OpenTTD Source 20260711-master-g3fb3006dff
train_cmd.cpp
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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"
40
41#include "table/strings.h"
42#include "table/train_sprites.h"
43
44#include "safeguards.h"
45
46static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
47static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
48bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
50static void CheckIfTrainNeedsService(Train *v);
51static void CheckNextTrainTile(Train *v);
52
57
59template <>
61{
62 return image_index < lengthof(_engine_sprite_base);
63}
64
65
72{
73 if (!CargoSpec::Get(cargo)->is_freight) return 1;
74 return _settings_game.vehicle.freight_trains;
75}
76
79{
80 bool first = true;
81
82 for (const Train *v : Train::Iterate()) {
83 if (v->First() == v && !v->vehstatus.Test(VehState::Crashed)) {
84 for (const Train *u = v->GetMovingFront(), *w = v->GetMovingNext(); w != nullptr; u = w, w = w->GetMovingNext()) {
85 if (u->track != Track::Depot) {
86 if ((w->track != Track::Depot &&
87 std::max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
88 (w->track == Track::Depot && TicksToLeaveDepot(u) <= 0)) {
89 ShowErrorMessage(GetEncodedString(STR_BROKEN_VEHICLE_LENGTH, v->index, v->owner), {}, WarningLevel::Critical);
90
91 if (!_networking && first) {
92 first = false;
93 Command<Commands::Pause>::Post(PauseMode::Error, true);
94 }
95 /* Break so we warn only once for each train. */
96 break;
97 }
98 }
99 }
100 }
101 }
102}
103
111{
112 uint16_t max_speed = UINT16_MAX;
113
114 assert(this->IsFrontEngine() || this->IsFreeWagon());
115
116 const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
117 EngineID first_engine = this->IsFrontEngine() ? this->engine_type : EngineID::Invalid();
118 this->gcache.cached_total_length = 0;
119 this->compatible_railtypes = {};
120
121 bool train_can_tilt = true;
122 int16_t min_curve_speed_mod = INT16_MAX;
123
124 for (Train *u = this; u != nullptr; u = u->Next()) {
125 const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
126
127 /* Check the this->first cache. */
128 assert(u->First() == this);
129
130 /* update the 'first engine' */
131 u->gcache.first_engine = this == u ? EngineID::Invalid() : first_engine;
132 u->railtypes = rvi_u->railtypes;
133
134 if (u->IsEngine()) first_engine = u->engine_type;
135
136 /* Set user defined data to its default value */
137 u->tcache.user_def_data = rvi_u->user_def_data;
138 this->InvalidateNewGRFCache();
139 u->InvalidateNewGRFCache();
140 }
141
142 for (Train *u = this; u != nullptr; u = u->Next()) {
143 /* Update user defined data (must be done before other properties) */
144 u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
145 this->InvalidateNewGRFCache();
146 u->InvalidateNewGRFCache();
147 }
148
149 for (Train *u = this; u != nullptr; u = u->Next()) {
150 const Engine *e_u = u->GetEngine();
151 const RailVehicleInfo *rvi_u = &e_u->VehInfo<RailVehicleInfo>();
152
153 if (!e_u->info.misc_flags.Test(EngineMiscFlag::RailTilts)) train_can_tilt = false;
154 min_curve_speed_mod = std::min(min_curve_speed_mod, u->GetCurveSpeedModifier());
155
156 /* Cache wagon override sprite group. nullptr is returned if there is none */
157 u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
158
159 /* Reset colour map */
160 u->colourmap = PAL_NONE;
161
162 /* Update powered-wagon-status and visual effect */
163 u->UpdateVisualEffect(true);
164
165 if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RailVehicleType::Wagon &&
166 UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
167 /* wagon is powered */
168 u->flags.Set(VehicleRailFlag::PoweredWagon); // cache 'powered' status
169 } else {
170 u->flags.Reset(VehicleRailFlag::PoweredWagon);
171 }
172
173 if (!u->IsArticulatedPart()) {
174 /* Do not count powered wagons for the compatible railtypes, as wagons always
175 have railtype normal */
176 if (rvi_u->power > 0) {
177 this->compatible_railtypes.Set(GetAllPoweredRailTypes(u->railtypes));
178 }
179
180 /* Some electric engines can be allowed to run on normal rail. It happens to all
181 * existing electric engines when elrails are disabled and then re-enabled */
182 if (u->flags.Test(VehicleRailFlag::AllowedOnNormalRail)) {
183 u->railtypes.Set(RAILTYPE_RAIL);
184 u->compatible_railtypes.Set(RAILTYPE_RAIL);
185 }
186
187 /* max speed is the minimum of the speed limits of all vehicles in the consist */
188 if ((rvi_u->railveh_type != RailVehicleType::Wagon || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
189 uint16_t speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
190 if (speed != 0) max_speed = std::min(speed, max_speed);
191 }
192 }
193
194 uint16_t new_cap = e_u->DetermineCapacity(u);
195 if (allowed_changes.Test(ConsistChangeFlag::Capacity)) {
196 /* Update vehicle capacity. */
197 if (u->cargo_cap > new_cap) u->cargo.Truncate(new_cap);
198 u->refit_cap = std::min(new_cap, u->refit_cap);
199 u->cargo_cap = new_cap;
200 } else {
201 /* Verify capacity hasn't changed. */
202 if (new_cap != u->cargo_cap) ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_CAPACITY, GRFBug::VehCapacity, true);
203 }
204 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
205
206 /* check the vehicle length (callback) */
207 uint16_t veh_len = CALLBACK_FAILED;
208 if (e_u->GetGRF() != nullptr && e_u->GetGRF()->grf_version >= 8) {
209 /* Use callback 36 */
210 veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
211
212 if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
214 }
215 } else if (e_u->info.callback_mask.Test(VehicleCallbackMask::Length)) {
216 /* Use callback 11 */
217 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
218 }
219 if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
220 veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
221
222 if (allowed_changes.Test(ConsistChangeFlag::Length)) {
223 /* Update vehicle length. */
224 u->gcache.cached_veh_length = veh_len;
225 } else {
226 /* Verify length hasn't changed. */
227 if (veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
228 }
229
230 this->gcache.cached_total_length += u->gcache.cached_veh_length;
231 this->InvalidateNewGRFCache();
232 u->InvalidateNewGRFCache();
233 }
234
235 /* store consist weight/max speed in cache */
236 this->vcache.cached_max_speed = max_speed;
237 this->tcache.cached_tilt = train_can_tilt;
238 this->tcache.cached_curve_speed_mod = min_curve_speed_mod;
239 this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
240
241 /* 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) */
242 this->CargoChanged();
243
244 if (this->IsFrontEngine()) {
245 this->UpdateAcceleration();
246 SetWindowDirty(WindowClass::VehicleDetails, this->index);
247 InvalidateWindowData(WindowClass::VehicleRefit, this->index, VIWD_CONSIST_CHANGED);
248 InvalidateWindowData(WindowClass::VehicleOrders, this->index, VIWD_CONSIST_CHANGED);
250
251 /* If the consist is changed while in a depot, the vehicle view window must be invalidated to update the availability of refitting. */
252 InvalidateWindowData(WindowClass::VehicleView, this->index, VIWD_CONSIST_CHANGED);
253 }
254}
255
266int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *moving_front, int *station_ahead, int *station_length)
267{
268 const Train *consist = moving_front->First();
269 const Station *st = Station::Get(station_id);
270 *station_ahead = st->GetPlatformLength(tile, DirToDiagDir(moving_front->GetMovingDirection())) * TILE_SIZE;
271 *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
272
273 /* Default to the middle of the station for stations stops that are not in
274 * the order list like intermediate stations when non-stop is disabled */
276 if (consist->gcache.cached_total_length >= *station_length) {
277 /* The train is longer than the station, make it stop at the far end of the platform */
279 } else if (consist->current_order.IsType(OT_GOTO_STATION) && consist->current_order.GetDestination() == station_id) {
280 osl = consist->current_order.GetStopLocation();
281 }
282
283 /* The stop location of the FRONT! of the train */
284 int stop;
285 switch (osl) {
286 default: NOT_REACHED();
287
289 stop = consist->gcache.cached_total_length;
290 break;
291
293 stop = *station_length - (*station_length - consist->gcache.cached_total_length) / 2;
294 break;
295
297 stop = *station_length;
298 break;
299 }
300
301 /* Subtract half the front vehicle length of the train so we get the real
302 * stop location of the train. */
303 uint8_t rounding = consist->IsDrivingBackwards() ? 2 : 1;
304 return stop - (consist->gcache.cached_veh_length + rounding) / 2;
305}
306
307
313{
314 assert(this->First() == this);
315
316 static const int absolute_max_speed = UINT16_MAX;
317 int max_speed = absolute_max_speed;
318
319 if (_settings_game.vehicle.train_acceleration_model == AccelerationModel::Original) return max_speed;
320
321 int curvecount[2] = {0, 0};
322
323 /* first find the curve speed limit */
324 int numcurve = 0;
325 int sum = 0;
326 int pos = 0;
327 int lastpos = -1;
328 for (const Train *u = this; u->Next() != nullptr; u = u->Next(), pos += u->gcache.cached_veh_length) {
329 Direction this_dir = u->direction;
330 Direction next_dir = u->Next()->direction;
331
332 DirDiff dirdiff = DirDifference(this_dir, next_dir);
333 if (dirdiff == DirDiff::Same) continue;
334
335 if (dirdiff == DirDiff::Left45) curvecount[0]++;
336 if (dirdiff == DirDiff::Right45) curvecount[1]++;
337 if (dirdiff == DirDiff::Left45 || dirdiff == DirDiff::Right45) {
338 if (lastpos != -1) {
339 numcurve++;
340 sum += pos - lastpos;
341 if (pos - lastpos <= static_cast<int>(VEHICLE_LENGTH) && max_speed > 88) {
342 max_speed = 88;
343 }
344 }
345 lastpos = pos;
346 }
347
348 /* if we have a 90 degree turn, fix the speed limit to 60 */
349 if (dirdiff == DirDiff::Left90 || dirdiff == DirDiff::Right90) {
350 max_speed = 61;
351 }
352 }
353
354 if (numcurve > 0 && max_speed > 88) {
355 if (curvecount[0] == 1 && curvecount[1] == 1) {
356 max_speed = absolute_max_speed;
357 } else {
358 sum = CeilDiv(sum, VEHICLE_LENGTH);
359 sum /= numcurve;
360 max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
361 }
362 }
363
364 if (max_speed != absolute_max_speed) {
365 /* Apply the current railtype's curve speed advantage */
366 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(this->tile));
367 max_speed += (max_speed / 2) * rti->curve_speed;
368
369 if (this->tcache.cached_tilt) {
370 /* Apply max_speed bonus of 20% for a tilting train */
371 max_speed += max_speed / 5;
372 }
373
374 /* Apply max_speed modifier (cached value is fixed-point binary with 8 fractional bits)
375 * and clamp the result to an acceptable range. */
376 max_speed += (max_speed * this->tcache.cached_curve_speed_mod) / 256;
377 max_speed = Clamp(max_speed, 2, absolute_max_speed);
378 }
379
380 return static_cast<uint16_t>(max_speed);
381}
382
388{
389 const Train *moving_front = this->GetMovingFront();
390 int max_speed = _settings_game.vehicle.train_acceleration_model == AccelerationModel::Original ?
