */
3209 for (const Train *v = this; v != nullptr; v = v->Next()) {
3212 /* ClearPathReservation will not free the wormhole exit
3213 * if the train has just entered the wormhole. */
3215 }
3216 }
3217
3218 /* we may need to update crossing we were approaching,
3219 * but must be updated after the train has been marked crashed */
3221 if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
3222
3223 /* Remove the loading indicators (if any) */
3225 }
3226
3227 victims += this->GroundVehicleBase::Crash(flooded);
3228
3229 this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
3230 return victims;
3231}
3232
3239static uint TrainCrashed(Train *v)
3240{
3241 uint victims = 0;
3242
3243 /* do not crash train twice */
3244 if (!v->vehstatus.Test(VehState::Crashed)) {
3245 victims = v->Crash();
3246 TileIndex tile = v->GetMovingFront()->tile;
3247 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, tile, ScriptEventVehicleCrashed::CRASH_TRAIN, victims, v->owner));
3248 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, tile, ScriptEventVehicleCrashed::CRASH_TRAIN, victims, v->owner));
3249 }
3250
3251 /* Try to re-reserve track under already crashed train too.
3252 * Crash() clears the reservation! */
3254
3255 return victims;
3256}
3257
3264static uint CheckTrainCollision(Vehicle *v, Train *moving_front)
3265{
3266 /* Make sure we are a train, and are not in a depot. */
3267 if (v->type != VehicleType::Train) return 0;
3268
3269 /* We can't crash into trains in a depot. */
3270 if (Train::From(v)->track == Track::Depot) return 0;
3271
3272 /* Do not crash into trains of another company. */
3273 if (v->owner != moving_front->First()->owner) return 0;
3274
3275 /* Do not collide with our own wagons */
3276 if (v->First() == moving_front->First()) return 0;
3277
3278 int x_diff = v->x_pos - moving_front->x_pos;
3279 int y_diff = v->y_pos - moving_front->y_pos;
3280
3281 /* Do fast calculation to check whether trains are not in close vicinity
3282 * and quickly reject trains distant enough for any collision.
3283 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3284 * Differences are then ORed and then we check for any higher bits */
3285 uint hash = (y_diff + 7) | (x_diff + 7);
3286 if (hash & ~15) return 0;
3287
3288 /* Slower check using multiplication */
3289 int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (moving_front->gcache.cached_veh_length + 1) / 2 - 1;
3290 if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return 0;
3291
3292 /* Happens when there is a train under bridge next to bridge head */
3293 if (abs(v->z_pos - moving_front->z_pos) > 5) return 0;
3294
3295 /* Crash both trains. Two statements required to guarantee execution
3296 * order because RandomRange() is involved. */
3297 uint num_victims = TrainCrashed(moving_front->First());
3298 return num_victims + TrainCrashed(Train::From(v)->First());
3299}
3300
3309static bool CheckTrainCollision(Train *moving_front)
3310{
3311 /* can't collide in depot */
3312 if (moving_front->track == Track::Depot) return false;
3313
3314 assert(moving_front->track == Track::Wormhole || TileVirtXY(moving_front->x_pos, moving_front->y_pos) == moving_front->tile);
3315
3316 uint num_victims = 0;
3317
3318 /* find colliding vehicles */
3319 if (moving_front->track == Track::Wormhole) {
3320 for (Vehicle *u : VehiclesOnTile(moving_front->tile)) {
3321 num_victims += CheckTrainCollision(u, moving_front);
3322 }
3323 for (Vehicle *u : VehiclesOnTile(GetOtherTunnelBridgeEnd(moving_front->tile))) {
3324 num_victims += CheckTrainCollision(u, moving_front);
3325 }
3326 } else {
3327 for (Vehicle *u : VehiclesNearTileXY(moving_front->x_pos, moving_front->y_pos, 7)) {
3328 num_victims += CheckTrainCollision(u, moving_front);
3329 }
3330 }
3331
3332 /* any dead -> no crash */
3333 if (num_victims == 0) return false;
3334
3335 AddTileNewsItem(GetEncodedString(STR_NEWS_TRAIN_CRASH, num_victims), NewsType::Accident, moving_front->tile);
3336
3337 ModifyStationRatingAround(moving_front->tile, moving_front->First()->owner, -160, 30);
3338 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_TRAIN_COLLISION, moving_front);
3339 return true;
3340}
3341
3349bool TrainController(Train *v, Vehicle *nomove, bool reverse)
3350{
3351 Train *first = v->First();
3352 Train *prev;
3353 bool direction_changed = false; // has direction of any part changed?
3354
3355 /* For every vehicle after and including the given vehicle */
3356 for (prev = v->GetMovingPrev(); v != nomove; prev = v, v = v->GetMovingNext()) {
3358 bool update_signals_crossing = false; // will we update signals or crossing state?
3359
3361 if (v->track != Track::Wormhole) {
3362 /* Not inside tunnel */
3363 if (gp.old_tile == gp.new_tile) {
3364 /* Staying in the old tile */
3365 if (v->track == Track::Depot) {
3366 /* Inside depot */
3367 gp.x = v->x_pos;
3368 gp.y = v->y_pos;
3369 } else {
3370 /* Not inside depot */
3371
3372 /* Reverse when we are at the end of the track already, do not move to the new position */
3373 if (v->IsMovingFront() && !TrainCheckIfLineEnds(v, reverse)) return false;
3374
3375 auto vets = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3376 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
3377 goto invalid_rail;
3378 }
3380 /* The new position is the end of the platform */
3382 }
3383 }
3384 } else {
3385 /* A new tile is about to be entered. */
3386
3387 /* Determine what direction we're entering the new tile from */
3388 enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
3389 assert(IsValidDiagDirection(enterdir));
3390
3391 /* Get the status of the tracks in the new tile and mask
3392 * away the bits that aren't reachable. */
3394 TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
3395
3396 TrackdirBits trackdirbits = ts.trackdirs & reachable_trackdirs;
3397 TrackBits red_signals = TrackdirBitsToTrackBits(ts.signals & reachable_trackdirs);
3398
3399 TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3400 if (Rail90DegTurnDisallowed(GetTileRailType(gp.old_tile), GetTileRailType(gp.new_tile)) && prev == nullptr) {
3401 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3402 * can be switched on halfway a turn */
3404 }
3405
3406 if (bits.None()) goto invalid_rail;
3407
3408 /* Check if the new tile constrains tracks that are compatible
3409 * with the current train, if not, bail out. */
3410 if (!CheckCompatibleRail(v->First(), gp.new_tile, v->IsMovingFront())) goto invalid_rail;
3411
3412 TrackBits chosen_track;
3413 if (v->IsMovingFront()) {
3414 /* Currently the locomotive is active. Determine which one of the
3415 * available tracks to choose */
3416 chosen_track = ChooseTrainTrack(first, gp.new_tile, enterdir, bits, false, nullptr, true);
3417 assert(chosen_track.Any(bits | GetReservedTrackbits(gp.new_tile)));
3418
3419 if (first->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
3420 /* For each signal we find decrease the counter by one.
3421 * We start at two, so the first signal we pass decreases
3422 * this to one, then if we reach the next signal it is
3423 * decreased to zero and we won't pass that new signal. */
3424 Trackdir dir = FindFirstTrackdir(trackdirbits);
3425 if (HasSignalOnTrackdir(gp.new_tile, dir) ||
3428 /* However, we do not want to be stopped by PBS signals
3429 * entered via the back. */
3430 first->force_proceed = (first->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
3431 InvalidateWindowData(WindowClass::VehicleView, first->index);
3432 }
3433 }
3434
3435 /* Check if it's a red signal and that force proceed is not clicked. */
3436 if (red_signals.Any(chosen_track) && first->force_proceed == TFP_NONE) {
3437 /* In front of a red signal */
3438 Trackdir i = FindFirstTrackdir(trackdirbits);
3439
3440 /* Don't handle stuck trains here. */
3441 if (first->flags.Test(VehicleRailFlag::Stuck)) return false;
3442
3444 first->cur_speed = 0;
3445 first->subspeed = 0;
3446 first->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3447 if (!_settings_game.pf.reverse_at_signals || ++first->wait_counter < _settings_game.pf.wait_oneway_signal * Ticks::DAY_TICKS * 2) return false;
3448 } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
3449 first->cur_speed = 0;
3450 first->subspeed = 0;
3451 first->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3452 if (!_settings_game.pf.reverse_at_signals || ++first->wait_counter < _settings_game.pf.wait_twoway_signal * Ticks::DAY_TICKS * 2) {
3453 DiagDirection exitdir = TrackdirToExitdir(i);
3454 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
3455
3456 exitdir = ReverseDiagDir(exitdir);
3457
3458 /* check if a train is waiting on the other side */
3459 if (!HasVehicleOnTile(o_tile, [&exitdir](const Vehicle *u) {
3460 if (u->type != VehicleType::Train || u->vehstatus.Test(VehState::Crashed)) return false;
3461 const Train *t = Train::From(u);
3462
3463 /* not front engine of a train, inside wormhole or depot, crashed */
3464 if (!t->IsFrontEngine() || t->track.Any({Track::Wormhole, Track::Depot})) return false;
3465
3466 if (t->cur_speed > 5 || VehicleExitDir(t->direction, t->track) != exitdir) return false;
3467
3468 return true;
3469 })) return false;
3470 }
3471 }
3472
3473 /* If we would reverse but are currently in a PBS block and
3474 * reversing of stuck trains is disabled, don't reverse.
3475 * This does not apply if the reason for reversing is a one-way
3476 * signal blocking us, because a train would then be stuck forever. */
3477 if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
3478 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SigSegState::Path) {
3479 first->wait_counter = 0;
3480 return false;
3481 }
3482 goto reverse_train_direction;
3483 } else {
3484 TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
3485 }
3486 } else {
3487 /* The wagon is active, simply follow the prev vehicle. */
3488 if (prev->tile == gp.new_tile) {
3489 /* Choose the same track as prev */
3490 if (prev->track == Track::Wormhole) {
3491 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3492 * However, just choose the track into the wormhole. */
3493 assert(IsTunnel(prev->tile));
3494 chosen_track = bits;
3495 } else {
3496 chosen_track = prev->track;
3497 }
3498 } else {
3499 /* Choose the track that leads to the tile where prev is.
3500 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3501 * I.e. when the tile between them has only space for a single vehicle like
3502 * 1) horizontal/vertical track tiles and
3503 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3504 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3505 */
3506 static const DiagDirectionIndexArray<DiagDirectionIndexArray<TrackBits>> _connecting_track{{{
3507 {{{Track::X, Track::Lower, {}, Track::Left }}},
3508 {{{Track::Upper, Track::Y, Track::Left, {} }}},
3511 }}};
3512 DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
3513 assert(IsValidDiagDirection(exitdir));
3514 chosen_track = _connecting_track[enterdir][exitdir];
3515 }
3516 chosen_track &= bits;
3517 }
3518
3519 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3520 Direction chosen_dir = VehicleEnterTileCoordinates(gp, enterdir, TrackBitsToTrack(chosen_track));
3521
3522 /* Call the landscape function and tell it that the vehicle entered the tile */
3523 auto vets = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3524 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
3525 goto invalid_rail;
3526 }
3527
3529 Track track = FindFirstTrack(chosen_track);
3530 Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
3531 if (v->IsMovingFront() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
3534 }
3535
3536 /* Clear any track reservation when the last vehicle leaves the tile */
3537 if (v->GetMovingNext() == nullptr) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
3538
3539 v->tile = gp.new_tile;
3540
3542 first->ConsistChanged(CCF_TRACK);
3543 }
3544
3545 v->track = chosen_track;
3546 assert(v->track.Any());
3547 }
3548
3549 /* We need to update signal status, but after the vehicle position hash
3550 * has been updated by UpdateInclination() */
3551 update_signals_crossing = true;
3552
3553 if (chosen_dir != v->GetMovingDirection()) {
3554 if (prev == nullptr && _settings_game.vehicle.train_acceleration_model == AccelerationModel::Original) {
3555 const AccelerationSlowdownParams *asp = &_accel_slowdown[static_cast<int>(v->GetAccelerationType())];
3556 DirDiff diff = DirDifference(v->direction, chosen_dir);
3557 v->cur_speed -= (diff == DirDiff::Right45 || diff == DirDiff::Left45 ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
3558 }
3559 direction_changed = true;
3560 v->SetMovingDirection(chosen_dir);
3561 }
3562
3563 if (v->IsMovingFront()) {
3564 first->wait_counter = 0;
3565
3566 /* If we are approaching a crossing that is reserved, play the sound now. */
3567 TileIndex crossing = TrainApproachingCrossingTile(v); // We know we are the moving front, so we can check v.
3568 if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
3569
3570 /* Always try to extend the reservation when entering a tile. */
3571 CheckNextTrainTile(first);
3572 }
3573
3575 /* The new position is the location where we want to stop */
3577 }
3578 }
3579 } else {
3581 /* Perform look-ahead on tunnel exit. */
3582 if (v->IsMovingFront()) {
3584 CheckNextTrainTile(first);
3585 }
3586 /* Prevent v->UpdateInclination() being called with wrong parameters.