391 this->gcache.cached_max_track_speed :
392 this->tcache.cached_max_curve_speed;
393
394 if (_settings_game.vehicle.train_acceleration_model == AccelerationModel::Realistic && IsRailStationTile(moving_front->tile)) {
395 StationID sid = GetStationIndex(moving_front->tile);
396 if (this->current_order.ShouldStopAtStation(this, sid)) {
397 int station_ahead;
398 int station_length;
399 int stop_at = GetTrainStopLocation(sid, moving_front->tile, moving_front, &station_ahead, &station_length);
400
401 /* The distance to go is whatever is still ahead of the train minus the
402 * distance from the train's stop location to the end of the platform */
403 int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
404
405 if (distance_to_go > 0) {
406 int st_max_speed = 120;
407
408 int delta_v = this->cur_speed / (distance_to_go + 1);
409 if (max_speed > (this->cur_speed - delta_v)) {
410 st_max_speed = this->cur_speed - (delta_v / 10);
411 }
412
413 st_max_speed = std::max(st_max_speed, 25 * distance_to_go);
414 max_speed = std::min(max_speed, st_max_speed);
415 }
416 }
417 }
418
419 for (const Train *u = this; u != nullptr; u = u->Next()) {
420 if (_settings_game.vehicle.train_acceleration_model == AccelerationModel::Realistic && u->track == Track::Depot) {
421 constexpr int DEPOT_SPEED_LIMIT = 61;
422 max_speed = std::min(max_speed, DEPOT_SPEED_LIMIT);
423 break;
424 }
425
426 /* Vehicle is on the middle part of a bridge. */
427 if (u->track == Track::Wormhole && !u->vehstatus.Test(VehState::Hidden)) {
428 max_speed = std::min<int>(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
429 }
430 }
431
432 max_speed = std::min<int>(max_speed, this->current_order.GetMaxSpeed());
433
434 /* If the train is going backwards, without a leading cab, restrict its speed. */
435 if (!moving_front->CanLeadTrain()) {
436 constexpr int BACKWARDS_NO_CAB_SPEED_LIMIT = 32;
437 max_speed = std::min<int>(max_speed, BACKWARDS_NO_CAB_SPEED_LIMIT);
438 }
439
440 return std::min<int>(max_speed, this->gcache.cached_max_track_speed);
441}
442
445{
446 assert(this->IsFrontEngine() || this->IsFreeWagon());
447
448 uint power = this->gcache.cached_power;
449 uint weight = this->gcache.cached_weight;
450 assert(weight != 0);
451 this->acceleration = Clamp(power / weight * 4, 1, 255);
452}
453
459{
460 if (this->gcache.cached_veh_length != 8 && this->flags.Test(VehicleRailFlag::Flipped) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips)) {
461 int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
462
463 const Engine *e = this->GetEngine();
464 if (e->GetGRF() != nullptr && IsCustomVehicleSpriteNum(e->VehInfo<RailVehicleInfo>().image_index)) {
465 reference_width = e->GetGRF()->traininfo_vehicle_width;
466 }
467
468 return ScaleSpriteTrad((this->gcache.cached_veh_length - (int)VEHICLE_LENGTH) * reference_width / (int)VEHICLE_LENGTH);
469 }
470 return 0;
471}
472
479{
480 int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
481 int vehicle_pitch = 0;
482
483 const Engine *e = this->GetEngine();
484 if (e->GetGRF() != nullptr && IsCustomVehicleSpriteNum(e->VehInfo<RailVehicleInfo>().image_index)) {
485 reference_width = e->GetGRF()->traininfo_vehicle_width;
486 vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
487 }
488
489 if (offset != nullptr) {
490 if (this->flags.Test(VehicleRailFlag::Flipped) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips)) {
491 offset->x = ScaleSpriteTrad(((int)this->gcache.cached_veh_length - (int)VEHICLE_LENGTH / 2) * reference_width / (int)VEHICLE_LENGTH);
492 } else {
493 offset->x = ScaleSpriteTrad(reference_width) / 2;
494 }
495 offset->y = ScaleSpriteTrad(vehicle_pitch);
496 }
497 return ScaleSpriteTrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
498}
499
500static SpriteID GetDefaultTrainSprite(uint8_t spritenum, Direction direction)
501{
502 assert(IsValidImageIndex<VehicleType::Train>(spritenum));
503 return ((to_underlying(direction) + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
504}
505
513{
514 uint8_t spritenum = this->spritenum;
515
517
518 if (IsCustomVehicleSpriteNum(spritenum)) {
520 GetCustomVehicleSprite(this, direction, image_type, result);
521 if (result->IsValid()) return;
522
524 }
525
527 SpriteID sprite = GetDefaultTrainSprite(spritenum, direction);
528
529 if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
530
531 result->Set(sprite);
532}
533
534static void GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type, VehicleSpriteSeq *result)
535{
536 const Engine *e = Engine::Get(engine);
537 Direction dir = rear_head ? Direction::E : Direction::W;
538 uint8_t spritenum = e->VehInfo<RailVehicleInfo>().image_index;
539
540 if (IsCustomVehicleSpriteNum(spritenum)) {
541 GetCustomVehicleIcon(engine, dir, image_type, result);
542 if (result->IsValid()) {
543 if (e->GetGRF() != nullptr) {
545 }
546 return;
547 }
548
549 spritenum = Engine::Get(engine)->original_image_index;
550 }
551
552 if (rear_head) spritenum++;
553
554 result->Set(GetDefaultTrainSprite(spritenum, Direction::W));
555}
556
557void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
558{
559 const GRFFile *grf = Engine::Get(engine)->GetGRF();
560 int vehicle_width = ScaleSpriteTrad(grf == nullptr ? TRAININFO_DEFAULT_VEHICLE_WIDTH : grf->traininfo_vehicle_width);
561
562 if (RailVehInfo(engine)->railveh_type == RailVehicleType::Multihead) {
563 int yf = y;
564 int yr = y;
565
566 VehicleSpriteSeq seqf, seqr;
567 GetRailIcon(engine, false, yf, image_type, &seqf);
568 GetRailIcon(engine, true, yr, image_type, &seqr);
569
570 Rect rectf, rectr;
571 seqf.GetBounds(&rectf);
572 seqr.GetBounds(&rectr);
573
574 preferred_x = Clamp(preferred_x,
575 left - UnScaleGUI(rectf.left) + vehicle_width / 2,
576 right - UnScaleGUI(rectr.right) - (vehicle_width - vehicle_width / 2));
577
578 seqf.Draw(preferred_x - vehicle_width / 2, yf, pal, pal == PALETTE_CRASH);
579 seqr.Draw(preferred_x + (vehicle_width - vehicle_width / 2), yr, pal, pal == PALETTE_CRASH);
580 } else {
582 GetRailIcon(engine, false, y, image_type, &seq);
583
584 Rect rect;
585 seq.GetBounds(&rect);
586 preferred_x = Clamp(preferred_x,
587 left - UnScaleGUI(rect.left),
588 right - UnScaleGUI(rect.right));
589
590 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
591 }
592}
593
603void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
604{
605 int y = 0;
606
608 GetRailIcon(engine, false, y, image_type, &seq);
609
610 Rect rect;
611 seq.GetBounds(&rect);
612
613 width = UnScaleGUI(rect.Width());
614 height = UnScaleGUI(rect.Height());
615 xoffs = UnScaleGUI(rect.left);
616 yoffs = UnScaleGUI(rect.top);
617
618 if (RailVehInfo(engine)->railveh_type == RailVehicleType::Multihead) {
619 const GRFFile *grf = Engine::Get(engine)->GetGRF();
620 int vehicle_width = ScaleSpriteTrad(grf == nullptr ? TRAININFO_DEFAULT_VEHICLE_WIDTH : grf->traininfo_vehicle_width);
621
622 GetRailIcon(engine, true, y, image_type, &seq);
623 seq.GetBounds(&rect);
624
625 /* Calculate values relative to an imaginary center between the two sprites. */
626 width = vehicle_width + UnScaleGUI(rect.right) - xoffs;
627 height = std::max<uint>(height, UnScaleGUI(rect.Height()));
628 xoffs = xoffs - vehicle_width / 2;
629 yoffs = std::min(yoffs, UnScaleGUI(rect.top));
630 }
631}
632
638static std::vector<VehicleID> GetFreeWagonsInDepot(TileIndex tile)
639{
640 std::vector<VehicleID> free_wagons;
641
642 for (Vehicle *v : VehiclesOnTile(tile)) {
643 if (v->type != VehicleType::Train) continue;
644 if (v->vehstatus.Test(VehState::Crashed)) continue;
645 if (!Train::From(v)->IsFreeWagon()) continue;
646
647 free_wagons.push_back(v->index);
648 }
649
650 /* Sort by vehicle index for consistency across clients. */
651 std::ranges::sort(free_wagons);
652 return free_wagons;
653}
654
664{
665 const RailVehicleInfo *rvi = &e->VehInfo<RailVehicleInfo>();
666
667 /* Check that the wagon can drive on the track in question */
668 if (!IsCompatibleRail(rvi->railtypes, GetRailType(tile))) return CMD_ERROR;
669
670 if (flags.Test(DoCommandFlag::Execute)) {
671 Train *v = Train::Create();
672 *ret = v;
673 v->spritenum = rvi->image_index;
674
675 v->engine_type = e->index;
676 v->gcache.first_engine = EngineID::Invalid(); // needs to be set before first callback
677
679
680 v->direction = DiagDirToDir(dir);
681 v->tile = tile;
682
683 int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
684 int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
685
686 v->x_pos = x;
687 v->y_pos = y;
688 v->z_pos = GetSlopePixelZ(x, y, true);
690 v->track = Track::Depot;
692
693 v->SetWagon();
694
695 v->SetFreeWagon();
696 InvalidateWindowData(WindowClass::VehicleDepot, v->tile);
697
699 assert(IsValidCargoType(v->cargo_type));
700 v->cargo_cap = rvi->capacity;
701 v->refit_cap = 0;
702
703 v->railtypes = rvi->railtypes;
704
709 v->random_bits = Random();
710
712
714 if (prob.has_value()) v->flags.Set(VehicleRailFlag::Flipped, prob.value());
716
717 v->UpdatePosition();
720
722
723 /* Try to connect the vehicle to one of free chains of wagons. */
724 for (VehicleID vehicle : GetFreeWagonsInDepot(tile)) {
725 if (vehicle == v->index) continue;
726
727 const Train *w = Train::Get(vehicle);
728 if (w->engine_type != v->engine_type) continue;
729 if (w->First() == v) continue;
730
731 if (Command<Commands::MoveRailVehicle>::Do(DoCommandFlag::Execute, v->index, w->Last()->index, true).Succeeded()) {
732 break;
733 }
734 }
735 }
736
737 return CommandCost();
738}
739
745{
746 assert(u->IsEngine());
747 for (VehicleID vehicle : GetFreeWagonsInDepot(u->tile)) {
748 if (Command<Commands::MoveRailVehicle>::Do(DoCommandFlag::Execute, vehicle, u->index, true).Failed()) {
749 break;
750 }
751 }
752}
753
754static void AddRearEngineToMultiheadedTrain(Train *v)
755{
756 Train *u = Train::Create();
757 v->value >>= 1;
758 u->value = v->value;
759 u->direction = v->direction;
760 u->owner = v->owner;
761 u->tile = v->tile;
762 u->x_pos = v->x_pos;
763 u->y_pos = v->y_pos;
764 u->z_pos = v->z_pos;
765 u->track = Track::Depot;
766 u->vehstatus = v->vehstatus;
768 u->spritenum = v->spritenum + 1;
769 u->cargo_type = v->cargo_type;
771 u->cargo_cap = v->cargo_cap;
772 u->refit_cap = v->refit_cap;
773 u->railtypes = v->railtypes;
774 u->engine_type = v->engine_type;
777 u->build_year = v->build_year;
779 u->random_bits = Random();
780 v->SetMultiheaded();
781 u->SetMultiheaded();
782 v->SetNext(u);
784 if (prob.has_value()) u->flags.Set(VehicleRailFlag::Flipped, prob.value());
785 u->UpdatePosition();
786
787 /* Now we need to link the front and rear engines together */
790}
791
801{
802 const RailVehicleInfo *rvi = &e->VehInfo<RailVehicleInfo>();
803
804 if (rvi->railveh_type == RailVehicleType::Wagon) return CmdBuildRailWagon(flags, tile, e, ret);
805
806 /* Check if depot and new engine uses the same kind of tracks *
807 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
808 if (!HasPowerOnRail(rvi->railtypes, GetRailType(tile))) return CMD_ERROR;
809
810 if (flags.Test(DoCommandFlag::Execute)) {
812 int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
813 int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
814
815 Train *v = Train::Create();
816 *ret = v;
817 v->direction = DiagDirToDir(dir);
818 v->tile = tile;
820 v->x_pos = x;
821 v->y_pos = y;
822 v->z_pos = GetSlopePixelZ(x, y, true);
823 v->track = Track::Depot;
825 v->spritenum = rvi->image_index;
827 assert(IsValidCargoType(v->cargo_type));
828 v->cargo_cap = rvi->capacity;
829 v->refit_cap = 0;
830 v->last_station_visited = StationID::Invalid();
831 v->last_loading_station = StationID::Invalid();
832
833 v->engine_type = e->index;
834 v->gcache.first_engine = EngineID::Invalid(); // needs to be set before first callback
835
836 v->reliability = e->reliability;
839
840 v->railtypes = rvi->railtypes;
841
842 v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
847 v->random_bits = Random();
848
850 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
851
853
854 v->SetFrontEngine();
855 v->SetEngine();
856
858 if (prob.has_value()) v->flags.Set(VehicleRailFlag::Flipped, prob.value());
859 v->UpdatePosition();
860
862 AddRearEngineToMultiheadedTrain(v);
863 } else {
865 }
866
869
871 }
872
873 return CommandCost();
874}
875
876static Train *FindGoodVehiclePos(const Train *src)
877{
878 EngineID eng = src->engine_type;
879
880 for (VehicleID vehicle : GetFreeWagonsInDepot(src->tile)) {
881 Train *dst = Train::Get(vehicle);
882
883 /* check so all vehicles in the line have the same engine. */
884 Train *t = dst;
885 while (t->engine_type == eng) {
886 t = t->Next();
887 if (t == nullptr) return dst;
888 }
889 }
890
891 return nullptr;
892}
893
895typedef std::vector<Train *> TrainList;
896
902static void MakeTrainBackup(TrainList &list, Train *t)
903{
904 for (; t != nullptr; t = t->Next()) list.push_back(t);
905}
906
912{
913 /* No train, nothing to do. */
914 if (list.empty()) return;
915
916 Train *prev = nullptr;
917 /* Iterate over the list and rebuild it. */
918 for (Train *t : list) {
919 if (prev != nullptr) {
920 prev->SetNext(t);
921 } else if (t->Previous() != nullptr) {
922 /* Make sure the head of the train is always the first in the chain. */
923 t->Previous()->SetNext(nullptr);
924 }
925 prev = t;
926 }
927}
928
934static void RemoveFromConsist(Train *part, bool chain = false)
935{
936 Train *tail;
937
938 if (chain) {
939 /* We're moving several vehicles, find the last one in the chain. */
940 tail = part;
941 while (tail->Next() != nullptr) tail = tail->Next();
942 } else {
943 /* We're just moving one vehicle, but make sure we get all the articulated parts. */
944 tail = part->GetLastEnginePart();
945 }
946
947 /* Unlink at the front, but make it point to the next
948 * vehicle after the to be remove part. */
949 if (part->Previous() != nullptr) part->Previous()->SetNext(tail->Next());
950
951 /* Unlink at the back */
952 tail->SetNext(nullptr);
953}
954
960static void InsertInConsist(Train *dst, Train *chain)
961{
962 /* We do not want to add something in the middle of an articulated part. */
963 assert(dst != nullptr && (dst->Next() == nullptr || !dst->Next()->IsArticulatedPart()));
964
965 chain->Last()->SetNext(dst->Next());
966 dst->SetNext(chain);
967}
968
975{
976 for (; t != nullptr; t = t->GetNextVehicle()) {
977 if (!t->IsMultiheaded() || !t->IsEngine()) continue;
978
979 /* Make sure that there are no free cars before next engine */
980 Train *u;
981 for (u = t; u->Next() != nullptr && !u->Next()->IsEngine(); u = u->Next()) {}
982
983 if (u == t->other_multiheaded_part) continue;
984
985 /* Remove the part from the 'wrong' train */
987 /* And add it to the 'right' train */
989 }
990}
991
996static void NormaliseSubtypes(Train *chain)
997{
998 /* Nothing to do */
999 if (chain == nullptr) return;
1000
1001 /* We must be the first in the chain. */
1002 assert(chain->Previous() == nullptr);
1003
1004 /* Set the appropriate bits for the first in the chain. */
1005 if (chain->IsWagon()) {
1006 chain->SetFreeWagon();
1007 } else {
1008 assert(chain->IsEngine());
1009 chain->SetFrontEngine();
1010 }
1011
1012 /* Now clear the bits for the rest of the chain */
1013 for (Train *t = chain->Next(); t != nullptr; t = t->Next()) {
1014 t->ClearFreeWagon();
1015 t->ClearFrontEngine();
1016 }
1017}
1018
1028static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
1029{
1030 /* Just add 'new' engines and subtract the original ones.
1031 * If that's less than or equal to 0 we can be sure we did
1032 * not add any engines (read: trains) along the way. */
1033 if ((src != nullptr && src->IsEngine() ? 1 : 0) +
1034 (dst != nullptr && dst->IsEngine() ? 1 : 0) -
1035 (original_src != nullptr && original_src->IsEngine() ? 1 : 0) -
1036 (original_dst != nullptr && original_dst->IsEngine() ? 1 : 0) <= 0) {
1037 return CommandCost();
1038 }
1039
1040 /* Get a free unit number and check whether it's within the bounds.
1041 * There will always be a maximum of one new train. */
1042 if (GetFreeUnitNumber(VehicleType::Train) <= _settings_game.vehicle.max_trains) return CommandCost();
1043
1044 return CommandCost(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
1045}
1046
1053{
1054 /* No multi-part train, no need to check. */
1055 if (t == nullptr || t->Next() == nullptr) return CommandCost();
1056
1057 /* The maximum length for a train. For each part we decrease this by one
1058 * and if the result is negative the train is simply too long. */
1059 int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
1060
1061 /* For free-wagon chains, check if they are within the max_train_length limit. */
1062 if (!t->IsEngine()) {
1063 t = t->Next();
1064 while (t != nullptr) {
1065 allowed_len -= t->gcache.cached_veh_length;
1066
1067 t = t->Next();
1068 }
1069
1070 if (allowed_len < 0) return CommandCost(STR_ERROR_TRAIN_TOO_LONG);
1071 return CommandCost();
1072 }
1073
1074 Train *head = t;
1075 Train *prev = t;
1076
1077 /* Break the prev -> t link so it always holds within the loop. */
1078 t = t->Next();
1079 prev->SetNext(nullptr);
1080
1081 /* Make sure the cache is cleared. */
1082 head->InvalidateNewGRFCache();
1083
1084 while (t != nullptr) {
1085 allowed_len -= t->gcache.cached_veh_length;
1086
1087 Train *next = t->Next();
1088
1089 /* Unlink the to-be-added piece; it is already unlinked from the previous
1090 * part due to the fact that the prev -> t link is broken. */
1091 t->SetNext(nullptr);
1092
1093 /* Don't check callback for articulated or rear dual headed parts */
1094 if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
1095 /* Back up and clear the first_engine data to avoid using wagon override group */
1096 EngineID first_engine = t->gcache.first_engine;
1097 t->gcache.first_engine = EngineID::Invalid();
1098
1099 /* We don't want the cache to interfere. head's cache is cleared before
1100 * the loop and after each callback does not need to be cleared here. */
1102
1103 std::array<int32_t, 1> regs100;
1104 uint16_t callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head, regs100);
1105
1106 /* Restore original first_engine data */
1107 t->gcache.first_engine = first_engine;
1108
1109 /* We do not want to remember any cached variables from the test run */
1111 head->InvalidateNewGRFCache();
1112
1113 if (callback != CALLBACK_FAILED) {
1114 /* A failing callback means everything is okay */
1115 StringID error = STR_NULL;
1116
1117 if (head->GetGRF()->grf_version < 8) {
1118 if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1119 if (callback < 0xFD) error = GetGRFStringID(head->GetGRFID(), GRFSTR_MISC_GRF_TEXT + callback);
1120 if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
1121 } else {
1122 if (callback < 0x400) {
1123 error = GetGRFStringID(head->GetGRFID(), GRFSTR_MISC_GRF_TEXT + callback);
1124 } else {
1125 switch (callback) {
1126 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1127 case 0x401: // allow
1128 break;
1129
1130 case 0x40F:
1131 error = GetGRFStringID(head->GetGRFID(), static_cast<GRFStringID>(regs100[0]));
1132 break;
1133
1134 default: // unknown reason -> disallow
1135 case 0x402: // disallow attaching
1136 error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1137 break;
1138 }
1139 }
1140 }
1141
1142 if (error != STR_NULL) return CommandCost(error);
1143 }
1144 }
1145
1146 /* And link it to the new part. */
1147 prev->SetNext(t);
1148 prev = t;
1149 t = next;
1150 }
1151
1152 if (allowed_len < 0) return CommandCost(STR_ERROR_TRAIN_TOO_LONG);
1153 return CommandCost();
1154}
1155
1166static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
1167{
1168 /* Check whether we may actually construct the trains. */
1170 if (ret.Failed()) return ret;
1171 ret = CheckTrainAttachment(dst);
1172 if (ret.Failed()) return ret;
1173
1174 /* Check whether we need to build a new train. */
1175 return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
1176}
1177
1186static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
1187{
1188 /* First determine the front of the two resulting trains */
1189 if (*src_head == *dst_head) {
1190 /* If we aren't moving part(s) to a new train, we are just moving the
1191 * front back and there is not destination head. */
1192 *dst_head = nullptr;
1193 } else if (*dst_head == nullptr) {
1194 /* If we are moving to a new train the head of the move train would become
1195 * the head of the new vehicle. */
1196 *dst_head = src;
1197 }
1198
1199 if (src == *src_head) {
1200 /* If we are moving the front of a train then we are, in effect, creating
1201 * a new head for the train. Point to that. Unless we are moving the whole
1202 * train in which case there is not 'source' train anymore.