3587 * This could happen if the train was reversed inside the tunnel/bridge. */
3588 if (gp.old_tile == gp.new_tile) {
3590 }
3591 } else {
3592 v->x_pos = gp.x;
3593 v->y_pos = gp.y;
3594 v->UpdatePosition();
3595 if (!v->vehstatus.Test(VehState::Hidden)) v->Vehicle::UpdateViewport(true);
3596 continue;
3597 }
3598 }
3599
3600 /* update image of train, as well as delta XY */
3601 v->UpdateDeltaXY();
3602
3603 v->x_pos = gp.x;
3604 v->y_pos = gp.y;
3605 v->UpdatePosition();
3606
3607 /* update the Z position of the vehicle */
3608 int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
3609
3610 if (prev == nullptr) {
3611 /* This is the first vehicle in the train */
3612 AffectSpeedByZChange(first, v->z_pos - old_z);
3613 }
3614
3615 if (update_signals_crossing) {
3616 if (v->IsMovingFront()) {
3617 if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
3618 /* We are entering a block with PBS signals right now, but
3619 * not through a PBS signal. This means we don't have a
3620 * reservation right now. As a conventional signal will only
3621 * ever be green if no other train is in the block, getting
3622 * a path should always be possible. If the player built
3623 * such a strange network that it is not possible, the train
3624 * will be marked as stuck and the player has to deal with
3625 * the problem. */
3626 if ((!HasReservedTracks(gp.new_tile, v->track) &&
3628 !TryPathReserve(first)) {
3629 MarkTrainAsStuck(first);
3630 }
3631 }
3632 }
3633
3634 /* Signals can only change when the first
3635 * (above) or the last vehicle moves. */
3636 if (v->GetMovingNext() == nullptr) {
3637 TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
3639 }
3640 }
3641
3642 /* Do not check on every tick to save some computing time. */
3643 if (v->IsMovingFront() && first->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(first);
3644 }
3645
3646 if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
3647
3648 return true;
3649
3650invalid_rail:
3651 /* We've reached end of line?? */
3652 if (prev != nullptr) FatalError("Disconnecting train");
3653
3654reverse_train_direction:
3655 if (reverse) {
3656 first->wait_counter = 0;
3657 first->cur_speed = 0;
3658 first->subspeed = 0;
3659 ReverseTrainDirection(first);
3660 }
3661
3662 return false;
3663}
3664
3665static bool IsRailStationPlatformOccupied(TileIndex tile)
3666{
3668
3669 for (TileIndex t = tile; IsCompatibleTrainStationTile(t, tile); t -= delta) {
3670 if (HasVehicleOnTile(t, IsTrain)) return true;
3671 }
3672 for (TileIndex t = tile + delta; IsCompatibleTrainStationTile(t, tile); t += delta) {
3673 if (HasVehicleOnTile(t, IsTrain)) return true;
3674 }
3675
3676 return false;
3677}
3678
3686static void DeleteLastWagon(Train *v)
3687{
3688 Train *first = v->First();
3689
3690 /* Go to the last wagon and delete the link pointing there
3691 * new_last is then the one-before-last wagon, and v the last
3692 * one which will physically be removed */
3693 Train *new_last = v;
3694 for (; v->Next() != nullptr; v = v->Next()) new_last = v;
3695 new_last->SetNext(nullptr);
3696
3697 if (first != v) {
3698 /* Recalculate cached train properties */
3700 /* Update the depot window in case a part of the consist is in a depot. */
3701 SetWindowDirty(WindowClass::VehicleDepot, first->tile);
3702 SetWindowDirty(WindowClass::VehicleDepot, v->tile);
3703 }
3704
3705 /* 'v' shouldn't be accessed after it has been deleted */
3706 TrackBits trackbits = v->track;
3707 TileIndex tile = v->tile;
3708 Owner owner = v->owner;
3709
3710 delete v;
3711 v = nullptr; // make sure nobody will try to read 'v' anymore
3712
3713 if (trackbits == Track::Wormhole) {
3714 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3716 }
3717
3718 Track track = TrackBitsToTrack(trackbits);
3719 if (HasReservedTracks(tile, trackbits)) {
3720 UnreserveRailTrack(tile, track);
3721
3722 /* If there are still crashed vehicles on the tile, give the track reservation to them */
3723 TrackBits remaining_trackbits{};
3724 for (const Vehicle *u : VehiclesOnTile(tile)) {
3725 if (u->type != VehicleType::Train || !u->vehstatus.Test(VehState::Crashed)) continue;
3726 TrackBits train_tbits = Train::From(u)->track;
3727 if (train_tbits == Track::Wormhole) {
3728 /* Vehicle is inside a wormhole, u->track contains no useful value then. */
3729 remaining_trackbits.Set(DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
3730 } else if (train_tbits != Track::Depot) {
3731 remaining_trackbits.Set(train_tbits);
3732 }
3733 }
3734
3735 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3737 for (Track t : remaining_trackbits) TryReserveRailTrack(tile, t);
3738 }
3739
3740 /* check if the wagon was on a road/rail-crossing */
3742
3743 if (IsRailStationTile(tile)) {
3744 bool occupied = IsRailStationPlatformOccupied(tile);
3746 SetRailStationPlatformReservation(tile, dir, occupied);
3748 }
3749
3750 /* Update signals */
3753 } else {
3754 SetSignalsOnBothDir(tile, track, owner);
3755 }
3756}
3757
3763{
3764 static const DirDiff delta[] = {
3766 };
3767
3768 do {
3769 /* We don't need to twist around vehicles if they're not visible */
3770 if (!v->vehstatus.Test(VehState::Hidden)) {
3771 v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
3772 /* Refrain from updating the z position of the vehicle when on
3773 * a bridge, because UpdateInclination() will put the vehicle under
3774 * the bridge in that case */
3775 if (v->track != Track::Wormhole) {
3776 v->UpdatePosition();
3777 v->UpdateInclination(false, true);
3778 } else {
3779 v->UpdateViewport(false, true);
3780 }
3781 }
3782 } while ((v = v->Next()) != nullptr);
3783}
3784
3791{
3792 int state = ++v->crash_anim_pos;
3793
3794 if (state == 4 && !v->vehstatus.Test(VehState::Hidden)) {
3796 }
3797
3798 uint32_t r;
3799 if (state <= 200 && Chance16R(1, 7, r)) {
3800 int index = (r * 10 >> 16);
3801
3802 Vehicle *u = v;
3803 do {
3804 if (--index < 0) {
3805 r = Random();
3806
3808 GB(r, 8, 3) + 2,
3809 GB(r, 16, 3) + 2,
3810 GB(r, 0, 3) + 5,
3812 break;
3813 }
3814 } while ((u = u->Next()) != nullptr);
3815 }
3816
3817 if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
3818
3819 if (state >= 4440 && !(v->tick_counter & 0x1F)) {
3820 bool ret = v->Next() != nullptr;
3821 DeleteLastWagon(v);
3822 return ret;
3823 }
3824
3825 return true;
3826}
3827
3829static const uint16_t _breakdown_speeds[16] = {
3830 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3831};
3832
3833
3842static bool TrainApproachingLineEnd(Train *moving_front, bool signal, bool reverse)
3843{
3844 /* Calc position within the current tile */
3845 uint x = moving_front->x_pos & 0xF;
3846 uint y = moving_front->y_pos & 0xF;
3847
3848 Direction vdir = moving_front->GetMovingDirection();
3849
3850 /* for diagonal directions, 'x' will be 0..15 -
3851 * for other directions, it will be 1, 3, 5, ..., 15 */
3852 switch (vdir) {
3853 case Direction::N : x = ~x + ~y + 25; break;
3854 case Direction::NW: x = y; [[fallthrough]];
3855 case Direction::NE: x = ~x + 16; break;
3856 case Direction::E : x = ~x + y + 9; break;
3857 case Direction::SE: x = y; break;
3858 case Direction::S : x = x + y - 7; break;
3859 case Direction::W : x = ~y + x + 9; break;
3860 default: break;
3861 }
3862
3863 Train *consist = moving_front->First();
3864
3865 /* Do not reverse when approaching red signal. Make sure the vehicle's front
3866 * does not cross the tile boundary when we do reverse, but as the vehicle's
3867 * location is based on their center, use half a vehicle's length as offset.
3868 * Multiply the half-length by two for straight directions to compensate that
3869 * we only get odd x offsets there. */
3870 uint8_t rounding = moving_front->IsDrivingBackwards() ? 0 : 1;
3871 if (!signal && x + (moving_front->gcache.cached_veh_length + rounding) / 2 * (IsDiagonalDirection(vdir) ? 1 : 2) >= TILE_SIZE) {
3872 /* we are too near the tile end, reverse now */
3873 consist->cur_speed = 0;
3874 if (reverse) ReverseTrainDirection(consist);
3875 return false;
3876 }
3877
3878 /* slow down */
3880 uint16_t break_speed = _breakdown_speeds[x & 0xF];
3881 if (break_speed < consist->cur_speed) consist->cur_speed = break_speed;
3882
3883 return true;
3884}
3885
3886
3892static bool TrainCanLeaveTile(const Train *moving_front)
3893{
3894 /* Exit if inside a tunnel/bridge or a depot */
3895 if (moving_front->track == Track::Wormhole || moving_front->track == Track::Depot) return false;
3896
3897 TileIndex tile = moving_front->tile;
3898
3899 /* entering a tunnel/bridge? */
3902 if (DiagDirToDir(dir) == moving_front->GetMovingDirection()) return false;
3903 }
3904
3905 /* entering a depot? */
3906 if (IsRailDepotTile(tile)) {
3908 if (DiagDirToDir(dir) == moving_front->GetMovingDirection()) return false;
3909 }
3910
3911 return true;
3912}
3913
3914
3923{
3924 assert(moving_front->IsMovingFront());
3925 assert(!moving_front->First()->vehstatus.Test(VehState::Crashed));
3926
3927 if (!TrainCanLeaveTile(moving_front)) return INVALID_TILE;
3928
3929 DiagDirection dir = VehicleExitDir(moving_front->GetMovingDirection(), moving_front->track);
3930 TileIndex tile = moving_front->tile + TileOffsByDiagDir(dir);
3931
3932 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3933 if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
3934 !CheckCompatibleRail(moving_front->First(), tile, true)) {
3935 return INVALID_TILE;
3936 }
3937
3938 return tile;
3939}
3940
3941
3949static bool TrainCheckIfLineEnds(Train *moving_front, bool reverse)
3950{
3951 /* First, handle broken down train */
3952
3953 Train *consist = moving_front->First();
3954 int t = consist->breakdown_ctr;
3955 if (t > 1) {
3957
3958 uint16_t break_speed = _breakdown_speeds[GB(~t, 4, 4)];
3959 if (break_speed < consist->cur_speed) consist->cur_speed = break_speed;
3960 } else {
3962 }
3963
3964 if (!TrainCanLeaveTile(moving_front)) return true;
3965
3966 /* Determine the non-diagonal direction in which we will exit this tile */
3967 DiagDirection dir = VehicleExitDir(moving_front->GetMovingDirection(), moving_front->track);
3968 /* Calculate next tile */
3969 TileIndex tile = moving_front->tile + TileOffsByDiagDir(dir);
3970
3971 /* Determine the track status on the next tile */
3973 TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
3974
3975 TrackdirBits trackdirbits = ts.trackdirs & reachable_trackdirs;
3976 TrackdirBits red_signals = ts.signals & reachable_trackdirs;
3977
3978 /* We are sure the train is not entering a depot, it is detected above */
3979
3980 /* mask unreachable track bits if we are forbidden to do 90deg turns */
3981 TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3982 if (Rail90DegTurnDisallowed(GetTileRailType(moving_front->tile), GetTileRailType(tile))) {
3983 bits.Reset(TrackCrossesTracks(FindFirstTrack(moving_front->track)));
3984 }
3985
3986 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
3987 if (bits.None() || !CheckCompatibleRail(consist, tile, true)) {
3988 return TrainApproachingLineEnd(moving_front, false, reverse);
3989 }
3990
3991 /* approaching red signal */
3992 if (trackdirbits.Any(red_signals)) return TrainApproachingLineEnd(moving_front, true, reverse);
3993
3994 /* approaching a rail/road crossing? then make it red */
3996
3997 return true;
3998}
3999
4006static bool TrainLocoHandler(Train *consist, bool mode)
4007{
4008 /* train has crashed? */
4009 if (consist->vehstatus.Test(VehState::Crashed)) {
4010 return mode ? true : HandleCrashedTrain(consist); // 'this' can be deleted here
4011 }
4012
4013 if (consist->force_proceed != TFP_NONE) {
4015 SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
4016 }
4017
4018 /* train is broken down? */
4019 if (consist->HandleBreakdown()) return true;
4020
4021 if (consist->flags.Test(VehicleRailFlag::Reversing) && consist->cur_speed == 0) {
4022 ReverseTrainDirection(consist);
4023 }
4024
4025 /* exit if train is stopped */
4026 if (consist->vehstatus.Test(VehState::Stopped) && consist->cur_speed == 0) return true;
4027
4028 bool valid_order = !consist->current_order.IsType(OT_NOTHING) && consist->current_order.GetType() != OT_CONDITIONAL;
4029 if (ProcessOrders(consist) && CheckReverseTrain(consist)) {
4030 consist->wait_counter = 0;
4031 consist->cur_speed = 0;
4032 consist->subspeed = 0;
4034 ReverseTrainDirection(consist);
4035 return true;
4036 } else if (consist->flags.Test(VehicleRailFlag::LeavingStation)) {
4037 /* Try to reserve a path when leaving the station as we
4038 * might not be marked as wanting a reservation, e.g.
4039 * when an overlength train gets turned around in a station. */
4040 const Train *moving_front = consist->GetMovingFront();
4041 DiagDirection dir = VehicleExitDir(moving_front->GetMovingDirection(), moving_front->track);
4042 if (IsRailDepotTile(moving_front->tile) || IsTileType(moving_front->tile, TileType::TunnelBridge)) dir = DiagDirection::Invalid;
4043
4044 if (UpdateSignalsOnSegment(moving_front->tile, dir, consist->owner) == SigSegState::Path || _settings_game.pf.reserve_paths) {
4045 TryPathReserve(consist, true, true);
4046 }
4048 }
4049
4050 consist->HandleLoading(mode);
4051
4052 if (consist->current_order.IsType(OT_LOADING)) return true;
4053
4054 if (CheckTrainStayInDepot(consist)) return true;
4055
4056 if (!mode) consist->ShowVisualEffect();
4057
4058 /* We had no order but have an order now, do look ahead. */
4059 if (!valid_order && !consist->current_order.IsType(OT_NOTHING)) {
4060 CheckNextTrainTile(consist);
4061 }
4062
4063 /* Handle stuck trains. */
4064 if (!mode && consist->flags.Test(VehicleRailFlag::Stuck)) {
4065 ++consist->wait_counter;
4066
4067 /* Should we try reversing this tick if still stuck? */
4068 bool turn_around = consist->wait_counter % (_settings_game.pf.wait_for_pbs_path * Ticks::DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
4069
4070 if (!turn_around && consist->wait_counter % _settings_game.pf.path_backoff_interval != 0 && consist->force_proceed == TFP_NONE) return true;
4071 if (!TryPathReserve(consist)) {
4072 /* Still stuck. */
4073 if (turn_around) ReverseTrainDirection(consist);
4074
4075 if (consist->flags.Test(VehicleRailFlag::Stuck) && consist->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * Ticks::DAY_TICKS) {
4076 /* Show message to player. */
4077 if (_settings_client.gui.lost_vehicle_warn && consist->owner == _local_company) {
4078 AddVehicleAdviceNewsItem(AdviceType::TrainStuck, GetEncodedString(STR_NEWS_TRAIN_IS_STUCK, consist->index), consist->index);
4079 }
4080 consist->wait_counter = 0;
4081 }
4082 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
4083 if (consist->force_proceed == TFP_NONE) return true;
4085 consist->wait_counter = 0;
4086 SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
4087 }
4088 }
4089
4090 if (consist->current_order.IsType(OT_LEAVESTATION)) {
4091 consist->current_order.Free();
4092 SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
4093 return true;
4094 }
4095
4096 int j = consist->UpdateSpeed();
4097
4098 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
4099 if (consist->cur_speed == 0 && consist->vehstatus.Test(VehState::Stopped)) {
4100 /* If we manually stopped, we're not force-proceeding anymore. */
4101 consist->force_proceed = TFP_NONE;
4102 InvalidateWindowData(WindowClass::VehicleView, consist->index);
4103 }
4104
4105 Train* moving_front = consist->GetMovingFront();
4106 int adv_spd = moving_front->GetAdvanceDistance();
4107 if (j < adv_spd) {
4108 /* if the vehicle has speed 0, update the last_speed field. */
4109 if (consist->cur_speed == 0) consist->SetLastSpeed();
4110 } else {
4111 TrainCheckIfLineEnds(moving_front);
4112 moving_front = moving_front->GetMovingFront();
4113 /* Loop until the train has finished moving. */
4114 for (;;) {
4115 j -= adv_spd;
4116 TrainController(moving_front, nullptr);
4117 moving_front = moving_front->GetMovingFront();
4118 /* Don't continue to move if the train crashed. */
4119 if (CheckTrainCollision(moving_front)) break;
4120 /* Determine distance to next map position */
4121 adv_spd = moving_front->GetAdvanceDistance();
4122
4123 /* No more moving this tick */
4124 if (j < adv_spd || consist->cur_speed == 0) break;
4125
4126 OrderType order_type = consist->current_order.GetType();
4127 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
4128 if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
4130 IsTileType(moving_front->tile, TileType::Station) &&
4131 consist->current_order.GetDestination() == GetStationIndex(moving_front->tile)) {
4132 ProcessOrders(consist);
4133 }
4134 }
4135 consist->SetLastSpeed();
4136 }
4137
4138 for (Train *u = consist; u != nullptr; u = u->Next()) {
4139 if (u->vehstatus.Test(VehState::Hidden)) continue;
4140
4141 u->UpdateViewport(false, false);
4142 }
4143
4144 if (consist->progress == 0) consist->progress = j; // Save unused spd for next time, if TrainController didn't set progress
4145
4146 return true;
4147}
4148
4154{
4155 Money cost = 0;
4156 const Train *v = this;
4157
4158 do {
4159 const Engine *e = v->GetEngine();
4160 if (e->VehInfo<RailVehicleInfo>().running_cost_class == Price::Invalid) continue;
4161
4162 uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->VehInfo<RailVehicleInfo>().running_cost);
4163 if (cost_factor == 0) continue;
4164
4165 /* Halve running cost for multiheaded parts */
4166 if (v->IsMultiheaded()) cost_factor /= 2;
4167
4168 cost += GetPrice(e->VehInfo<RailVehicleInfo>().running_cost_class, cost_factor, e->GetGRF());
4169 } while ((v = v->GetNextVehicle()) != nullptr);
4170
4171 return cost;
4172}
4173
4179{
4180 this->tick_counter++;
4181
4182 if (this->IsFrontEngine()) {
4184
4185 if (!this->vehstatus.Test(VehState::Stopped) || this->cur_speed > 0) this->running_ticks++;
4186
4187 this->current_order_time++;
4188
4189 if (!TrainLocoHandler(this, false)) return false;
4190
4191 return TrainLocoHandler(this, true);
4192 } else if (this->IsFreeWagon() && this->vehstatus.Test(VehState::Crashed)) {
4193 /* Delete flooded standalone wagon chain */
4194 if (++this->crash_anim_pos >= 4400) {
4195 delete this;
4196 return false;
4197 }
4198 }
4199
4200 return true;
4201}
4202
4208{
4209 if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
4210 if (v->IsChainInDepot()) {
4212 return;
4213 }
4214
4215 uint max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty;
4216
4217 FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
4218 /* Only go to the depot if it is not too far out of our way. */
4219 if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
4220 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
4221 /* If we were already heading for a depot but it has
4222 * suddenly moved farther away, we continue our normal
4223 * schedule? */
4225 SetWindowWidgetDirty(WindowClass::VehicleView, v->index, WID_VV_START_STOP);
4226 }
4227 return;
4228 }
4229
4230 DepotID depot = GetDepotIndex(tfdd.tile);
4231
4232 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
4233 v->current_order.GetDestination() != depot &&
4234 !Chance16(3, 16)) {
4235 return;
4236 }
4237
4240 v->dest_tile = tfdd.tile;
4241 SetWindowWidgetDirty(WindowClass::VehicleView, v->index, WID_VV_START_STOP);
4242}
4243
4246{
4247 AgeVehicle(this);
4248}
4249
4252{
4253 EconomyAgeVehicle(this);
4254
4255 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
4256
4257 if (this->IsFrontEngine()) {
4259
4261
4262 CheckOrders(this);
4263
4264 /* update destination */
4265 if (this->current_order.IsType(OT_GOTO_STATION)) {
4266 TileIndex tile = Station::Get(this->current_order.GetDestination().ToStationID())->train_station.tile;
4267 if (tile != INVALID_TILE) this->dest_tile = tile;
4268 }
4269
4270 if (this->running_ticks != 0) {
4271 /* running costs */
4273
4274 this->profit_this_year -= cost.GetCost();
4275 this->running_ticks = 0;
4276
4278
4279 SetWindowDirty(WindowClass::VehicleDetails, this->index);
4280 SetWindowClassesDirty(WindowClass::TrainList);
4281 }
4282 }
4283}
4284
4290{
4291 if (this->vehstatus.Test(VehState::Crashed)) return Trackdir::Invalid;
4292
4293 if (this->track == Track::Depot) {
4294 /* We'll assume the train is facing outwards */
4295 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
4296 }
4297
4298 if (this->track == Track::Wormhole) {
4299 /* train in tunnel or on bridge, so just use its direction and assume a diagonal track */
4301 }
4302
4303 return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->GetMovingDirection());
4304}
4305
4306uint16_t Train::GetMaxWeight() const
4307{
4308 uint16_t weight = CargoSpec::Get(this->cargo_type)->WeightOfNUnitsInTrain(this->GetEngine()->DetermineCapacity(this));
4309
4310 /* Vehicle weight is not added for articulated parts. */
4311 if (!this->IsArticulatedPart()) {
4312 weight += GetVehicleProperty(this, PROP_TRAIN_WEIGHT, RailVehInfo(this->engine_type)->weight);
4313 }
4314
4315 /* Powered wagons have extra weight added. */
4316 if (this->flags.Test(VehicleRailFlag::PoweredWagon)) {
4317 weight += RailVehInfo(this->gcache.first_engine)->pow_wag_weight;
4318 }
4319
4320 return weight;
4321}
Base functions for all AIs.
void AddArticulatedParts(Vehicle *first)
Add the remaining articulated parts to the given vehicle.
void CheckConsistencyOfArticulatedVehicle(const Vehicle *v)
Checks whether the specs of freshly build articulated vehicles are consistent with the information sp...
Functions related to articulated vehicles.
void CheckCargoCapacity(Vehicle *v)
Check the capacity of all vehicles in a chain and spread cargo if needed.
@ BuiltAsPrototype
Vehicle is a prototype (accepted as exclusive preview).
@ DrivingBackwards
Vehicle is driving backwards.
static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
const BridgeSpec * GetBridgeSpec(BridgeType i)
Get the specification of a bridge type.
Definition bridge.h:62
bool IsBridgeTile(Tile t)
checks if there is a bridge on this tile
Definition bridge_map.h:35
BridgeType GetBridgeType(Tile t)
Determines the type of bridge on a tile.
Definition bridge_map.h:56
bool IsBridge(Tile t)
Checks if this is a bridge, instead of a tunnel.
Definition bridge_map.h:24
bool IsValidCargoType(CargoType cargo)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:110
CargoType
Cargo slots to indicate a cargo type within a game.
Definition cargo_type.h:22
static void NewEvent(CompanyID company, ScriptEvent *event)
Queue a new event for an AI.
Definition ai_core.cpp:231
uint Count() const
Count the number of set bits.
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr Tstorage base() const noexcept
Retrieve the raw value behind this bit set.
constexpr bool None() const
Test if none of the values are set.
constexpr Timpl & Flip()
Flip all bits.
constexpr Timpl & Reset()
Reset all bits.
constexpr Timpl & Set()
Set all bits.
constexpr bool Any(const Timpl &other) const
Test if any of the given values are set.
Common return value for all commands.
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Money GetCost() const
The costs as made up to this moment.
bool Failed() const
Did this command fail?
uint16_t reliability_spd_dec
Speed of reliability decay between services (per day).
Definition engine_base.h:52
const GRFFile * GetGRF() const
Retrieve the NewGRF the engine is tied to.
GrfID GetGRFID() const
Retrieve the GRF ID of the NewGRF the engine is tied to.
Definition engine.cpp:183
uint DetermineCapacity(const Vehicle *v, uint16_t *mail_capacity=nullptr) const
Determines capacity of a given vehicle from scratch.
Definition engine.cpp:227
EngineFlags flags
Flags of the engine.
Definition engine_base.h:59
uint8_t original_image_index
Original vehicle image index, thus the image index of the overridden vehicle.
Definition engine_base.h:63
TimerGameCalendar::Date GetLifeLengthInDays() const
Returns the vehicle's (not model's!) life length in days.