1203 * In case we are a multiheaded part we want the complete thing to come
1204 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1205 * that is followed by a rear multihead we do not want to include that. */
1206 *src_head = move_chain ? nullptr :
1207 (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
1208 }
1209
1210 /* Now it's just simply removing the part that we are going to move from the
1211 * source train and *if* the destination is a not a new train add the chain
1212 * at the destination location. */
1213 RemoveFromConsist(src, move_chain);
1214 if (*dst_head != src) InsertInConsist(dst, src);
1215
1216 /* Now normalise the dual heads, that is move the dual heads around in such
1217 * a way that the head and rear of a dual head are in the same train */
1218 NormaliseDualHeads(*src_head);
1219 NormaliseDualHeads(*dst_head);
1220}
1221
1227static void NormaliseTrainHead(Train *head)
1228{
1229 /* Not much to do! */
1230 if (head == nullptr) return;
1231
1232 /* Tell the 'world' the train changed. */
1234 UpdateTrainGroupID(head);
1235
1236 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1237 if (!head->IsFrontEngine()) return;
1238
1239 /* Update the refit button and window */
1240 InvalidateWindowData(WindowClass::VehicleRefit, head->index, VIWD_CONSIST_CHANGED);
1241 SetWindowWidgetDirty(WindowClass::VehicleView, head->index, WID_VV_REFIT);
1242
1243 /* If we don't have a unit number yet, set one. */
1244 if (head->unitnumber != 0) return;
1245 head->unitnumber = Company::Get(head->owner)->freeunits[head->type].UseID(GetFreeUnitNumber(VehicleType::Train));
1246}
1247
1257CommandCost CmdMoveRailVehicle(DoCommandFlags flags, VehicleID src_veh, VehicleID dest_veh, bool move_chain)
1258{
1259 Train *src = Train::GetIfValid(src_veh);
1260 if (src == nullptr) return CMD_ERROR;
1261
1262 CommandCost ret = CheckOwnership(src->owner);
1263 if (ret.Failed()) return ret;
1264
1265 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1266 if (src->vehstatus.Test(VehState::Crashed)) return CMD_ERROR;
1267
1268 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1269 Train *dst;
1270 if (dest_veh == VehicleID::Invalid()) {
1271 dst = (src->IsEngine() || flags.Test(DoCommandFlag::AutoReplace)) ? nullptr : FindGoodVehiclePos(src);
1272 } else {
1273 dst = Train::GetIfValid(dest_veh);
1274 if (dst == nullptr) return CMD_ERROR;
1275
1276 ret = CheckOwnership(dst->owner);
1277 if (ret.Failed()) return ret;
1278
1279 /* Do not allow appending to crashed vehicles, too */
1280 if (dst->vehstatus.Test(VehState::Crashed)) return CMD_ERROR;
1281 }
1282
1283 /* if an articulated part is being handled, deal with its parent vehicle */
1284 src = src->GetFirstEnginePart();
1285 if (dst != nullptr) {
1286 dst = dst->GetFirstEnginePart();
1287 }
1288
1289 /* don't move the same vehicle.. */
1290 if (src == dst) return CommandCost();
1291
1292 /* locate the head of the two chains */
1293 Train *src_head = src->First();
1294 Train *dst_head;
1295 if (dst != nullptr) {
1296 dst_head = dst->First();
1297 if (dst_head->tile != src_head->tile) return CMD_ERROR;
1298 /* Now deal with articulated part of destination wagon */
1299 dst = dst->GetLastEnginePart();
1300 } else {
1301 dst_head = nullptr;
1302 }
1303
1304 if (src->IsRearDualheaded()) return CommandCost(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1305
1306 /* When moving all wagons, we can't have the same src_head and dst_head */
1307 if (move_chain && src_head == dst_head) return CommandCost();
1308
1309 /* When moving a multiheaded part to be place after itself, bail out. */
1310 if (!move_chain && dst != nullptr && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
1311
1312 /* Check if all vehicles in the source train are stopped inside a depot. */
1313 if (!src_head->IsStoppedInDepot()) return CommandCost(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1314
1315 /* Check if all vehicles in the destination train are stopped inside a depot. */
1316 if (dst_head != nullptr && !dst_head->IsStoppedInDepot()) return CommandCost(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1317
1318 /* First make a backup of the order of the trains. That way we can do
1319 * whatever we want with the order and later on easily revert. */
1320 TrainList original_src;
1321 TrainList original_dst;
1322
1323 MakeTrainBackup(original_src, src_head);
1324 MakeTrainBackup(original_dst, dst_head);
1325
1326 /* Also make backup of the original heads as ArrangeTrains can change them.
1327 * For the destination head we do not care if it is the same as the source
1328 * head because in that case it's just a copy. */
1329 Train *original_src_head = src_head;
1330 Train *original_dst_head = (dst_head == src_head ? nullptr : dst_head);
1331
1332 /* We want this information from before the rearrangement, but execute this after the validation.
1333 * original_src_head can't be nullptr; src is by definition != nullptr, so src_head can't be nullptr as
1334 * src->GetFirst() always yields non-nullptr, so eventually original_src_head != nullptr as well. */
1335 bool original_src_head_front_engine = original_src_head->IsFrontEngine();
1336 bool original_dst_head_front_engine = original_dst_head != nullptr && original_dst_head->IsFrontEngine();
1337
1338 /* (Re)arrange the trains in the wanted arrangement. */
1339 ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
1340
1341 if (!flags.Test(DoCommandFlag::AutoReplace)) {
1342 /* If the autoreplace flag is set we do not need to test for the validity
1343 * because we are going to revert the train to its original state. As we
1344 * assume the original state was correct autoreplace can skip this. */
1345 ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
1346 if (ret.Failed()) {
1347 /* Restore the train we had. */
1348 RestoreTrainBackup(original_src);
1349 RestoreTrainBackup(original_dst);
1350 return ret;
1351 }
1352 }
1353
1354 /* do it? */
1355 if (flags.Test(DoCommandFlag::Execute)) {
1356 /* Remove old heads from the statistics */
1357 if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
1358 if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
1359
1360 /* First normalise the sub types of the chains. */
1361 NormaliseSubtypes(src_head);
1362 NormaliseSubtypes(dst_head);
1363
1364 /* There are 14 different cases:
1365 * 1) front engine gets moved to a new train, it stays a front engine.
1366 * a) the 'next' part is a wagon that becomes a free wagon chain.
1367 * b) the 'next' part is an engine that becomes a front engine.
1368 * c) there is no 'next' part, nothing else happens
1369 * 2) front engine gets moved to another train, it is not a front engine anymore
1370 * a) the 'next' part is a wagon that becomes a free wagon chain.
1371 * b) the 'next' part is an engine that becomes a front engine.
1372 * c) there is no 'next' part, nothing else happens
1373 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1374 * a) the 'next' part is a wagon that becomes a free wagon chain.
1375 * b) the 'next' part is an engine that becomes a front engine.
1376 * 4) free wagon gets moved
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 * c) there is no 'next' part, nothing else happens
1380 * 5) non front engine gets moved and becomes a new train, nothing else happens
1381 * 6) non front engine gets moved within a train / to another train, nothing happens
1382 * 7) wagon gets moved, nothing happens
1383 */
1384 if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
1385 /* Cases #2 and #3: the front engine gets trashed. */
1386 CloseWindowById(WindowClass::VehicleView, src->index);
1387 CloseWindowById(WindowClass::VehicleOrders, src->index);
1388 CloseWindowById(WindowClass::VehicleRefit, src->index);
1389 CloseWindowById(WindowClass::VehicleDetails, src->index);
1390 CloseWindowById(WindowClass::VehicleTimetable, src->index);
1392 SetWindowDirty(WindowClass::Company, _current_company);
1393
1394 if (src_head != nullptr && src_head->IsFrontEngine()) {
1395 /* Cases #?b: Transfer order, unit number and other stuff
1396 * to the new front engine. */
1397 src_head->orders = src->orders;
1398 if (src_head->orders != nullptr) src_head->AddToShared(src);
1399 src_head->CopyVehicleConfigAndStatistics(src);
1400 }
1401 /* Remove stuff not valid anymore for non-front engines. */
1403 src->ReleaseUnitNumber();
1404 src->name.clear();
1405 }
1406
1407 /* We weren't a front engine but are becoming one. So
1408 * we should be put in the default group. */
1409 if (original_src_head != src && dst_head == src) {
1411 SetWindowDirty(WindowClass::Company, _current_company);
1412 }
1413
1414 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1415 NormaliseTrainHead(src_head);
1416 NormaliseTrainHead(dst_head);
1417
1418 /* Add new heads to statistics.
1419 * This should be done after NormaliseTrainHead due to engine total limit checks in GetFreeUnitNumber. */
1420 if (src_head != nullptr && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
1421 if (dst_head != nullptr && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
1422
1424 CheckCargoCapacity(src_head);
1425 CheckCargoCapacity(dst_head);
1426 }
1427
1428 if (src_head != nullptr) src_head->First()->MarkDirty();
1429 if (dst_head != nullptr) dst_head->First()->MarkDirty();
1430
1431 /* We are undoubtedly changing something in the depot and train list. */
1432 InvalidateWindowData(WindowClass::VehicleDepot, src->tile);
1433 InvalidateWindowClassesData(WindowClass::TrainList, 0);
1434 } else {
1435 /* We don't want to execute what we're just tried. */
1436 RestoreTrainBackup(original_src);
1437 RestoreTrainBackup(original_dst);
1438 }
1439
1440 return CommandCost();
1441}
1442
1455CommandCost CmdSellRailWagon(DoCommandFlags flags, Vehicle *t, bool sell_chain, bool backup_order, ClientID user)
1456{
1458 Train *first = v->First();
1459
1460 if (v->IsRearDualheaded()) return CommandCost(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1461
1462 /* First make a backup of the order of the train. That way we can do
1463 * whatever we want with the order and later on easily revert. */
1464 TrainList original;
1465 MakeTrainBackup(original, first);
1466
1467 /* We need to keep track of the new head and the head of what we're going to sell. */
1468 Train *new_head = first;
1469 Train *sell_head = nullptr;
1470
1471 /* Split the train in the wanted way. */
1472 ArrangeTrains(&sell_head, nullptr, &new_head, v, sell_chain);
1473
1474 /* We don't need to validate the second train; it's going to be sold. */
1475 CommandCost ret = ValidateTrains(nullptr, nullptr, first, new_head, !flags.Test(DoCommandFlag::AutoReplace));
1476 if (ret.Failed()) {
1477 /* Restore the train we had. */
1478 RestoreTrainBackup(original);
1479 return ret;
1480 }
1481
1482 if (first->orders == nullptr && !OrderList::CanAllocateItem()) {
1483 /* Restore the train we had. */
1484 RestoreTrainBackup(original);
1485 return CommandCost(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
1486 }
1487
1489 for (Train *part = sell_head; part != nullptr; part = part->Next()) cost.AddCost(-part->value);
1490
1491 /* do it? */
1492 if (flags.Test(DoCommandFlag::Execute)) {
1493 /* First normalise the sub types of the chain. */
1494 NormaliseSubtypes(new_head);
1495
1496 if (v == first && !sell_chain && new_head != nullptr && new_head->IsFrontEngine()) {
1497 if (v->IsEngine()) {
1498 /* We are selling the front engine. In this case we want to
1499 * 'give' the order, unit number and such to the new head. */
1500 new_head->orders = first->orders;
1501 new_head->AddToShared(first);
1502 DeleteVehicleOrders(first);
1503
1504 /* Copy other important data from the front engine */
1505 new_head->CopyVehicleConfigAndStatistics(first);
1506 }
1507 GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit, if required
1508 } else if (v->IsPrimaryVehicle() && backup_order) {
1509 OrderBackup::Backup(v, user);
1510 }
1511
1512 /* We need to update the information about the train. */
1513 NormaliseTrainHead(new_head);
1514
1515 /* We are undoubtedly changing something in the depot and train list. */
1516 InvalidateWindowData(WindowClass::VehicleDepot, v->tile);
1517 InvalidateWindowClassesData(WindowClass::TrainList, 0);
1518
1519 /* Actually delete the sold 'goods' */
1520 delete sell_head;
1521 } else {
1522 /* We don't want to execute what we're just tried. */
1523 RestoreTrainBackup(original);
1524 }
1525
1526 return cost;
1527}
1528
1530{
1531 /* Set common defaults. */
1532 this->bounds = {{-1, -1, 0}, {3, 3, 6}, {}};
1533
1534 /* Set if flipped and engine is NOT flagged with custom flip handling. */
1535 int flipped = this->flags.Test(VehicleRailFlag::Flipped) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips);
1536 /* If flipped and vehicle length is odd, we need to adjust the bounding box offset slightly. */
1537 int flip_offs = flipped && (this->gcache.cached_veh_length & 1);
1538
1539 Direction dir = this->direction;
1540 if (flipped) dir = ReverseDir(dir);
1541
1542 if (!IsDiagonalDirection(dir)) {
1543 static constexpr DiagDirectionIndexArray<Point> _sign_table{{{
1544 /* x, y */
1545 {-1, -1}, // DiagDirection::N
1546 {-1, 1}, // DiagDirection::E
1547 { 1, 1}, // DiagDirection::S
1548 { 1, -1}, // DiagDirection::W
1549 }}};
1550
1551 int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length + flipped) / 2;
1552
1553 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1554 this->bounds.offset.x -= half_shorten * _sign_table[DirToDiagDir(dir)].x;
1555 this->bounds.offset.y -= half_shorten * _sign_table[DirToDiagDir(dir)].y;
1556 } else {
1557 switch (dir) {
1558 /* Shorten southern corner of the bounding box according the vehicle length
1559 * and center the bounding box on the vehicle. */
1560 case Direction::NE:
1561 this->bounds.origin.x = -(this->gcache.cached_veh_length + 1) / 2 + flip_offs;
1562 this->bounds.extent.x = this->gcache.cached_veh_length;
1563 this->bounds.offset.x = 1;
1564 break;
1565
1566 case Direction::NW:
1567 this->bounds.origin.y = -(this->gcache.cached_veh_length + 1) / 2 + flip_offs;
1568 this->bounds.extent.y = this->gcache.cached_veh_length;
1569 this->bounds.offset.y = 1;
1570 break;
1571
1572 /* Move northern corner of the bounding box down according to vehicle length
1573 * and center the bounding box on the vehicle. */
1574 case Direction::SW:
1575 this->bounds.origin.x = -(this->gcache.cached_veh_length) / 2 - flip_offs;
1576 this->bounds.extent.x = this->gcache.cached_veh_length;
1577 this->bounds.offset.x = 1 - (VEHICLE_LENGTH - this->gcache.cached_veh_length);
1578 break;
1579
1580 case Direction::SE:
1581 this->bounds.origin.y = -(this->gcache.cached_veh_length) / 2 - flip_offs;
1582 this->bounds.extent.y = this->gcache.cached_veh_length;
1583 this->bounds.offset.y = 1 - (VEHICLE_LENGTH - this->gcache.cached_veh_length);
1584 break;
1585
1586 default:
1587 NOT_REACHED();
1588 }
1589 }
1590}
1591
1596static void MarkTrainAsStuck(Train *consist)
1597{
1598 if (!consist->flags.Test(VehicleRailFlag::Stuck)) {
1599 /* It is the first time the problem occurred, set the "train stuck" flag. */
1601
1602 consist->wait_counter = 0;
1603
1604 /* Stop train */
1605 consist->cur_speed = 0;
1606 consist->subspeed = 0;
1607 consist->SetLastSpeed();
1608
1609 SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
1610 }
1611}
1612
1620static void SwapTrainFlags(GroundVehicleFlags *swap_flag1, GroundVehicleFlags *swap_flag2)
1621{
1622 GroundVehicleFlags flag1 = *swap_flag1;
1623 GroundVehicleFlags flag2 = *swap_flag2;
1624
1625 /* Reverse the rail-flags (if needed) */
1630}
1631
1637static void UpdateStatusAfterSwap(Train *v, bool reverse = true)
1638{
1639 /* Maybe reverse the direction. */
1640 if (reverse) v->direction = ReverseDir(v->direction);
1641
1642 /* Call the proper EnterTile function unless we are in a wormhole. */
1643 if (v->track != Track::Wormhole) {
1644 VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
1645 } else {
1646 /* VehicleEnterTile_TunnelBridge() sets Track::Wormhole when the vehicle
1647 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1648 * If we were swapped with such a vehicle, we have set Track::Wormhole,
1649 * when we shouldn't have. Check if this is the case. */
1650 TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
1652 VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
1653 if (v->track != Track::Wormhole && IsBridgeTile(v->tile)) {
1654 /* We have just left the wormhole, possibly set the
1655 * "goingdown" bit. UpdateInclination() can be used
1656 * because we are at the border of the tile. */
1657 v->UpdatePosition();
1658 v->UpdateInclination(true, true);
1659 return;
1660 }
1661 }
1662 }
1663
1664 v->UpdatePosition();
1665 v->UpdateViewport(true, true);
1666}
1667
1675static void ReverseTrainSwapVeh(Train *v, int l, int r)
1676{
1677 Train *a, *b;
1678
1679 /* locate vehicles to swap */
1680 for (a = v; l != 0; l--) a = a->Next();
1681 for (b = v; r != 0; r--) b = b->Next();
1682
1683 if (a != b) {
1684 /* swap the hidden bits */
1685 {
1686 bool a_hidden = a->vehstatus.Test(VehState::Hidden);
1687 bool b_hidden = b->vehstatus.Test(VehState::Hidden);
1688 b->vehstatus.Set(VehState::Hidden, a_hidden);
1689 a->vehstatus.Set(VehState::Hidden, b_hidden);
1690 }
1691
1692 std::swap(a->track, b->track);
1693 std::swap(a->direction, b->direction);
1694 std::swap(a->x_pos, b->x_pos);
1695 std::swap(a->y_pos, b->y_pos);
1696 std::swap(a->tile, b->tile);
1697 std::swap(a->z_pos, b->z_pos);
1698
1700 } else {
1701 /* Swap GroundVehicleFlag::GoingUp/GroundVehicleFlag::GoingDown.
1702 * This is a little bit redundant way, a->gv_flags will
1703 * be (re)set twice, but it reduces code duplication */
1705 }
1706}
1707
1713{
1714 int r = CountVehiclesInChain(v) - 1; // number of vehicles - 1
1715
1716 /* swap start<>end, start+1<>end-1, ... */
1717 int l = 0;
1718 do {
1719 ReverseTrainSwapVeh(v, l++, r--);
1720 } while (l <= r);
1721
1722 for (Train *u = v; u != nullptr; u = u->Next()) {
1724 }
1725}
1726
1732static bool IsTrain(const Vehicle *v)
1733{
1734 return v->type == VehicleType::Train;
1735}
1736
1744{
1745 assert(IsLevelCrossingTile(tile));
1746
1747 return HasVehicleOnTile(tile, IsTrain);
1748}
1749
1757{
1758 if (v->type != VehicleType::Train || v->vehstatus.Test(VehState::Crashed)) return false;
1759
1760 const Train *t = Train::From(v);
1761 if (!t->IsMovingFront()) return false;
1762
1763 return TrainApproachingCrossingTile(t) == tile;
1764}
1765
1766
1774{
1775 assert(IsLevelCrossingTile(tile));
1776
1778 TileIndex tile_from = tile + TileOffsByDiagDir(dir);
1779
1780 if (HasVehicleOnTile(tile_from, [&](const Vehicle *v) {
1781 return TrainApproachingCrossingEnum(v, tile);
1782 })) return true;
1783
1784 dir = ReverseDiagDir(dir);
1785 tile_from = tile + TileOffsByDiagDir(dir);
1786
1787 return HasVehicleOnTile(tile_from, [&](const Vehicle *v) {
1788 return TrainApproachingCrossingEnum(v, tile);
1789 });
1790}
1791
1797static inline bool CheckLevelCrossing(TileIndex tile)
1798{
1799 /* reserved || train on crossing || train approaching crossing */
1801}
1802
1810static void UpdateLevelCrossingTile(TileIndex tile, bool sound, bool force_barred)
1811{
1812 assert(IsLevelCrossingTile(tile));
1813 bool set_barred;
1814
1815 /* We force the crossing to be barred when an adjacent crossing is barred, otherwise let it decide for itself. */
1816 set_barred = force_barred || CheckLevelCrossing(tile);
1817
1818 /* The state has changed */
1819 if (set_barred != IsCrossingBarred(tile)) {
1820 if (set_barred && sound && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1821 SetCrossingBarred(tile, set_barred);
1822 MarkTileDirtyByTile(tile);
1823 }
1824}
1825
1832void UpdateLevelCrossing(TileIndex tile, bool sound, bool force_bar)