Definition engine.cpp:469
CargoType GetDefaultCargoType() const
Determines the default cargo type of an engine.
Definition engine_base.h:96
uint16_t reliability
Current reliability of the engine.
Definition engine_base.h:51
static void NewEvent(class ScriptEvent *event)
Queue a new event for the game script.
RAII class for measuring multi-step elements of performance.
This struct contains all the info that is needed to draw and construct tracks.
Definition rail.h:117
uint8_t curve_speed
Multiplier for curve maximum speed advantage.
Definition rail.h:197
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
static Date date
Current date in days (day counter).
static Year year
Current year, starting at 0.
static Date date
Current date in days (day counter).
This class will save the current order of a vehicle and restore it on destruction.
void Restore()
Restore the saved order to the vehicle.
~VehicleOrderSaver()
Restore the saved order to the vehicle, if Restore() has not already been called.
bool SwitchToNextOrder(bool skip_first)
Set the current vehicle order to the next order in the order list.
Iterate over all vehicles near a given world coordinate.
Iterate over all vehicles on a tile.
Functions related to commands.
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
@ Execute
execute the given command
@ NoCargoCapacityCheck
when autoreplace/autorenew is in progress, this shall prevent truncating the amount of cargo in the v...
@ AutoReplace
autoreplace/autorenew is in progress, this shall disable vehicle limits when building,...
EnumBitSet< DoCommandFlag, uint16_t > DoCommandFlags
Bitset of DoCommandFlag elements.
Definition of stuff that is very close to a company, like the company struct itself.
CommandCost CheckOwnership(Owner owner, TileIndex tile)
Check whether the current owner owns something.
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
CompanyID _current_company
Company currently doing an action.
void SubtractMoneyFromCompanyFract(CompanyID company, const CommandCost &cst)
Subtract money from a company, including the money fraction.
Functions related to companies.
DepotID GetDepotIndex(Tile t)
Get the index of which depot is attached to the tile.
Definition depot_map.h:56
PoolID< uint16_t, struct DepotIDTag, 64000, 0xFFFF > DepotID
Type for the unique identifier of depots.
Definition depot_type.h:15
DirDiff DirDifference(Direction d0, Direction d1)
Calculate the difference between two directions.
Direction DiagDirToDir(DiagDirection dir)
Convert a DiagDirection to a Direction.
DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
DiagDirections AxisToDiagDirs(Axis a)
Converts an Axis to DiagDirections.
Direction ReverseDir(Direction d)
Return the reverse of a direction.
bool IsValidDiagDirection(DiagDirection d)
Checks if an integer value is a valid DiagDirection.
Direction ChangeDir(Direction d, DirDiff delta)
Change a direction by a given difference.
DiagDirection AxisToDiagDir(Axis a)
Converts an Axis to a DiagDirection.
bool IsDiagonalDirection(Direction dir)
Checks if a given Direction is diagonal.
Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
DiagDirection DirToDiagDir(Direction dir)
Convert a Direction to a DiagDirection.
DirDiff
Enumeration for the difference between two directions.
@ Left45
Angle of 45 degrees left.
@ Left90
Angle of 90 degrees left.
@ Same
Both directions faces to the same direction.
@ Right45
Angle of 45 degrees right.
@ Right90
Angle of 90 degrees right.
EnumIndexArray< T, DiagDirection, DiagDirection::End > DiagDirectionIndexArray
Array with DiagDirection as index.
Direction
Defines the 8 directions on the map.
@ SW
Southwest.
@ NW
Northwest.
@ NE
Northeast.
@ SE
Southeast.
Axis
Enumeration for the two axis X and Y.
DiagDirection
Enumeration for diagonal directions.
@ Begin
Used for iterations.
@ Invalid
Flag for an invalid DiagDirection.
EnumBitSet< DiagDirection, uint8_t > DiagDirections
Bitset of DiagDirection elements.
Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
Determine a certain price.
Definition economy.cpp:937
@ TrainRun
Running costs trains.
@ NewVehicles
New vehicles.
@ Invalid
Invalid base price.
EffectVehicle * CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type)
Create an effect vehicle above a particular vehicle.
Functions related to effect vehicles.
@ EV_EXPLOSION_SMALL
Various explosions.
@ EV_EXPLOSION_LARGE
Various explosions.
@ RailFlips
Rail vehicle has old depot-flip handling.
@ RailTilts
Rail vehicle tilts in curves.
@ VE_DISABLE_WAGON_POWER
Flag to disable wagon power.
Definition engine_type.h:68
PoolID< uint16_t, struct EngineIDTag, 64000, 0xFFFF > EngineID
Unique identification number of an engine.
Definition engine_type.h:26
@ ExclusivePreview
This vehicle is in the exclusive preview stage, either being used or being offered to a company.
@ Multihead
indicates a combination of two locomotives
Definition engine_type.h:33
@ Wagon
simple wagon, not motorized
Definition engine_type.h:34
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23).
Definition enum_type.hpp:21
Functions related to errors.
@ Critical
Critical errors, the MessageBox is shown in all cases.
Definition error.h:27
void ShowErrorMessage(EncodedString &&summary_msg, int x, int y, CommandCost &cc)
Display an error message in a window.
Error reporting related functions.
fluid_settings_t * settings
FluidSynth settings handle.
Types for recording game performance data.
@ GameLoopTrains
Time spent processing trains.
Base functions for all Games.
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition gfx_type.h:17
uint32_t PaletteID
The number of the palette.
Definition gfx_type.h:18
@ AS_BRAKE
We want to stop.
void UpdateTrainGroupID(Train *v)
Recalculates the groupID of a train.
void SetTrainGroupID(Train *v, GroupID grp)
Affect the groupID of a train to new_g.
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
static constexpr GroupID DEFAULT_GROUP
Ungrouped vehicles are in this group.
Definition group_type.h:18
TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, RoadTramType sub_mode, DiagDirection side)
Returns information about trackdirs and signal states.
int GetSlopePixelZ(int x, int y, bool ground_vehicle)
Return world Z coordinate of a given point of a tile.
#define Rect
Macro that prevents name conflicts between included headers.
#define Point
Macro that prevents name conflicts between included headers.
DiagDirection DiagdirBetweenTiles(TileIndex tile_from, TileIndex tile_to)
Determines the DiagDirection to get from one tile to another.
Definition map_func.h:627
static TileIndex TileVirtXY(uint x, uint y)
Get a tile from the virtual XY-coordinate.
Definition map_func.h:407
TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition map_func.h:615
TileIndexDiff TileOffsByAxis(Axis axis)
Convert an Axis to a TileIndexDiff.
Definition map_func.h:559
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:429
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:419
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:574
int32_t TileIndexDiff
An offset value between two tiles.
Definition map_type.h:23
constexpr T abs(const T a)
Returns the absolute value of (scalar) variable.
Definition math_func.hpp:23
constexpr uint CeilDiv(uint a, uint b)
Computes ceil(a / b) for non-negative a and b.
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition math_func.hpp:79
Miscellaneous command definitions.
void HideFillingPercent(TextEffectID *te_id)
Hide vehicle loading indicators.
Definition misc_gui.cpp:582
bool _networking
are we in networking mode?
Definition network.cpp:67
Basic functions/variables used all over the place.
ClientID
'Unique' identifier to be given to clients
@ First
The first client ID.
Base for the NewGRF implementation.
@ Trains
Trains feature.
Definition newgrf.h:79
@ ArticEngine
Add articulated engines (trains and road vehicles).
@ Length
Vehicle length (trains and road vehicles).
@ CBID_VEHICLE_LENGTH
Vehicle length, returns the amount of 1/8's the vehicle is shorter for trains and RVs.
@ CBID_TRAIN_ALLOW_WAGON_ATTACH
Determine whether a wagon can be attached to an already existing train.
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
void ErrorUnknownCallbackResult(GrfID grfid, uint16_t cbid, uint16_t cb_res)
Record that a NewGRF returned an unknown/invalid callback result.
@ VehCapacity
Capacity of vehicle changes when not refitting or arranging.
Functions/types related to NewGRF debugging.
void InvalidateNewGRFInspectWindow(GrfSpecFeature feature, uint index)
Invalidate the inspect window for a given feature and index.
void DeleteNewGRFInspectWindow(GrfSpecFeature feature, uint index)
Delete inspect window for a given feature and index.
uint16_t GetVehicleCallbackParent(CallbackID callback, uint32_t param1, uint32_t param2, EngineID engine, const Vehicle *v, const Vehicle *parent, std::span< int32_t > regs100)
Evaluate a newgrf callback for vehicles with a different vehicle for parent scope.
bool UsesWagonOverride(const Vehicle *v)
Check if a wagon is currently using a wagon override.
uint16_t GetVehicleCallback(CallbackID callback, uint32_t param1, uint32_t param2, EngineID engine, const Vehicle *v, std::span< int32_t > regs100)
Evaluate a newgrf callback for vehicles.
std::optional< bool > TestVehicleBuildProbability(Vehicle *v, BuildProbabilityType type)
Test for vehicle build probability type.
@ Reversed
Change the rail vehicle should be reversed when purchased.
@ PROP_TRAIN_SHORTEN_FACTOR
Shorter vehicles.
@ PROP_TRAIN_USER_DATA
User defined data for vehicle variable 0x42.
@ PROP_TRAIN_WEIGHT
Weight in t (if dualheaded: for each single vehicle).
@ PROP_TRAIN_CARGO_AGE_PERIOD
Number of ticks before carried cargo is aged.
@ PROP_TRAIN_RUNNING_COST_FACTOR
Yearly runningcost (if dualheaded: sum of both vehicles).
@ PROP_TRAIN_SPEED
Max. speed: 1 unit = 1/1.6 mph = 1 km-ish/h.
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force)
Checks whether a NewGRF wants to play a different vehicle sound effect.
Functions related to NewGRF provided sounds.
@ VSE_START
Vehicle starting, i.e. leaving, the station.
void TriggerStationRandomisation(BaseStation *st, TileIndex trigger_tile, StationRandomTrigger trigger, CargoType cargo_type)
Trigger station randomisation.
Header file for NewGRF stations.
StringID GetGRFStringID(GrfID grfid, GRFStringID stringid)
Returns the index for this stringid associated with its grfID.
Header of Action 04 "universal holder" structure and functions.
StrongType::Typedef< uint32_t, struct GRFStringIDTag, StrongType::Compare, StrongType::Integer > GRFStringID
Type for GRF-internal string IDs.
static constexpr GRFStringID GRFSTR_MISC_GRF_TEXT
Miscellaneous GRF text range.
Functions related to news.
void AddVehicleNewsItem(EncodedString &&headline, NewsType type, VehicleID vehicle, StationID station=StationID::Invalid())
Adds a newsitem referencing a vehicle.
Definition news_func.h:32
void AddVehicleAdviceNewsItem(AdviceType advice_type, EncodedString &&headline, VehicleID vehicle)
Adds a vehicle-advice news item.
Definition news_func.h:43
@ ArrivalCompany
First vehicle arrived for company.
Definition news_type.h:30
@ ArrivalOther
First vehicle arrived for competitor.
Definition news_type.h:31
@ Accident
An accident or disaster has occurred.
Definition news_type.h:32
@ TrainStuck
The train got stuck and needs to be unstuck manually.
Definition news_type.h:56
@ Error
A game paused because a (critical) error.
Definition openttd.h:75
Functions related to order backups.
bool ProcessOrders(Vehicle *v)
Handle the orders of a vehicle and determine the next place to go to if needed.
bool UpdateOrderDest(Vehicle *v, const Order *order, int conditional_depth, bool pbs_look_ahead)
Update the vehicle's destination tile from an order.
void CheckOrders(const Vehicle *v)
Check the orders of a vehicle, to see if there are invalid orders and stuff.
void DeleteVehicleOrders(Vehicle *v, bool keep_orderlist, bool reset_order_indices)
Delete all orders from a vehicle.
VehicleOrderID ProcessConditionalOrder(const Order *order, const Vehicle *v)
Process a conditional order and determine the next order.
OrderStopLocation
Where to stop the trains.
Definition order_type.h:98
@ NearEnd
Stop at the near end of the platform.
Definition order_type.h:99
@ FarEnd
Stop at the far end of the platform.
Definition order_type.h:101
@ Middle
Stop at the middle of the platform.
Definition order_type.h:100
@ NonStop
The vehicle will not stop at any stations it passes except the destination, aka non-stop.
Definition order_type.h:88
@ GoVia
The vehicle will stop at any station it passes except the destination, aka via.
Definition order_type.h:89
uint8_t VehicleOrderID
The index of an order within its current vehicle (not pool related).
Definition order_type.h:18
@ NearestDepot
Send the vehicle to the nearest depot.
Definition order_type.h:121
@ Service
This depot order is because of the servicing limit.