1833{
1834 if (!IsLevelCrossingTile(tile)) return;
1835
1836 bool forced_state = force_bar;
1837
1838 Axis axis = GetCrossingRoadAxis(tile);
1839 DiagDirections diagdirs = AxisToDiagDirs(axis);
1840
1841 /* Check if an adjacent crossing is barred. */
1842 for (DiagDirection dir : diagdirs) {
1843 for (TileIndex t = tile; !forced_state && t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
1844 forced_state |= CheckLevelCrossing(t);
1845 }
1846 }
1847
1848 /* Now that we know whether all tiles in this crossing should be barred or open,
1849 * we need to update those tiles. We start with the tile itself, then look along the road axis. */
1850 UpdateLevelCrossingTile(tile, sound, forced_state);
1851 for (DiagDirection dir : diagdirs) {
1852 for (TileIndex t = TileAddByDiagDir(tile, dir); t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
1853 UpdateLevelCrossingTile(t, sound, forced_state);
1854 }
1855 }
1856}
1857
1864{
1865 for (DiagDirection dir : AxisToDiagDirs(road_axis)) {
1866 const TileIndex t = TileAddByDiagDir(tile, dir);
1867 if (t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
1869 }
1870 }
1871}
1872
1879{
1880 for (DiagDirection dir : AxisToDiagDirs(road_axis)) {
1881 const TileIndexDiff diff = TileOffsByDiagDir(dir);
1882 bool occupied = false;
1883 for (TileIndex t = tile + diff; t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis; t += diff) {
1884 occupied |= CheckLevelCrossing(t);
1885 }
1886 if (occupied) {
1887 /* Mark the immediately adjacent tile dirty */
1888 const TileIndex t = tile + diff;
1889 if (t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
1891 }
1892 } else {
1893 /* Unbar the crossing tiles in this direction as necessary */
1894 for (TileIndex t = tile + diff; t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis; t += diff) {
1895 if (IsCrossingBarred(t)) {
1896 /* The crossing tile is barred, unbar it and continue to check the next tile */
1897 SetCrossingBarred(t, false);
1899 } else {
1900 /* The crossing tile is already unbarred, mark the tile dirty and stop checking */
1902 break;
1903 }
1904 }
1905 }
1906 }
1907}
1908
1914static inline void MaybeBarCrossingWithSound(TileIndex tile)
1915{
1916 if (!IsCrossingBarred(tile)) {
1917 SetCrossingReservation(tile, true);
1918 UpdateLevelCrossing(tile, true);
1919 }
1920}
1921
1922
1928static void AdvanceWagonsBeforeSwap(Train *moving_front)
1929{
1930 Train *base = moving_front;
1931 Train *first = base; // first vehicle to move
1932 Train *last = moving_front->GetMovingBack(); // last vehicle to move
1933 uint length = CountVehiclesInChain(moving_front->First());
1934
1935 while (length > 2) {
1936 last = last->GetMovingPrev();
1937 first = first->GetMovingNext();
1938
1939 int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
1940
1941 /* do not update images now
1942 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1943 for (int i = 0; i < differential; i++) TrainController(first, last->GetMovingNext());
1944
1945 base = first; // == base->GetMovingNext()
1946 length -= 2;
1947 }
1948}
1949
1950
1956static void AdvanceWagonsAfterSwap(Train *moving_front)
1957{
1958 /* first of all, fix the situation when the train was entering a depot */
1959 Train *dep = moving_front; // last vehicle in front of just left depot
1960 while (dep->GetMovingNext() != nullptr && (dep->track == Track::Depot || dep->GetMovingNext()->track != Track::Depot)) {
1961 dep = dep->GetMovingNext(); // find first vehicle outside of a depot, with next vehicle inside a depot
1962 }
1963
1964 Train *leave = dep->GetMovingNext(); // first vehicle in a depot we are leaving now
1965
1966 if (leave != nullptr) {
1967 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1968 int d = TicksToLeaveDepot(dep);
1969
1970 if (d <= 0) {
1971 leave->vehstatus.Reset(VehState::Hidden); // move it out of the depot
1972 leave->track = GetRailDepotTrack(leave->tile);
1973 for (int i = 0; i >= d; i--) TrainController(leave, nullptr); // maybe move it, and maybe let another wagon leave
1974 }
1975 } else {
1976 dep = nullptr; // no vehicle in a depot, so no vehicle leaving a depot
1977 }
1978
1979 Train *base = moving_front;
1980 Train *first = base; // first vehicle to move
1981 Train *last = moving_front->GetMovingBack(); // last vehicle to move
1982 uint length = CountVehiclesInChain(moving_front->First());
1983
1984 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1985 * they have already correct spacing, so we have to make sure they are moved how they should */
1986 bool nomove = (dep == nullptr); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1987
1988 while (length > 2) {
1989 /* we reached vehicle (originally) in front of a depot, stop now
1990 * (we would move wagons that are already moved with new wagon length). */
1991 if (base == dep) break;
1992
1993 /* the last wagon was that one leaving a depot, so do not move it anymore */
1994 if (last == dep) nomove = true;
1995
1996 last = last->GetMovingPrev();
1997 first = first->GetMovingNext();
1998
1999 int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
2000
2001 /* do not update images now */
2002 for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->GetMovingNext() : nullptr));
2003
2004 base = first; // == base->GetMovingNext()
2005 length -= 2;
2006 }
2007}
2008
2009static bool IsWholeTrainInsideDepot(const Train *v)
2010{
2011 for (const Train *u = v; u != nullptr; u = u->Next()) {
2012 if (u->track != Track::Depot || u->tile != v->tile) return false;
2013 }
2014 return true;
2015}
2016
2021static void ReverseTrainDirection(Train *consist)
2022{
2023 Train *moving_front = consist->GetMovingFront();
2024 if (IsRailDepotTile(moving_front->tile)) {
2025 if (IsWholeTrainInsideDepot(consist)) return;
2026 InvalidateWindowData(WindowClass::VehicleDepot, moving_front->tile);
2027 }
2028
2029 /* Clear path reservation in front if train is not stuck. */
2031
2032 /* Check if we were approaching a rail/road-crossing */
2033 TileIndex crossing = TrainApproachingCrossingTile(moving_front);
2034
2035 /* Check if we should back up or flip the train. */
2036 if (consist->vehicle_flags.Test(VehicleFlag::DrivingBackwards) || _settings_game.difficulty.train_flip_reverse_allowed == TrainFlipReversingAllowed::None || consist->Last()->CanLeadTrain()) {
2037 /* The train will back up. */
2039
2040 for (Train *u = consist; u != nullptr; u = u->Next()) {
2041 /* Invert going up/down */
2042 if (u->gv_flags.Any({GroundVehicleFlag::GoingUp, GroundVehicleFlag::GoingDown})) {
2044 }
2045 UpdateStatusAfterSwap(u, false);
2046 }
2047 /* We may have entered a depot and stopped driving backwards. */
2048 moving_front = consist->GetMovingFront();
2049 } else {
2050 /* The train will flip. */
2051 AdvanceWagonsBeforeSwap(moving_front);
2052
2053 /* swap start<>end, start+1<>end-1, ... */
2054 ReverseTrainSwapVehicles(consist);
2055
2056 AdvanceWagonsAfterSwap(moving_front);
2057 }
2058
2059 if (IsRailDepotTile(moving_front->tile)) {
2060 InvalidateWindowData(WindowClass::VehicleDepot, moving_front->tile);
2061 }
2062
2065
2066 /* recalculate cached data */
2067 consist->ConsistChanged(CCF_TRACK);
2068
2069 /* update all images */
2070 for (Train *u = consist; u != nullptr; u = u->Next()) u->UpdateViewport(false, false);
2071
2072 /* update crossing we were approaching */
2073 if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
2074
2075 /* maybe we are approaching crossing now, after reversal */
2076 crossing = TrainApproachingCrossingTile(moving_front);
2077 if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
2078
2079 /* If we are inside a depot after reversing, don't bother with path reserving. */
2080 if (moving_front->track == Track::Depot) {
2081 /* Can't be stuck here as inside a depot is always a safe tile. */
2082 if (consist->flags.Test(VehicleRailFlag::Stuck)) SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
2084 return;
2085 }
2086
2087 /* VehicleExitDir does not always produce the desired dir for depots and
2088 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
2089 DiagDirection dir = VehicleExitDir(moving_front->GetMovingDirection(), moving_front->track);
2090 if (IsRailDepotTile(moving_front->tile) || IsTileType(moving_front->tile, TileType::TunnelBridge)) dir = DiagDirection::Invalid;
2091
2092 if (UpdateSignalsOnSegment(moving_front->tile, dir, consist->owner) == SigSegState::Path || _settings_game.pf.reserve_paths) {
2093 /* If we are currently on a tile with conventional signals, we can't treat the
2094 * current tile as a safe tile or we would enter a PBS block without a reservation. */
2095 bool first_tile_okay = !HasBlockSignalOnTrackdir(moving_front->tile, moving_front->GetVehicleTrackdir());
2096
2097 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
2098 if (IsRailDepotTile(moving_front->tile) && TrackdirToExitdir(moving_front->GetVehicleTrackdir()) == GetRailDepotDirection(moving_front->tile)) first_tile_okay = false;
2099
2100 if (IsRailStationTile(moving_front->tile)) SetRailStationPlatformReservation(moving_front->tile, TrackdirToExitdir(moving_front->GetVehicleTrackdir()), true);
2101 if (TryPathReserve(consist, false, first_tile_okay)) {
2102 /* Do a look-ahead now in case our current tile was already a safe tile. */
2103 CheckNextTrainTile(consist);
2104 } else if (consist->current_order.GetType() != OT_LOADING) {
2105 /* Do not wait for a way out when we're still loading */
2106 MarkTrainAsStuck(consist);
2107 }
2108 } else if (consist->flags.Test(VehicleRailFlag::Stuck)) {
2109 /* A train not inside a PBS block can't be stuck. */
2111 consist->wait_counter = 0;
2112 }
2113}
2114
2122CommandCost CmdReverseTrainDirection(DoCommandFlags flags, VehicleID veh_id, bool reverse_single_veh)
2123{
2124 Train *v = Train::GetIfValid(veh_id);
2125 if (v == nullptr) return CMD_ERROR;
2126
2128 if (ret.Failed()) return ret;
2129
2130 if (reverse_single_veh) {
2131 /* turn a single unit around */
2132
2133 if (v->IsMultiheaded() || EngInfo(v->engine_type)->callback_mask.Test(VehicleCallbackMask::ArticEngine)) {
2134 return CommandCost(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
2135 }
2136
2137 Train *front = v->First();
2138 /* make sure the vehicle is stopped in the depot */
2139 if (!front->IsStoppedInDepot()) {
2140 return CommandCost(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
2141 }
2142
2143 if (flags.Test(DoCommandFlag::Execute)) {
2145
2147 SetWindowDirty(WindowClass::VehicleDepot, front->tile);
2148 SetWindowDirty(WindowClass::VehicleDetails, front->index);
2149 InvalidateWindowData(WindowClass::VehicleView, front->index);
2150 SetWindowClassesDirty(WindowClass::TrainList);
2151 }
2152 } else {
2153 /* turn the whole train around */
2154 if (!v->IsPrimaryVehicle()) return CMD_ERROR;
2155 if (v->vehstatus.Test(VehState::Crashed) || v->breakdown_ctr != 0) return CMD_ERROR;
2156
2157 if (flags.Test(DoCommandFlag::Execute)) {
2158 /* Properly leave the station if we are loading and won't be loading anymore */