Definition order_type.h:109
static const VehicleOrderID INVALID_VEH_ORDER_ID
Invalid vehicle order index (sentinel).
Definition order_type.h:39
OrderType
Order types.
Definition order_type.h:50
void SetRailStationPlatformReservation(TileIndex start, DiagDirection dir, bool b)
Set the reservation for a complete station platform.
Definition pbs.cpp:57
TrackBits GetReservedTrackbits(TileIndex t)
Get the reserved trackbits for any tile, regardless of type.
Definition pbs.cpp:24
bool TryReserveRailTrack(TileIndex tile, Track t, bool trigger_stations)
Try to reserve a specific track on a tile.
Definition pbs.cpp:80
bool IsWaitingPositionFree(const Train *v, TileIndex tile, Trackdir trackdir, bool forbid_90deg)
Check if a safe position is free.
Definition pbs.cpp:439
void UnreserveRailTrack(TileIndex tile, Track t)
Lift the reservation of a specific track on a tile.
Definition pbs.cpp:144
PBSTileInfo FollowTrainReservation(const Train *consist, Vehicle **train_on_res)
Follow a train reservation to the last tile.
Definition pbs.cpp:301
bool IsSafeWaitingPosition(const Train *v, TileIndex tile, Trackdir trackdir, bool include_line_end, bool forbid_90deg)
Determine whether a certain track on a tile is a safe position to end a path.
Definition pbs.cpp:395
bool HasReservedTracks(TileIndex tile, TrackBits tracks)
Check whether some of tracks is reserved on a tile.
Definition pbs.h:58
RailType GetTileRailType(Tile tile)
Return the rail type of tile, or INVALID_RAILTYPE if this is no rail tile.
Definition rail.cpp:39
int TicksToLeaveDepot(const Train *v)
Compute number of ticks when next wagon will leave a depot.
RailTypes GetAllPoweredRailTypes(RailTypes railtypes)
Returns all powered railtypes for a set of railtypes.
Definition rail.h:327
bool IsCompatibleRail(RailType enginetype, RailType tiletype)
Checks if an engine of the given RailType can drive on a tile with a given RailType.
Definition rail.h:354
bool HasPowerOnRail(RailType enginetype, RailType tiletype)
Checks if an engine of the given RailType got power on a tile with a given RailType.
Definition rail.h:379
bool Rail90DegTurnDisallowed(RailType rt1, RailType rt2, bool def=_settings_game.pf.forbid_90_deg)
Test if 90 degree turns are disallowed between two railtypes.
Definition rail.h:413
const RailTypeInfo * GetRailTypeInfo(RailType railtype)
Returns a pointer to the Railtype information for a given railtype.
Definition rail.h:303
RailTypes GetAllCompatibleRailTypes(RailTypes railtypes)
Returns all compatible railtypes for a set of railtypes.
Definition rail.h:315
std::vector< Train * > TrainList
Helper type for lists/vectors of trains.
Definition rail_cmd.cpp:44
bool HasOnewaySignalBlockingTrackdir(Tile tile, Trackdir td)
Is a one-way signal blocking the trackdir?
Definition rail_map.h:547
static RailTileType GetRailTileType(Tile t)
Returns the RailTileType (normal with or without signals, waypoint or depot).
Definition rail_map.h:36
static bool IsPlainRail(Tile t)
Returns whether this is plain rails, with or without signals.
Definition rail_map.h:49
RailType GetRailType(Tile t)
Gets the rail type of the given tile.
Definition rail_map.h:115
bool HasSignalOnTrackdir(Tile tile, Trackdir trackdir)
Checks for the presence of signals along the given trackdir on the given rail tile.
Definition rail_map.h:490
TrackBits GetTrackBits(Tile tile)
Gets the track bits of the given tile.
Definition rail_map.h:136
static bool IsPlainRailTile(Tile t)
Checks whether the tile is a rail tile or rail tile with signals.
Definition rail_map.h:60
bool IsPbsSignal(SignalType s)
Checks whether the given signal is a path based signal.
Definition rail_map.h:291
@ Signals
Normal rail tile with signals.
Definition rail_map.h:25
Track GetRailDepotTrack(Tile t)
Returns the track of a depot, ignoring direction.
Definition rail_map.h:182
DiagDirection GetRailDepotDirection(Tile t)
Returns the direction the depot is facing to.
Definition rail_map.h:171
void SetSignalStateByTrackdir(Tile tile, Trackdir trackdir, SignalState state)
Sets the state of the signal along the given trackdir.
Definition rail_map.h:519
bool HasSignalOnTrack(Tile tile, Track track)
Checks for the presence of signals (either way) on the given track on the given rail tile.
Definition rail_map.h:474
bool HasPbsSignalOnTrackdir(Tile tile, Trackdir td)
Is a pbs signal present along the trackdir?
Definition rail_map.h:534
bool IsOnewaySignal(Tile t, Track track)
Is the signal at the given track on a tile a one way signal?
Definition rail_map.h:357
SignalType GetSignalType(Tile t, Track track)
Get the signal type for a track on a tile.
Definition rail_map.h:303
void SetDepotReservation(Tile t, bool b)
Set the reservation state of the depot.
Definition rail_map.h:268
bool HasDepotReservation(Tile t)
Get the reservation state of the depot.
Definition rail_map.h:256
bool HasSignals(Tile t)
Checks if a rail tile has signals.
Definition rail_map.h:72
SignalState GetSignalStateByTrackdir(Tile tile, Trackdir trackdir)
Gets the state of the signal along the given trackdir.
Definition rail_map.h:505
static bool IsRailDepotTile(Tile t)
Is this tile rail tile and a rail depot?
Definition rail_map.h:105
bool HasBlockSignalOnTrackdir(Tile tile, Trackdir td)
Check whether a block signal is present along the trackdir.
Definition rail_map.h:559
@ RAILTYPE_RAIL
Standard non-electric rails.
Definition rail_type.h:28
Pseudo random number generator.
bool Chance16(const uint32_t a, const uint32_t b, const std::source_location location=std::source_location::current())
Flips a coin with given probability.
bool Chance16R(const uint32_t a, const uint32_t b, uint32_t &r, const std::source_location location=std::source_location::current())
Flips a coin with a given probability and saves the randomize-number in a variable.
void UpdateLevelCrossing(TileIndex tile, bool sound=true, bool force_bar=false)
Update a level crossing to barred or open (crossing may include multiple adjacent tiles).
bool HasCrossingReservation(Tile t)
Get the reservation state of the rail crossing.
Definition road_map.h:379
bool IsLevelCrossingTile(Tile t)
Return whether a tile is a level crossing tile.
Definition road_map.h:79
Axis GetCrossingRoadAxis(Tile t)
Get the road axis of a level crossing.
Definition road_map.h:335
void SetCrossingBarred(Tile t, bool barred)
Set the bar state of a level crossing.
Definition road_map.h:427
Axis GetCrossingRailAxis(Tile t)
Get the rail axis of a level crossing.
Definition road_map.h:347
bool IsCrossingBarred(Tile t)
Check if the level crossing is barred.
Definition road_map.h:415
void SetCrossingReservation(Tile t, bool b)
Set the reservation state of the rail crossing.
Definition road_map.h:392
@ Invalid
Invalid marker.
Definition road_type.h:42
A number of safeguards to prevent using unsafe methods.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:61
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
@ EndOfLineOnly
Trains can only flip when the track ends.
@ None
Trains cannot flip anywhere and must back up if the track ends.
SigSegState UpdateSignalsOnSegment(TileIndex tile, DiagDirection side, Owner owner)
Update signals, starting at one side of a tile Will check tile next to this at opposite side too.
Definition signal.cpp:656
void UpdateSignalsInBuffer()
Update signals in buffer Called from 'outside'.
Definition signal.cpp:582
void AddSideToSignalBuffer(TileIndex tile, DiagDirection side, Owner owner)
Add side of tile to signal update buffer.
Definition signal.cpp:630
void SetSignalsOnBothDir(TileIndex tile, Track track, Owner owner)
Update signals at segments that are at both ends of given (existent or non-existent) track.
Definition signal.cpp:674
SigSegState
State of the signal segment.
Definition signal_func.h:55
@ Path
Segment is a path segment.
Definition signal_func.h:58
@ Full
Occupied by a train.
Definition signal_func.h:57
@ Path
normal path signal.
Definition signal_type.h:29
@ Green
The signal is green.
Definition signal_type.h:42
@ Red
The signal is red.
Definition signal_type.h:41
Functions related to sound.
SoundFx
Sound effects from baseset.
Definition sound_type.h:46
@ SND_04_DEPARTURE_STEAM
2 == 0x02 Station departure: steam engine
Definition sound_type.h:50
@ SND_41_DEPARTURE_MAGLEV
65 == 0x41 Station departure: maglev engine
Definition sound_type.h:113
@ SND_13_TRAIN_COLLISION
15 == 0x11 Train+train crash
Definition sound_type.h:65
@ SND_0E_LEVEL_CROSSING
12 == 0x0C Train passes through level crossing
Definition sound_type.h:60
@ SND_0A_DEPARTURE_TRAIN
8 == 0x08 Station departure: diesel and electric engine
Definition sound_type.h:56
@ SND_47_DEPARTURE_MONORAIL
71 == 0x47 Station departure: monorail engine
Definition sound_type.h:119
static const PaletteID PALETTE_CRASH
Recolour sprite greying of crashed vehicles.
Definition sprites.h:1793
static const SpriteID SPR_IMG_QUERY
Definition sprites.h:1274
void ModifyStationRatingAround(TileIndex tile, Owner owner, int amount, uint radius)
Forcibly modify station ratings near a given tile.
bool IsRailWaypointTile(Tile t)
Is this tile a station tile and a rail waypoint?
bool IsCompatibleTrainStationTile(Tile test_tile, Tile station_tile)
Check if a tile is a valid continuation to a railstation tile.
bool IsRailStationTile(Tile t)
Is this tile a station tile and a rail station?
StationID GetStationIndex(Tile t)
Get StationID from a tile.
Definition station_map.h:28
Axis GetRailStationAxis(Tile t)
Get the rail direction of a rail station.
@ Train
Station with train station.
@ VehicleArrives
Trigger platform when train arrives.
@ VehicleArrives
Trigger platform when train arrives.
@ Train
Station has seen a train.
Definition of base types and functions in a cross-platform compatible way.
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:261
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:90
Functions related to OTTD's strings.
StrongType::Typedef< uint32_t, struct StringIDTag, StrongType::Compare, StrongType::Integer > StringID
Numeric value that represents a string, independent of the selected language.
Data structure for storing engine speed changes of an acceleration type.
uint8_t large_turn
Speed change due to a large turn.
uint8_t z_up
Fraction to remove when moving up.
uint8_t small_turn
Speed change due to a small turn.
uint8_t z_down
Fraction to add when moving down.
std::string name
Name of vehicle.
TimerGameTick::Ticks current_order_time
How many ticks have passed since this order started.
VehicleOrderID cur_real_order_index
The index to the current real (non-implicit) order.
VehicleFlags vehicle_flags
Used for gradual loading and other miscellaneous things (.
void ResetDepotUnbunching()
Resets all the data used for depot unbunching.
TileIndex xy
Base tile of the station.
StationFacilities facilities
The facilities that this station has.
TileArea train_station
Tile area the train 'station' part covers.
VehicleType type
Type of vehicle.
uint16_t speed
maximum travel speed (1 unit = 1/1.6 mph = 1 km-ish/h)
Definition bridge.h:41
bool Follow(TileIndex old_tile, Trackdir old_td)
Main follower routine.
bool is_tunnel
last turn passed tunnel
bool is_bridge
last turn passed bridge ramp
int tiles_skipped
number of skipped tunnel or station tiles
DiagDirection exitdir
exit direction (leaving the old tile)
TrackdirBits new_td_bits
the new set of available trackdirs
TileIndex new_tile
the new tile (the vehicle has entered)
Trackdir old_td
the trackdir (the vehicle was on) before move
bool is_station
last turn passed station
TileIndex old_tile
the origin (vehicle moved from) before move
static CargoSpec * Get(size_t index)
Retrieve cargo details for the given cargo type.
Definition cargotype.h:141
Structure to return information about the closest depot location, and whether it could be found.
T y
Y coordinate.
T x
X coordinate.
uint16_t cargo_age_period
Number of ticks before carried cargo is aged.
EngineMiscFlags misc_flags
Miscellaneous flags.
VehicleCallbackMasks callback_mask
Bitmask of vehicle callbacks that have to be called.
Helper container to find a depot.
uint best_length
The distance towards the depot in penalty, or UINT_MAX if not found.
bool reverse
True if reversing is necessary for the train to get to this depot.
TileIndex tile
The tile of the depot.
Dynamic data of a loaded NewGRF.
Definition newgrf.h:124
uint traininfo_vehicle_width
Width (in pixels) of a 8/8 train vehicle in depot GUI and vehicle details.
Definition newgrf.h:165
int traininfo_vehicle_pitch
Vertical offset for drawing train images in depot GUI and vehicle details.
Definition newgrf.h:164
Position information of a vehicle after it moved.
TileIndex new_tile
Tile of the vehicle after moving.
int y
x and y position of the vehicle after moving
TileIndex old_tile
Current tile of the vehicle.
EngineID first_engine
Cached EngineID of the front vehicle. EngineID::Invalid() for the front vehicle itself.
uint32_t cached_power
Total power of the consist (valid only for the first engine).
uint16_t cached_total_length
Length of the whole vehicle (valid only for the first engine).
uint8_t cached_veh_length
Length of this vehicle in units of 1/VEHICLE_LENGTH of normal length. It is cached because this can b...
bool IsChainInDepot() const override
Check whether the whole vehicle chain is in the depot.
void SetFreeWagon()
Set a vehicle as a free wagon.
int UpdateInclination(bool new_tile, bool update_delta)
Checks if the vehicle is in a slope and sets the required flags in that case.
bool CanLeadTrain() const
Check if this vehicle can lead a train.
void SetMultiheaded()
Set a vehicle as a multiheaded engine.
bool IsEngine() const
Check if a vehicle is an engine (can be first in a consist).
bool IsRearDualheaded() const
Tell if we are dealing with the rear end of a multiheaded engine.
bool IsMultiheaded() const
Check if the vehicle is a multiheaded engine.
void SetEngine()
Set engine status.
void SetWagon()
Set a vehicle to be a wagon.
void SetFrontEngine()
Set front engine state.
void ClearFreeWagon()
Clear a vehicle from being a free wagon.
bool IsWagon() const
Check if a vehicle is a wagon.
GroundVehicleFlags gv_flags
uint Crash(bool flooded) override
Common code executed for crashed ground vehicles.
uint DoUpdateSpeed(uint accel, int min_speed, int max_speed)
void ClearFrontEngine()
Remove the front engine state.
void SetLastSpeed()
Update the GUI variant of the current speed of the vehicle.
static void CountVehicle(const Vehicle *v, int delta)
Update num_vehicle when adding or removing a vehicle.
static uint Size()
Get the size of the map.
Definition map_func.h:280
VehicleSpriteSeq sprite_seq
Vehicle appearance.
static void Backup(const Vehicle *v, ClientID user)
Create an order backup for the given vehicle.
If you change this, keep in mind that it is also saved in 2 other places:
Definition order_base.h:34
OrderDepotTypeFlags GetDepotOrderType() const
What caused us going to the depot?
Definition order_base.h:170
DestinationID GetDestination() const
Gets the destination of this order.
Definition order_base.h:100
bool IsType(OrderType type) const
Check whether this order is of the given type.
Definition order_base.h:67
OrderStopLocation GetStopLocation() const
Where must we stop at the platform?
Definition order_base.h:164
OrderType GetType() const
Get the type of order of this order.
Definition order_base.h:73
void MakeDummy()
Makes this order a Dummy order.
void SetDestination(DestinationID destination)
Sets the destination of this order.
Definition order_base.h:107
OrderDepotActionFlags GetDepotActionType() const
What are we going to do when in the depot.
Definition order_base.h:176
void Free()
'Free' the order
Definition order_cmd.cpp:48
bool ShouldStopAtStation(const Vehicle *v, StationID station) const
Check whether the given vehicle should stop at the given station based on this order and the non-stop...
void MakeGoToDepot(DestinationID destination, OrderDepotTypeFlags order, OrderNonStopFlags non_stop_type=OrderNonStopFlag::NonStop, OrderDepotActionFlags action={}, CargoType cargo=CARGO_NO_REFIT)
Makes this order a Go To Depot order.
Definition order_cmd.cpp:74
OrderNonStopFlags GetNonStopType() const
At which stations must we stop?
Definition order_base.h:158
TileIndex tile
The base tile of the area.
This struct contains information about the end of a reserved path.
Definition pbs.h:26
Trackdir trackdir
The reserved trackdir on the tile.
Definition pbs.h:28
TileIndex tile
Tile the path ends, INVALID_TILE if no valid path was found.
Definition pbs.h:27
bool okay
True if tile is a safe waiting position, false otherwise.
Definition pbs.h:29
static Pool::IterateWrapper< Vehicle > Iterate(size_t from=0)
static T * Create(Targs &&... args)
static Engine * Get(auto index)
static Vehicle * GetIfValid(auto index)
Information about a rail vehicle.
Definition engine_type.h:74
uint16_t power
Power of engine (hp); For multiheaded engines the sum of both engine powers.
Definition engine_type.h:82
uint8_t user_def_data
Property 0x25: "User-defined bit mask" Used only for (very few) NewGRF vehicles.
Definition engine_type.h:94
uint8_t running_cost
Running cost of engine; For multiheaded engines the sum of both running costs.
Definition engine_type.h:84
uint8_t shorten_factor
length on main map for this type is 8 - shorten_factor
Definition engine_type.h:91
RailTypes railtypes
Railtypes, mangled if elrail is disabled.
Definition engine_type.h:78
uint16_t pow_wag_power
Extra power applied to consist if wagon should be powered.
Definition engine_type.h:88
uint16_t max_speed
Maximum speed (1 unit = 1/1.6 mph = 1 km-ish/h).
Definition engine_type.h:81
RailVehicleType railveh_type
Type of rail vehicle.
Definition engine_type.h:76
uint8_t capacity
Cargo capacity of vehicle; For multiheaded engines the capacity of each single engine.
Definition engine_type.h:87
int Width() const
Get width of Rect.
int Height() const
Get height of Rect.
static Station * Get(auto index)
T * GetMovingFront() const
Get the moving front of the vehicle chain.
T * GetMovingPrev() const
Get the previous vehicle in the vehicle chain, relative to its current movement.
T * Next() const
Get next vehicle in the chain.
T * Previous() const
Get previous vehicle in the chain.
static Train * From(Vehicle *v)
T * First() const
Get the first vehicle in the chain.
T * GetNextVehicle() const
Get the next real (non-articulated part) vehicle in the consist.
void UpdateViewport(bool force_update, bool update_delta)
Update vehicle sprite- and position caches.
T * GetMovingNext() const
Get the next vehicle in the vehicle chain, relative to its current movement.
T * GetLastEnginePart()
Get the last part of an articulated engine.
T * GetFirstEnginePart()
Get the first part of an articulated engine.
T * Last()
Get the last vehicle in the chain.
T * GetMovingBack() const
Get the moving back of the vehicle chain.
Station data structure.
uint GetPlatformLength(TileIndex tile, DiagDirection dir) const override
Determines the REMAINING length of a platform, starting at (and including) the given tile.
Definition station.cpp:292
Track status of a tile.
Definition track_type.h:105
TrackdirBits signals
Red signals on the tile.
Definition track_type.h:107
TrackdirBits trackdirs
Trackdirs present on the tile.
Definition track_type.h:106
uint16_t cached_max_curve_speed
max consist speed limited by curves
Definition train.h:84
'Train' is either a loco or a wagon.
Definition train.h:97
void PlayLeaveStationSound(bool force=false) const override
Play the sound associated with leaving the station.
void UpdateAcceleration()
Update acceleration of the train from the cached power and weight.
void OnNewCalendarDay() override
Calendar day handler.
Train * GetNextUnit() const
Get the next real (non-articulated part and non rear part of dualheaded engine) vehicle in the consis...
Definition train.h:156
Trackdir GetVehicleTrackdir() const override
Get the tracks of the train vehicle.
void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const override
Get the sprite to display the train.
Train * other_multiheaded_part
Link between the two ends of a multiheaded engine.
Definition train.h:105
RailTypes railtypes
On which rail types the train can run.
Definition train.h:108
uint16_t crash_anim_pos
Crash animation counter.
Definition train.h:99
bool Tick() override
Update train vehicle data for a tick.
void ReserveTrackUnderConsist() const
Tries to reserve track under whole train consist.
TileIndex GetOrderStationLocation(StationID station) override
Get the location of the next station to visit.
TrainForceProceeding force_proceed
How the train should behave when it encounters next obstacle.
Definition train.h:111
int GetDisplayImageWidth(Point *offset=nullptr) const
Get the width of a train vehicle image in the GUI.
ClosestDepot FindClosestDepot() override
Find the closest depot for this vehicle and tell us the location, DestinationID and whether we should...
TrackBits track
On which track the train currently is.
Definition train.h:110
void UpdateDeltaXY() override
Updates the x and y offsets and the size of the sprite used for this vehicle.
VehicleRailFlags flags
Which flags has this train currently set.
Definition train.h:98
int CalcNextVehicleOffset() const
Calculate the offset from this vehicle's center to the following center taking the vehicle lengths in...
Definition train.h:180
uint16_t GetMaxWeight() const override
Calculates the weight value that this vehicle will have when fully loaded with its current cargo.
uint16_t GetCurveSpeedLimit() const
Computes train speed limit caused by curves.
bool IsPrimaryVehicle() const override
Whether this is the primary vehicle in the chain.
Definition train.h:124
void MarkDirty() override
Goods at the consist have changed, update the graphics, cargo, and acceleration.
int UpdateSpeed()
This function looks at the vehicle and updates its speed (cur_speed and subspeed) variables.
uint Crash(bool flooded=false) override
The train vehicle crashed!
VehicleAccelerationModel GetAccelerationType() const
Allows to know the acceleration type of a vehicle.
Definition train.h:194
Train(VehicleID index)
Create new Train object.
Definition train.h:114
AccelStatus GetAccelerationStatus() const
Checks the current acceleration status of this vehicle.
Definition train.h:291
TrainCache tcache
Set of cached variables, recalculated on load and each time a vehicle is added to/removed from the co...
Definition train.h:102
void OnNewEconomyDay() override
Economy day handler.
int GetCursorImageOffset() const
Get the offset for train image when it is used as cursor.
void ConsistChanged(ConsistChangeFlags allowed_changes)
Recalculates the cached stuff of a train.
Money GetRunningCost() const override
Get running cost for the train consist.
RailTypes compatible_railtypes
With which rail types the train is compatible.
Definition train.h:107
uint16_t wait_counter
Ticks waiting in front of a signal, ticks being stuck or a counter for forced proceeding through sign...
Definition train.h:100
int GetCurrentMaxSpeed() const override
Calculates the maximum speed of the vehicle under its current conditions.
Sprite sequence for a vehicle part.
bool IsValid() const
Check whether the sequence contains any sprites.
void GetBounds(Rect *bounds) const
Determine shared bounds of all sprites.
Definition vehicle.cpp:124
void Set(SpriteID sprite)
Assign a single sprite to the sequence.
void Draw(int x, int y, PaletteID default_pal, bool force_pal) const
Draw the sprite sequence.
Definition vehicle.cpp:152
Vehicle data structure.
EngineID engine_type
The type of engine used for this vehicle.
int32_t z_pos
z coordinate.
Direction direction
facing
const Engine * GetEngine() const
Retrieves the engine of the vehicle.
Definition vehicle.cpp:749
Direction GetMovingDirection() const
Get the moving direction of this vehicle chain.
void IncrementRealOrderIndex()
Advanced cur_real_order_index to the next real order, keeps care of the wrap-around and invalidates t...
bool IsStoppedInDepot() const
Check whether the vehicle is in the depot and stopped.
bool IsMovingFront() const
Is this vehicle the moving front of the vehicle chain?
Order * GetOrder(int index) const
Returns order 'index' of a vehicle or nullptr when it doesn't exists.
void LeaveStation()
Perform all actions when leaving a station.
Definition vehicle.cpp:2372
void AddToShared(Vehicle *shared_chain)
Adds this vehicle to a shared vehicle chain.
Definition vehicle.cpp:3021
VehicleCargoList cargo
The cargo this vehicle is carrying.
TimerGameEconomy::Date date_of_last_service
Last economy date the vehicle had a service at a depot.
uint16_t cargo_cap
total capacity
StationID last_loading_station
Last station the vehicle has stopped at and could possibly leave from with any cargo loaded.
VehicleOrderID GetNumOrders() const
Get the number of orders this vehicle has.
void SetMovingDirection(Direction d)
Set the movement direction of this vehicle chain.
uint16_t random_bits
Bits used for randomized variational spritegroups.
void ReleaseUnitNumber()
Release the vehicle's unit number.
Definition vehicle.cpp:2442
uint8_t day_counter
Increased by one for each day.
void HandleLoading(bool mode=false)
Handle the loading of the vehicle; when not it skips through dummy orders and does nothing in all oth...
Definition vehicle.cpp:2453
Money profit_this_year
Profit this year << 8, low 8 bits are fract.
SpriteID colourmap
NOSAVE: cached colour mapping.
uint8_t breakdown_ctr
Counter for managing breakdown events.
uint GetAdvanceDistance()
Determines the vehicle "progress" needed for moving a step.