2159 if (v->current_order.IsType(OT_LOADING)) {
2160 const Vehicle *moving_back = v->GetMovingBack();
2161
2162 /* not a station || different station --> leave the station */
2163 if (!IsTileType(moving_back->tile, TileType::Station) || GetStationIndex(moving_back->tile) != GetStationIndex(v->GetMovingFront()->tile)) {
2164 v->LeaveStation();
2165 }
2166 }
2167
2168 /* We cancel any 'skip signal at dangers' here */
2170 InvalidateWindowData(WindowClass::VehicleView, v->index);
2171
2172 if (_settings_game.vehicle.train_acceleration_model != AccelerationModel::Original && v->cur_speed != 0) {
2174 } else {
2175 v->cur_speed = 0;
2176 v->SetLastSpeed();
2179 }
2180
2181 /* Unbunching data is no longer valid. */
2183 }
2184 }
2185 return CommandCost();
2186}
2187
2199{
2202
2203 const Train *moving_front = t->GetMovingFront();
2204 TileIndex next_tile = TileAddByDiagDir(moving_front->tile, TrackdirToExitdir(moving_front->GetVehicleTrackdir()));
2205 if (next_tile == INVALID_TILE || !IsTileType(next_tile, TileType::Railway) || !HasSignals(next_tile)) return TFP_STUCK;
2206 TrackBits new_tracks = DiagdirReachesTracks(TrackdirToExitdir(moving_front->GetVehicleTrackdir())) & GetTrackBits(next_tile);
2207 return new_tracks.Any() && HasSignalOnTrack(next_tile, FindFirstTrack(new_tracks)) ? TFP_SIGNAL : TFP_STUCK;
2208}
2209
2217{
2218 Train *t = Train::GetIfValid(veh_id);
2219 if (t == nullptr) return CMD_ERROR;
2220
2221 if (!t->IsPrimaryVehicle()) return CMD_ERROR;
2222
2224 if (ret.Failed()) return ret;
2225
2226
2227 if (flags.Test(DoCommandFlag::Execute)) {
2229 InvalidateWindowData(WindowClass::VehicleView, t->index);
2230
2231 /* Unbunching data is no longer valid. */
2233 }
2234
2235 return CommandCost();
2236}
2237
2245static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
2246{
2247 assert(!v->vehstatus.Test(VehState::Crashed));
2248
2249 return YapfTrainFindNearestDepot(v, max_distance);
2250}
2251
2253{
2254 FindDepotData tfdd = FindClosestTrainDepot(this, 0);
2255 if (tfdd.best_length == UINT_MAX) return ClosestDepot();
2256
2257 return ClosestDepot(tfdd.tile, GetDepotIndex(tfdd.tile), tfdd.reverse);
2258}
2259
2260void Train::PlayLeaveStationSound(bool force) const
2261{
2262 static const SoundFx sfx[] = {
2268 };
2269
2270 if (PlayVehicleSound(this, VSE_START, force)) return;
2271
2272 SndPlayVehicleFx(sfx[to_underlying(RailVehInfo(this->engine_type)->engclass)], this);
2273}
2274
2279static void CheckNextTrainTile(Train *consist)
2280{
2281 /* Don't do any look-ahead if path_backoff_interval is 255. */
2282 if (_settings_game.pf.path_backoff_interval == 255) return;
2283
2284 const Train *moving_front = consist->GetMovingFront();
2285
2286 /* Exit if we are inside a depot. */
2287 if (moving_front->track == Track::Depot) return;
2288
2289 switch (consist->current_order.GetType()) {
2290 /* Exit if we reached our destination depot. */
2291 case OT_GOTO_DEPOT:
2292 if (moving_front->tile == consist->dest_tile) return;
2293 break;
2294
2295 case OT_GOTO_WAYPOINT:
2296 /* If we reached our waypoint, make sure we see that. */
2297 if (IsRailWaypointTile(moving_front->tile) && GetStationIndex(moving_front->tile) == consist->current_order.GetDestination()) ProcessOrders(consist);
2298 break;
2299
2300 case OT_NOTHING:
2301 case OT_LEAVESTATION:
2302 case OT_LOADING:
2303 /* Exit if the current order doesn't have a destination, but the train has orders. */
2304 if (consist->GetNumOrders() > 0) return;
2305 break;
2306
2307 default:
2308 break;
2309 }
2310 /* Exit if we are on a station tile and are going to stop. */
2311 if (IsRailStationTile(moving_front->tile) && consist->current_order.ShouldStopAtStation(consist, GetStationIndex(moving_front->tile))) return;
2312
2313 Trackdir td = moving_front->GetVehicleTrackdir();
2314
2315 /* On a tile with a red non-pbs signal, don't look ahead. */
2316 if (HasBlockSignalOnTrackdir(moving_front->tile, td) && GetSignalStateByTrackdir(moving_front->tile, td) == SignalState::Red) return;
2317
2318 CFollowTrackRail ft(consist);
2319 if (!ft.Follow(moving_front->tile, td)) return;
2320
2322 /* Next tile is not reserved. */
2323 if (ft.new_td_bits.Count() == 1) {
2325 /* If the next tile is a PBS signal, try to make a reservation. */
2329 }
2330 ChooseTrainTrack(consist, ft.new_tile, ft.exitdir, tracks, false, nullptr, false);
2331 }
2332 }
2333 }
2334}
2335
2342{
2343 /* bail out if not all wagons are in the same depot or not in a depot at all */
2344 for (const Train *u = v; u != nullptr; u = u->Next()) {
2345 if (u->track != Track::Depot || u->tile != v->tile) return false;
2346 }
2347
2348 /* if the train got no power, then keep it in the depot */
2349 if (v->gcache.cached_power == 0) {
2351 SetWindowDirty(WindowClass::VehicleDepot, v->tile);
2352 return true;
2353 }
2354
2355 /* Check if we should wait here for unbunching. */
2356 if (v->IsWaitingForUnbunching()) return true;
2357
2358 SigSegState seg_state;
2359
2360 if (v->force_proceed == TFP_NONE) {
2361 /* force proceed was not pressed */
2362 if (++v->wait_counter < 37) {
2363 SetWindowClassesDirty(WindowClass::TrainList);
2364 return true;
2365 }
2366
2367 v->wait_counter = 0;
2368
2370 if (seg_state == SigSegState::Full || HasDepotReservation(v->tile)) {
2371 /* Full and no PBS signal in block or depot reserved, can't exit. */
2372 SetWindowClassesDirty(WindowClass::TrainList);
2373 return true;
2374 }
2375 } else {
2377 }
2378
2379 /* We are leaving a depot, but have to go to the exact same one; re-enter. */
2380 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
2381 /* Service when depot has no reservation. */
2383 return true;
2384 }
2385
2386 /* Only leave when we can reserve a path to our destination. */
2387 if (seg_state == SigSegState::Path && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
2388 /* No path and no force proceed. */
2389 SetWindowClassesDirty(WindowClass::TrainList);
2391 return true;
2392 }
2393
2394 SetDepotReservation(v->tile, true);
2395 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
2396
2400 SetWindowClassesDirty(WindowClass::TrainList);
2401
2403
2405 v->cur_speed = 0;
2406
2407 v->UpdateViewport(true, true);
2408 v->UpdatePosition();
2410 v->UpdateAcceleration();
2411 InvalidateWindowData(WindowClass::VehicleDepot, v->tile);
2412
2413 return false;
2414}
2415
2422static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
2423{
2424 DiagDirection dir = TrackdirToExitdir(track_dir);
2425
2427 /* Are we just leaving a tunnel/bridge? */
2428 if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
2430
2431 if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
2432 /* Free the reservation only if no other train is on the tiles. */
2433 SetTunnelBridgeReservation(tile, false);
2434 SetTunnelBridgeReservation(end, false);
2435
2436 if (_settings_client.gui.show_track_reservation) {
2437 if (IsBridge(tile)) {
2438 MarkBridgeDirty(tile);
2439 } else {
2440 MarkTileDirtyByTile(tile);
2442 }
2443 }
2444 }
2445 }
2446 } else if (IsRailStationTile(tile)) {
2447 TileIndex new_tile = TileAddByDiagDir(tile, dir);
2448 /* If the new tile is not a further tile of the same station, we
2449 * clear the reservation for the whole platform. */
2450 if (!IsCompatibleTrainStationTile(new_tile, tile)) {
2452 }
2453 } else {
2454 /* Any other tile */
2455 UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
2456 }
2457}
2458
2464{
2465 assert(consist->IsFrontEngine());
2466
2467 const Train *moving_front = consist->GetMovingFront();
2468 TileIndex tile = moving_front->tile;
2469 Trackdir td = moving_front->GetVehicleTrackdir();
2470 bool free_tile = tile != moving_front->tile || !(IsRailStationTile(moving_front->tile) || IsTileType(moving_front->tile, TileType::TunnelBridge));
2471 StationID station_id = IsRailStationTile(moving_front->tile) ? GetStationIndex(moving_front->tile) : StationID::Invalid();
2472
2473 /* Can't be holding a reservation if we enter a depot. */
2474 if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
2475 if (moving_front->track == Track::Depot) {
2476 /* Front engine is in a depot. We enter if some part is not in the depot. */
2477 for (const Train *u = consist; u != nullptr; u = u->Next()) {
2478 if (u->track != Track::Depot || u->tile != consist->tile) return;
2479 }
2480 }
2481 /* Don't free reservation if it's not ours. */
2482 if (TracksOverlap(GetReservedTrackbits(tile) | TrackdirToTrack(td))) return;
2483
2484 CFollowTrackRail ft(consist, GetAllCompatibleRailTypes(consist->railtypes));
2485 while (ft.Follow(tile, td)) {
2486 tile = ft.new_tile;
2488 td = RemoveFirstTrackdir(bits);
2489 assert(bits.None());
2490
2491 if (!IsValidTrackdir(td)) break;
2492
2493 if (IsTileType(tile, TileType::Railway)) {
2494 if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
2495 /* Conventional signal along trackdir: remove reservation and stop. */
2497 break;
2498 }
2499 if (HasPbsSignalOnTrackdir(tile, td)) {
2500 if (GetSignalStateByTrackdir(tile, td) == SignalState::Red) {
2501 /* Red PBS signal? Can't be our reservation, would be green then. */
2502 break;
2503 } else {
2504 /* Turn the signal back to red. */
2506 MarkTileDirtyByTile(tile);
2507 }
2508 } else if (HasPbsSignalOnTrackdir(tile, ReverseTrackdir(td))) {
2509 /* Reservation passes an opposing path signal. Mark signal for update to re-establish the proper default state. */
2511 } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
2512 break;
2513 }
2514 }
2515
2516 /* Don't free first station/bridge/tunnel if we are on it. */
2517 if (free_tile || (!(ft.is_station && GetStationIndex(ft.new_tile) == station_id) && !ft.is_tunnel && !ft.is_bridge)) ClearPathReservation(consist, tile, td);
2518
2519 free_tile = true;
2520 }
2521
2523}
2524
2538static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest, TileIndex *final_dest)
2539{
2540 if (final_dest != nullptr) *final_dest = INVALID_TILE;
2541 return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest, final_dest);
2542}
2543
2552static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
2553{
2555
2556 CFollowTrackRail ft(v);
2557
2558 std::vector<std::pair<TileIndex, Trackdir>> signals_set_to_red;
2559
2560 TileIndex tile = origin.tile;
2561 Trackdir cur_td = origin.trackdir;
2562 while (ft.Follow(tile, cur_td)) {
2563 if (ft.new_td_bits.Count() == 1) {
2564 /* Possible signal tile. */
2566 }
2567
2570 if (ft.new_td_bits.None()) break;
2571 }
2572
2573 /* Station, depot or waypoint are a possible target. */
2574 bool target_seen = ft.is_station || (IsTileType(ft.new_tile, TileType::Railway) && !IsPlainRail(ft.new_tile));
2575 if (target_seen || ft.new_td_bits.Count() > 1) {
2576 /* Choice found or possible target encountered.
2577 * On finding a possible target, we need to stop and let the pathfinder handle the
2578 * remaining path. This is because we don't know if this target is in one of our
2579 * orders, so we might cause pathfinding to fail later on if we find a choice.