GroupID group_id
Index of group Pool array.
VehStates vehstatus
Status.
TimerGameCalendar::Date date_of_last_service_newgrf
Last calendar date the vehicle had a service at a depot, unchanged by the date cheat to protect again...
uint8_t subspeed
fractional speed
bool IsArticulatedPart() const
Check if the vehicle is an articulated part of an engine.
void LeaveUnbunchingDepot()
Leave an unbunching depot and calculate the next departure time for shared order vehicles.
Definition vehicle.cpp:2533
CargoType cargo_type
type of cargo this vehicle is carrying
uint8_t acceleration
used by train & aircraft
Vehicle * First() const
Get the first vehicle of this vehicle chain.
Order current_order
The current order (+ status, like: loading).
void HandlePathfindingResult(bool path_found)
Handle the pathfinding result, especially the lost status.
Definition vehicle.cpp:793
Vehicle * Next() const
Get the next vehicle of this vehicle.
int32_t y_pos
y coordinate.
int32_t x_pos
x coordinate.
const GRFFile * GetGRF() const
Retrieve the NewGRF the vehicle is tied to.
Definition vehicle.cpp:759
OrderList * orders
Pointer to the order list for this vehicle.
Money value
Value of the vehicle.
uint16_t refit_cap
Capacity left over from before last refit.
void InvalidateNewGRFCache()
Invalidates cached NewGRF variables.
VehicleCache vcache
Cache of often used vehicle values.
SpriteBounds bounds
Bounding box of vehicle.
void BeginLoading()
Prepare everything to begin the loading when arriving at a station.
Definition vehicle.cpp:2228
uint8_t spritenum
currently displayed sprite index 0xfd == custom sprite, 0xfe == custom second head sprite 0xff == res...
uint16_t cur_speed
current speed
uint8_t cargo_subtype
Used for livery refits (NewGRF variations).
bool IsFrontEngine() const
Check if the vehicle is a front engine.
bool IsWaitingForUnbunching() const
Check whether a vehicle inside a depot is waiting for unbunching.
Definition vehicle.cpp:2580
TextEffectID fill_percent_te_id
a text-effect id to a loading indicator object
void SetNext(Vehicle *next)
Set the next vehicle of this vehicle.
Definition vehicle.cpp:2985
TimerGameCalendar::Date max_age
Maximum age.
MutableSpriteCache sprite_cache
Cache of sprites and values related to recalculating them, see MutableSpriteCache.
uint16_t reliability
Reliability.
bool HandleBreakdown()
Handle all of the aspects of a vehicle breakdown This includes adding smoke and sounds,...
Definition vehicle.cpp:1375
uint8_t progress
The percentage (if divided by 256) this vehicle already crossed the tile unit.
uint16_t reliability_spd_dec
Reliability decrease speed.
uint8_t tick_counter
Increased by one for each tick.
TileIndex tile
Current tile index.
TileIndex dest_tile
Heading for this tile.
void CopyVehicleConfigAndStatistics(Vehicle *src)
Copy certain configurations and statistics of a vehicle after successful autoreplace/renew The functi...
void UpdatePosition()
Update the position of the vehicle.
Definition vehicle.cpp:1700
StationID last_station_visited
The last station we stopped at.
bool IsDrivingBackwards() const
Is this vehicle moving backwards?
void ShowVisualEffect() const
Draw visual effects (smoke and/or sparks) for a vehicle chain.
Definition vehicle.cpp:2834
TimerGameCalendar::Year build_year
Year the vehicle has been built.
Owner owner
Which company owns the vehicle?
UnitID unitnumber
unit number, for display purposes only
bool NeedsAutomaticServicing() const
Checks if the current order should be interrupted for a service-in-depot order.
Definition vehicle.cpp:293
uint8_t running_ticks
Number of ticks this vehicle was not stopped this day.
GrfID GetGRFID() const
Retrieve the GRF ID of the NewGRF the vehicle is tied to.
Definition vehicle.cpp:769
@ EnteredStation
The vehicle entered a station.
Definition tile_cmd.h:25
@ CannotEnter
The vehicle cannot enter the tile.
Definition tile_cmd.h:27
@ EnteredWormhole
The vehicle either entered a bridge, tunnel or depot tile (this includes the last tile of the bridge/...
Definition tile_cmd.h:26
VehicleEnterTileStates VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
Call the tile callback function for a vehicle entering a tile.
Definition vehicle.cpp:1864
static bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
bool IsTileOwner(Tile tile, Owner owner)
Checks if a tile belongs to the given owner.
Definition tile_map.h:214
Owner GetTileOwner(Tile tile)
Returns the owner of a tile.
Definition tile_map.h:178
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > > TileIndex
The index/ID of a Tile.
Definition tile_type.h:92
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:100
static constexpr uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
@ TunnelBridge
Tunnel entry/exit and bridge heads.
Definition tile_type.h:58
@ Station
A tile of a station or airport.
Definition tile_type.h:54
@ Railway
A tile with railway.
Definition tile_type.h:50
Definition of the game-calendar-timer.
Definition of the game-economy-timer.
Track TrackdirToTrack(Trackdir trackdir)
Returns the Track that a given Trackdir represents.
Definition track_func.h:235
TrackdirBits TrackBitsToTrackdirBits(TrackBits bits)
Converts TrackBits to TrackdirBits while allowing both directions.
Definition track_func.h:292
DiagDirection VehicleExitDir(Direction direction, TrackBits track)
Determine the side in which the vehicle will leave the tile.
Definition track_func.h:609
Track TrackBitsToTrack(TrackBits tracks)
Converts TrackBits to Track.
Definition track_func.h:166
TrackBits TrackCrossesTracks(Track track)
Maps a track to all tracks that make 90 deg turns with it.
Definition track_func.h:324
Trackdir ReverseTrackdir(Trackdir trackdir)
Maps a trackdir to the reverse trackdir.
Definition track_func.h:220
bool TracksOverlap(TrackBits bits)
Checks if the given tracks overlap, ie form a crossing.
Definition track_func.h:540
Trackdir TrackDirectionToTrackdir(Track track, Direction dir)
Maps a track and a full (8-way) direction to the trackdir that represents the track running in the gi...
Definition track_func.h:405
bool IsValidTrackdir(Trackdir trackdir)
Checks if a Trackdir is valid for non-road vehicles.
Definition track_func.h:48
Trackdir FindFirstTrackdir(TrackdirBits trackdirs)
Returns first Trackdir from TrackdirBits or Trackdir::Invalid.
Definition track_func.h:184
TrackdirBits TrackdirCrossesTrackdirs(Trackdir trackdir)
Maps a trackdir to all trackdirs that make 90 deg turns with it.
Definition track_func.h:501
TrackdirBits TrackdirReachesTrackdirs(Trackdir trackdir)
Maps a trackdir to the trackdirs that can be reached from it (ie, when entering the next tile.
Definition track_func.h:479
TrackdirBits DiagdirReachesTrackdirs(DiagDirection diagdir)
Returns all trackdirs that can be reached when entering a tile from a given (diagonal) direction.
Definition track_func.h:450
bool IsValidTrack(Track track)
Checks if a Track is valid.
Definition track_func.h:24
Track FindFirstTrack(TrackBits tracks)
Returns first Track from TrackBits or Track::Invalid.
Definition track_func.h:150
Trackdir RemoveFirstTrackdir(TrackdirBits &trackdirs)
Removes first Trackdir from TrackdirBits and returns it.
Definition track_func.h:130
Trackdir TrackEnterdirToTrackdir(Track track, DiagDirection diagdir)
Maps a track and an (4-way) dir to the trackdir that represents the track with the entry in the given...
Definition track_func.h:390
TrackBits DiagdirReachesTracks(DiagDirection diagdir)
Returns all tracks that can be reached when entering a tile from a given (diagonal) direction.
Definition track_func.h:468
Trackdir DiagDirToDiagTrackdir(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal trackdir that runs in that direction.
Definition track_func.h:432
Track AxisToTrack(Axis a)
Convert an Axis to the corresponding Track Axis::X -> Track::X Axis::Y -> Track::Y Uses the fact that...
Definition track_func.h:62
DiagDirection TrackdirToExitdir(Trackdir trackdir)
Maps a trackdir to the (4-way) direction the tile is exited when following that trackdir.
Definition track_func.h:343
Track DiagDirToDiagTrack(DiagDirection diagdir)
Maps a DiagDirection to the associated diagonal Track.
Definition track_func.h:419
TrackBits TrackdirBitsToTrackBits(TrackdirBits bits)
Discards all directional information from a TrackdirBits value.
Definition track_func.h:281
EnumBitSet< Trackdir, uint16_t > TrackdirBits
Bitset of Trackdir elements.
Definition track_type.h:93
EnumBitSet< Track, uint8_t > TrackBits
Bitset of Track elements.
Definition track_type.h:43
static constexpr TrackBits TRACK_BIT_ALL
All possible tracks.
Definition track_type.h:52
Trackdir
Enumeration for tracks and directions.
Definition track_type.h:63
@ Invalid
Flag for an invalid trackdir.
Definition track_type.h:82
Track
These are used to specify a single track.
Definition track_type.h:19
@ X
Track along the x-axis (north-east to south-west).
Definition track_type.h:21
@ Upper
Track in the upper corner of the tile (north).
Definition track_type.h:23
@ Begin
Used for iterations.
Definition track_type.h:20
@ Invalid
Flag for an invalid track.
Definition track_type.h:32
@ Y
Track along the y-axis (north-west to south-east).
Definition track_type.h:22
@ Right
Track in the right corner of the tile (east).
Definition track_type.h:26
@ Left
Track in the left corner of the tile (west).
Definition track_type.h:25
@ Depot
Special flag indicating a vehicle is inside a depot.
Definition track_type.h:30
@ Lower
Track in the lower corner of the tile (south).
Definition track_type.h:24
@ Wormhole
Special flag indicating vehicle is inside a bridge or tunnel.
Definition track_type.h:29
@ Capacity
Allow vehicles to change capacity.
Definition train.h:48
@ Length
Allow vehicles to change length.
Definition train.h:47
EnumBitSet< ConsistChangeFlag, uint8_t > ConsistChangeFlags
Bitset of the ConsistChangeFlag elements.
Definition train.h:51
static constexpr ConsistChangeFlags CCF_TRACK
Valid changes while vehicle is driving, and possibly changing tracks.
Definition train.h:53
bool TryPathReserve(Train *v, bool mark_as_stuck=false, bool first_tile_okay=false)
Try to reserve a path to a safe position.
int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *moving_front, int *station_ahead, int *station_length)
Get the stop location of (the center) of the front vehicle of a train at a platform of a station.
void FreeTrainTrackReservation(const Train *v)
Free the reserved path in front of a vehicle.
@ Reversed
Used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle ...
Definition train.h:31
@ LeavingStation
Train is just leaving a station.
Definition train.h:33
@ PoweredWagon
Wagon is powered.
Definition train.h:27
@ Reversing
Train is slowing down to reverse.
Definition train.h:26
@ Stuck
Train can't get a path reservation.
Definition train.h:32
@ AllowedOnNormalRail
Electric train engine is allowed to run on normal rail. *‍/.
Definition train.h:30
@ Flipped
Reverse the visible direction of the vehicle.
Definition train.h:28
TrainForceProceeding
Modes for ignoring signals.
Definition train.h:39
@ TFP_SIGNAL
Ignore next signal, after the signal ignore being stuck.
Definition train.h:42
@ TFP_NONE
Normal operation.
Definition train.h:40
@ TFP_STUCK
Proceed till next signal, but ignore being stuck till then. This includes force leaving depots.
Definition train.h:41
static constexpr ConsistChangeFlags CCF_ARRANGE
Valid changes for arranging the consist in a depot.
Definition train.h:57
static CommandCost CmdBuildRailWagon(DoCommandFlags flags, TileIndex tile, const Engine *e, Vehicle **ret)
Build a railroad wagon.
void FreeTrainTrackReservation(const Train *consist)
Free the reserved path in front of a vehicle.
static void NormaliseTrainHead(Train *head)
Normalise the head of the train again, i.e.
static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
Validate whether we are going to create valid trains.
static bool CheckTrainStayInDepot(Train *v)
Will the train stay in the depot the next tick?
static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
Try to find a depot nearby.
CommandCost CmdForceTrainProceed(DoCommandFlags flags, VehicleID veh_id)
Force a train through a red signal.
void UpdateLevelCrossing(TileIndex tile, bool sound, bool force_bar)
Update a level crossing to barred or open (crossing may include multiple adjacent tiles).
int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *moving_front, int *station_ahead, int *station_length)
Get the stop location of (the center) of the front vehicle of a train at a platform of a station.
static bool CheckCompatibleRail(const Train *v, TileIndex tile, bool check_railtype)
Check if the vehicle is compatible with the specified tile.
static void AdvanceWagonsBeforeSwap(Train *moving_front)
Advances wagons for train reversing, needed for variable length wagons.
static void MakeTrainBackup(TrainList &list, Train *t)
Make a backup of a train into a train list.
static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
Arrange the trains in the wanted way.
static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_railtype)
Try to reserve any path to a safe tile, ignoring the vehicle's destination.
static const uint16_t _breakdown_speeds[16]
Maximum speeds for train that is broken down or approaching line end.
static void InsertInConsist(Train *dst, Train *chain)
Inserts a chain into the train at dst.
void UpdateAdjacentLevelCrossingTilesOnLevelCrossingRemoval(TileIndex tile, Axis road_axis)
Update adjacent level crossing tiles in this multi-track crossing, due to removal of a level crossing...
static constexpr DiagDirectionIndexArray< uint8_t > _vehicle_initial_y_fract
Initial y subtile coordinate of rail vehicles for each direction.
Definition train_cmd.cpp:59
static void MarkTrainAsStuck(Train *consist)
Mark a train as stuck and stop it if it isn't stopped right now.
static void UpdateLevelCrossingTile(TileIndex tile, bool sound, bool force_barred)
Sets a level crossing tile to the correct state.
static constexpr DiagDirectionIndexArray< uint8_t > _vehicle_initial_x_fract
Initial x subtile coordinate of rail vehicles for each direction.
Definition train_cmd.cpp:57
static void CheckNextTrainTile(Train *v)
Check if the train is on the last reserved tile and try to extend the path then.
static bool HandleCrashedTrain(Train *v)
Handle a crashed train.
void NormalizeTrainVehInDepot(const Train *u)
Move all free vehicles in the depot to the train.
CommandCost CmdReverseTrainDirection(DoCommandFlags flags, VehicleID veh_id, bool reverse_single_veh)
Reverse train.
static bool CheckLevelCrossing(TileIndex tile)
Check if a level crossing should be barred.
static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
Check/validate whether we may actually build a new train.
CommandCost CmdBuildRailVehicle(DoCommandFlags flags, TileIndex tile, const Engine *e, Vehicle **ret)
Build a railroad vehicle.
static void UpdateStatusAfterSwap(Train *v, bool reverse=true)
Updates some variables after swapping the vehicle.
uint8_t FreightWagonMult(CargoType cargo)
Return the cargo weight multiplier to use for a rail vehicle.
Definition train_cmd.cpp:74
static uint CheckTrainCollision(Vehicle *v, Train *moving_front)
Collision test function.
bool TryPathReserve(Train *consist, bool mark_as_stuck, bool first_tile_okay)
Try to reserve a path to a safe position.
static uint TrainCrashed(Train *v)
Marks train as crashed and creates an AI event.
static void NormaliseDualHeads(Train *t)
Normalise the dual heads in the train, i.e.
static CommandCost CheckTrainAttachment(Train *t)
Check whether the train parts can be attached.
static const AccelerationSlowdownParams _accel_slowdown[]
Speed update fractions for each acceleration type.
CommandCost CmdMoveRailVehicle(DoCommandFlags flags, VehicleID src_veh, VehicleID dest_veh, bool move_chain)
Move a rail vehicle around inside the depot.
void ReverseTrainSwapVehicles(Train *v)
Swap vehicles in chain starting from v, and reverse their direction.
static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest, TileIndex *final_dest)
Perform pathfinding for a train.
static void TrainEnterStation(Train *consist, StationID station)
Trains enters a station, send out a news item if it is the first train, and start loading.
static bool TrainLocoHandler(Train *consist, bool mode)
Per-tick handler of each front engine.
static bool TrainCanLeaveTile(const Train *moving_front)
Determines whether train would like to leave the tile.
static void AffectSpeedByZChange(Train *consist, int z_diff)
Modify the speed of the vehicle due to a change in altitude.
static void ReverseTrainSwapVeh(Train *v, int l, int r)
Swap vehicles l and r in consist v, and reverse their direction.
static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
Clear the reservation of tile that was just left by a wagon on track_dir.
static void ReverseTrainDirection(Train *consist)
Turn a train around.
static bool IsTrain(const Vehicle *v)
Check if the vehicle is a train.
void CheckTrainsLengths()
Checks if lengths of all rail vehicles are valid.
Definition train_cmd.cpp:81
static bool CheckReverseTrain(const Train *consist)
Can the train reverse?
static void MaybeBarCrossingWithSound(TileIndex tile)
Bars crossing and plays ding-ding sound if not barred already.
bool TrainOnCrossing(TileIndex tile)
Check if a level crossing tile has a train on it.
static void ChangeTrainDirRandomly(Train *v)
Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
void MarkDirtyAdjacentLevelCrossingTiles(TileIndex tile, Axis road_axis)
Find adjacent level crossing tiles in this multi-track crossing and mark them dirty.
static void NormaliseSubtypes(Train *chain)
Normalise the sub types of the parts in this chain.
bool TrainController(Train *v, Vehicle *nomove, bool reverse=true)
Move a vehicle chain one movement stop forwards.
CommandCost CmdSellRailWagon(DoCommandFlags flags, Vehicle *t, bool sell_chain, bool backup_order, ClientID user)
Sell a (single) train wagon/engine.
bool IsValidImageIndex< VehicleType::Train >(uint8_t image_index)
Helper to check whether an image index is valid for a particular vehicle.
Definition train_cmd.cpp:63
static TrainForceProceeding DetermineNextTrainForceProceeding(const Train *t)
Determine to what force_proceed should be changed.
static void RemoveFromConsist(Train *part, bool chain=false)
Remove the given wagon from its consist.
static bool TrainCheckIfLineEnds(Train *v, bool reverse=true)
Checks for line end.
static void RestoreTrainBackup(TrainList &list)
Restore the train from the backup list.
static void DeleteLastWagon(Train *v)
Deletes/Clears the last wagon of a crashed train.
static bool TrainApproachingLineEnd(Train *moving_front, bool signal, bool reverse)
Train is approaching line end, slow down and possibly reverse.
static bool TrainApproachingCrossing(TileIndex tile)
Finds a vehicle approaching rail-road crossing.
static void SwapTrainFlags(GroundVehicleFlags *swap_flag1, GroundVehicleFlags *swap_flag2)
Swap the two up/down flags in two ways:
static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
Extend a train path as far as possible.
static TileIndex TrainApproachingCrossingTile(const Train *v)
Determines whether train is approaching a rail-road crossing (thus making it barred).
static void AdvanceWagonsAfterSwap(Train *moving_front)
Advances wagons for train reversing, needed for variable length wagons.
void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
static void CheckIfTrainNeedsService(Train *v)
Check whether a train needs service, and if so, find a depot or service it.
static bool TrainApproachingCrossingEnum(const Vehicle *v, TileIndex tile)
Checks if a train is approaching a rail-road crossing.
static std::vector< VehicleID > GetFreeWagonsInDepot(TileIndex tile)
Get a list of free wagons in a depot.
Command definitions related to trains.
Sprites to use for trains.
static const uint8_t _engine_sprite_and[]
For how many directions do we have sprites?
static const uint8_t _engine_sprite_add[]
Non-zero for multihead trains.
@ Rail
Transport by train.
bool IsTunnel(Tile t)
Is this a tunnel (entrance)?
Definition tunnel_map.h:23
void MarkBridgeDirty(TileIndex begin, TileIndex end, DiagDirection direction, uint bridge_height)
Mark bridge tiles dirty.
DiagDirection GetTunnelBridgeDirection(Tile t)
Get the direction pointing to the other end.
TileIndex GetOtherTunnelBridgeEnd(Tile t)
Determines type of the wormhole and returns its other end.
void SetTunnelBridgeReservation(Tile t, bool b)
Set the reservation state of the rail tunnel/bridge.
void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBug bug_type, bool critical)
Displays a "NewGrf Bug" error message for a engine, and pauses the game if not networking.
Definition vehicle.cpp:338
void VehicleEnterDepot(Vehicle *v)
Vehicle entirely entered the depot, update its status, orders, vehicle windows, service it,...
Definition vehicle.cpp:1563
UnitID GetFreeUnitNumber(VehicleType type)
Get an unused unit number for a vehicle (if allowed).
Definition vehicle.cpp:1921
void VehicleLengthChanged(const Vehicle *u)
Logs a bug in GRF and shows a warning message if this is for the first time this happened.
Definition vehicle.cpp:364
void VehicleServiceInDepot(Vehicle *v)
Service a vehicle and all subsequent vehicles in the consist.
Definition vehicle.cpp:188
void CheckVehicleBreakdown(Vehicle *v)
Periodic check for a vehicle to maybe break down.
Definition vehicle.cpp:1319
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
Get position information of a vehicle when moving one pixel in the direction it is facing.
Definition vehicle.cpp:1803
void DecreaseVehicleValue(Vehicle *v)
Decrease the value of a vehicle.
Definition vehicle.cpp:1298
void EconomyAgeVehicle(Vehicle *v)
Update economy age of a vehicle.
Definition vehicle.cpp:1441
CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore)
Finds vehicle in tunnel / bridge.
Definition vehicle.cpp:582
void AgeVehicle(Vehicle *v)
Update age of a vehicle.
Definition vehicle.cpp:1453
Direction VehicleEnterTileCoordinates(GetNewVehiclePosResult &gp, DiagDirection enterdir, Track track)
Lookup new subposition coordinates and direction to use when entering a new tile, applying the subcoo...
Definition vehicle.cpp:3399
@ Crashed
Vehicle is crashed.
@ TrainSlowing
Train is slowing down.
@ Hidden
Vehicle is not visible.
@ DefaultPalette
Use default vehicle palette.
@ Stopped
Vehicle is stopped by the player.
Functions related to vehicles.
bool IsValidImageIndex(uint8_t image_index)
Helper to check whether an image index is valid for a particular vehicle.
@ CUSTOM_VEHICLE_SPRITENUM_REVERSED
Vehicle sprite from NewGRF with reverse driving direction (from articulation callback).
bool HasVehicleOnTile(TileIndex tile, UnaryPred &&predicate)
Loop over vehicles on a tile, and check whether a predicate is true for any of them.
@ VIWD_CONSIST_CHANGED
Vehicle composition was changed.
Definition vehicle_gui.h:37
EngineImageType
Visualisation contexts of vehicles and engines.
PoolID< uint32_t, struct VehicleIDTag, 0xFF000, 0xFFFFF > VehicleID
The type all our vehicle IDs have.
@ Train
Train vehicle type.
@ Original
Original acceleration model.
@ Realistic
"Realistic" acceleration model.
EnumBitSet< GroundVehicleFlag, uint16_t > GroundVehicleFlags
Bitset of GroundVehicleFlag elements.
@ GoingUp
Vehicle is currently going uphill. (Cached track information for acceleration).
@ SuppressImplicitOrders
Disable insertion and removal of automatic orders until the vehicle completes the real order.
@ GoingDown
Vehicle is currently going downhill. (Cached track information for acceleration).
static const uint VEHICLE_LENGTH
The length of a vehicle in tile units.
Types related to the vehicle widgets.
@ WID_VV_REFIT
Open the refit window.
@ WID_VV_START_STOP
Start or stop this vehicle, and show information about the current state.
Functions related to (drawing on) viewports.
void CloseWindowById(WindowClass cls, WindowNumber number, bool force, int data)
Close a window by its class and window number (if it is open).
Definition window.cpp:1204
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting).
Definition window.cpp:3226
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition window.cpp:3318
void SetWindowWidgetDirty(WindowClass cls, WindowNumber number, WidgetID widget_index)
Mark a particular widget in a particular window as dirty (in need of repainting).
Definition window.cpp:3212
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting).
Definition window.cpp:3196
void InvalidateWindowClassesData(WindowClass cls, int data, bool gui_scope)
Mark window data of all windows of a given class as invalid (in need of re-computing) Note that by de...
Definition window.cpp:3336
FindDepotData YapfTrainFindNearestDepot(const Train *v, int max_distance)
Used when user sends train to the nearest depot or if train needs servicing using YAPF.
bool YapfTrainFindNearestSafeTile(const Train *v, TileIndex tile, Trackdir td, bool override_railtype)
Try to extend the reserved path of a train to the nearest safe tile using YAPF.
bool YapfTrainCheckReverse(const Train *v)
Returns true if it is better to reverse the train before leaving station using YAPF.
Track YapfTrainChooseTrack(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool reserve_track, struct PBSTileInfo *target, TileIndex *dest)
Finds the best path for given train using YAPF.
Base includes/functions for YAPF.
Functions related to zooming.
int ScaleSpriteTrad(int value)
Scale traditional pixel dimensions to GUI zoom level, for drawing sprites.
Definition zoom_func.h:107
int UnScaleGUI(int value)
Short-hand to apply GUI zoom level.
Definition zoom_func.h:77