2580 * This failure would cause a bogus call to TryReserveSafePath which might reserve
2581 * a wrong path not leading to our next destination. */
2583
2584 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2585 * actually starts its search at the first unreserved tile. */
2586 if (ft.tiles_skipped != 0) ft.new_tile -= TileOffsByDiagDir(ft.exitdir) * ft.tiles_skipped;
2587
2588 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2589 if (new_tracks != nullptr) *new_tracks = TrackdirBitsToTrackBits(ft.new_td_bits);
2590 if (enterdir != nullptr) *enterdir = ft.exitdir;
2591 return PBSTileInfo(ft.new_tile, ft.old_td, false);
2592 }
2593
2594 tile = ft.new_tile;
2595 cur_td = FindFirstTrackdir(ft.new_td_bits);
2596
2597 Trackdir rev_td = ReverseTrackdir(cur_td);
2598 if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
2599 bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
2600 if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
2601 /* Green path signal opposing the path? Turn to red. */
2602 if (HasPbsSignalOnTrackdir(tile, rev_td) && GetSignalStateByTrackdir(tile, rev_td) == SignalState::Green) {
2603 signals_set_to_red.emplace_back(tile, rev_td);
2605 MarkTileDirtyByTile(tile);
2606 }
2607 /* Safe position is all good, path valid and okay. */
2608 return PBSTileInfo(tile, cur_td, true);
2609 }
2610
2611 if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
2612
2613 /* Green path signal opposing the path? Turn to red. */
2614 if (HasPbsSignalOnTrackdir(tile, rev_td) && GetSignalStateByTrackdir(tile, rev_td) == SignalState::Green) {
2615 signals_set_to_red.emplace_back(tile, rev_td);
2617 MarkTileDirtyByTile(tile);
2618 }
2619 }
2620
2621 if (ft.err == CFollowTrackRail::ErrorCode::Owner || ft.err == CFollowTrackRail::ErrorCode::NoWay) {
2622 /* End of line, path valid and okay. */
2623 return PBSTileInfo(ft.old_tile, ft.old_td, true);
2624 }
2625
2626 /* Sorry, can't reserve path, back out. */
2627 tile = origin.tile;
2628 cur_td = origin.trackdir;
2629 TileIndex stopped = ft.old_tile;
2630 Trackdir stopped_td = ft.old_td;
2631 while (tile != stopped || cur_td != stopped_td) {
2632 if (!ft.Follow(tile, cur_td)) break;
2633
2636 assert(ft.new_td_bits.Any());
2637 }
2638 assert(ft.new_td_bits.Count() == 1);
2639
2640 tile = ft.new_tile;
2641 cur_td = FindFirstTrackdir(ft.new_td_bits);
2642
2643 UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
2644 }
2645
2646 /* Re-instate green signals we turned to red. */
2647 for (auto [sig_tile, td] : signals_set_to_red) {
2649 }
2650
2651 /* Path invalid. */
2652 return PBSTileInfo();
2653}
2654
2665static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_railtype)
2666{
2667 return YapfTrainFindNearestSafeTile(v, tile, td, override_railtype);
2668}
2669
2671class VehicleOrderSaver {
2672private:
2673 Train *v;
2674 Order old_order;
2675 TileIndex old_dest_tile;
2676 StationID old_last_station_visited;
2677 VehicleOrderID index;
2678 bool suppress_implicit_orders;
2679 bool restored;
2680
2681public:
2682 VehicleOrderSaver(Train *_v) :
2683 v(_v),
2684 old_order(_v->current_order),
2685 old_dest_tile(_v->dest_tile),
2686 old_last_station_visited(_v->last_station_visited),
2687 index(_v->cur_real_order_index),
2688 suppress_implicit_orders(_v->gv_flags.Test(GroundVehicleFlag::SuppressImplicitOrders)),
2689 restored(false)
2690 {
2691 }
2692
2696 void Restore()
2697 {
2698 this->v->current_order = this->old_order;
2699 this->v->dest_tile = this->old_dest_tile;
2700 this->v->last_station_visited = this->old_last_station_visited;
2701 this->v->gv_flags.Set(GroundVehicleFlag::SuppressImplicitOrders, suppress_implicit_orders);
2702 this->restored = true;
2703 }
2704
2709 {
2710 if (!this->restored) this->Restore();
2711 }
2712
2718 bool SwitchToNextOrder(bool skip_first)
2719 {
2720 if (this->v->GetNumOrders() == 0) return false;
2721
2722 if (skip_first) ++this->index;
2723
2724 int depth = 0;
2725
2726 do {
2727 /* Wrap around. */
2728 if (this->index >= this->v->GetNumOrders()) this->index = 0;
2729
2730 Order *order = this->v->GetOrder(this->index);
2731 assert(order != nullptr);
2732
2733 switch (order->GetType()) {
2734 case OT_GOTO_DEPOT:
2735 /* Skip service in depot orders when the train doesn't need service. */
2736 if (order->GetDepotOrderType().Test(OrderDepotTypeFlag::Service) && !this->v->NeedsServicing()) break;
2737 [[fallthrough]];
2738 case OT_GOTO_STATION:
2739 case OT_GOTO_WAYPOINT:
2740 this->v->current_order = *order;
2741 return UpdateOrderDest(this->v, order, 0, true);
2742 case OT_CONDITIONAL: {
2743 VehicleOrderID next = ProcessConditionalOrder(order, this->v);
2744 if (next != INVALID_VEH_ORDER_ID) {
2745 depth++;
2746 this->index = next;
2747 /* Don't increment next, so no break here. */
2748 continue;
2749 }
2750 break;
2751 }
2752 default:
2753 break;
2754 }
2755 /* Don't increment inside the while because otherwise conditional
2756 * orders can lead to an infinite loop. */
2757 ++this->index;
2758 depth++;
2759 } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
2760
2761 return false;
2762 }
2763};
2764
2765/* choose a track */
2766static Track ChooseTrainTrack(Train *consist, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
2767{
2768 Track best_track = Track::Invalid;
2769 bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
2770 bool changed_signal = false;
2771 TileIndex final_dest = INVALID_TILE;
2772
2773 assert(tracks == (tracks & TRACK_BIT_ALL));
2774
2775 if (got_reservation != nullptr) *got_reservation = false;
2776
2777 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2778 TrackBits res_tracks = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
2779 /* Do we have a suitable reserved track? */
2780 if (res_tracks.Any()) return FindFirstTrack(res_tracks);
2781
2782 /* Quick return in case only one possible track is available */
2783 if (tracks.Count() == 1) {
2784 Track track = FindFirstTrack(tracks);
2785 /* We need to check for signals only here, as a junction tile can't have signals. */
2786 if (IsValidTrack(track) && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
2787 do_track_reservation = true;
2788 changed_signal = true;
2790 } else if (!do_track_reservation) {
2791 return track;
2792 }
2793 best_track = track;
2794 }
2795
2796 const Train *moving_front = consist->GetMovingFront();
2797
2798 PBSTileInfo res_dest(tile, Trackdir::Invalid, false);
2799 DiagDirection dest_enterdir = enterdir;
2800 if (do_track_reservation) {
2801 res_dest = ExtendTrainReservation(consist, &tracks, &dest_enterdir);
2802 if (res_dest.tile == INVALID_TILE) {
2803 /* Reservation failed? */
2804 if (mark_stuck) MarkTrainAsStuck(consist);
2805 if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SignalState::Red);
2806 return FindFirstTrack(tracks);
2807 }
2808 if (res_dest.okay) {
2809 /* Got a valid reservation that ends at a safe target, quick exit. */
2810 if (got_reservation != nullptr) *got_reservation = true;
2811 if (changed_signal) MarkTileDirtyByTile(tile);
2812 TryReserveRailTrack(moving_front->tile, TrackdirToTrack(moving_front->GetVehicleTrackdir()));
2813 return best_track;
2814 }
2815
2816 /* Check if the train needs service here, so it has a chance to always find a depot.
2817 * Also check if the current order is a service order so we don't reserve a path to
2818 * the destination but instead to the next one if service isn't needed. */
2819 CheckIfTrainNeedsService(consist);
2820 if (consist->current_order.IsType(OT_DUMMY) || consist->current_order.IsType(OT_CONDITIONAL) || consist->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(consist);
2821 }
2822
2823 /* Save the current train order. The destructor will restore the old order on function exit. */
2824 VehicleOrderSaver orders(consist);
2825
2826 /* If the current tile is the destination of the current order and
2827 * a reservation was requested, advance to the next order.
2828 * Don't advance on a depot order as depots are always safe end points
2829 * for a path and no look-ahead is necessary. This also avoids a
2830 * problem with depot orders not part of the order list when the
2831 * order list itself is empty. */
2832 if (consist->current_order.IsType(OT_LEAVESTATION)) {
2833 orders.SwitchToNextOrder(false);
2834 } else if (consist->current_order.IsType(OT_LOADING) || (!consist->current_order.IsType(OT_GOTO_DEPOT) && (
2835 consist->current_order.IsType(OT_GOTO_STATION) ?
2836 IsRailStationTile(moving_front->tile) && consist->current_order.GetDestination() == GetStationIndex(moving_front->tile) :
2837 moving_front->tile == consist->dest_tile))) {
2838 orders.SwitchToNextOrder(true);
2839 }
2840
2841 if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2842 /* Pathfinders are able to tell that route was only 'guessed'. */
2843 bool path_found = true;
2844 TileIndex new_tile = res_dest.tile;
2845
2846 Track next_track = DoTrainPathfind(consist, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest, &final_dest);
2847 if (new_tile == tile) best_track = next_track;
2848 consist->HandlePathfindingResult(path_found);
2849 }
2850
2851 /* No track reservation requested -> finished. */
2852 if (!do_track_reservation) return best_track;
2853
2854 /* A path was found, but could not be reserved. */
2855 if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2856 if (mark_stuck) MarkTrainAsStuck(consist);
2858 return best_track;
2859 }
2860
2861 /* No possible reservation target found, we are probably lost. */
2862 if (res_dest.tile == INVALID_TILE) {
2863 /* Try to find any safe destination. */
2864 PBSTileInfo origin = FollowTrainReservation(consist);
2865 if (TryReserveSafeTrack(consist, origin.tile, origin.trackdir, false)) {
2866 TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
2867 best_track = FindFirstTrack(res);
2868 TryReserveRailTrack(moving_front->tile, TrackdirToTrack(moving_front->GetVehicleTrackdir()));
2869 if (got_reservation != nullptr) *got_reservation = true;
2870 if (changed_signal) MarkTileDirtyByTile(tile);
2871 } else {
2873 if (mark_stuck) MarkTrainAsStuck(consist);
2874 }
2875 return best_track;
2876 }
2877
2878 if (got_reservation != nullptr) *got_reservation = true;
2879
2880 /* Reservation target found and free, check if it is safe. */
2881 while (!IsSafeWaitingPosition(consist, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
2882 /* Extend reservation until we have found a safe position. */
2883 DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
2884 TileIndex next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
2886 if (Rail90DegTurnDisallowed(GetTileRailType(res_dest.tile), GetTileRailType(next_tile))) {
2887 reachable.Reset(TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir)));
2888 }
2889
2890 /* Get next order with destination. */
2891 if (orders.SwitchToNextOrder(true)) {
2892 PBSTileInfo cur_dest;
2893 bool path_found;
2894 DoTrainPathfind(consist, next_tile, exitdir, reachable, path_found, true, &cur_dest, nullptr);
2895 if (cur_dest.tile != INVALID_TILE) {
2896 res_dest = cur_dest;
2897 if (res_dest.okay) continue;
2898 /* Path found, but could not be reserved. */
2900 if (mark_stuck) MarkTrainAsStuck(consist);
2901 if (got_reservation != nullptr) *got_reservation = false;
2902 changed_signal = false;
2903 break;
2904 }
2905 }
2906 /* No order or no safe position found, try any position. */
2907 if (!TryReserveSafeTrack(consist, res_dest.tile, res_dest.trackdir, true)) {
2909 if (mark_stuck) MarkTrainAsStuck(consist);
2910 if (got_reservation != nullptr) *got_reservation = false;
2911 changed_signal = false;
2912 }
2913 break;
2914 }
2915
2916 TryReserveRailTrack(moving_front->tile, TrackdirToTrack(moving_front->GetVehicleTrackdir()));
2917
2918 if (changed_signal) MarkTileDirtyByTile(tile);
2919
2920 orders.Restore();
2921 if (consist->current_order.IsType(OT_GOTO_DEPOT) &&
2923 final_dest != INVALID_TILE && IsRailDepotTile(final_dest)) {
2924 consist->current_order.SetDestination(GetDepotIndex(final_dest));
2925 consist->dest_tile = final_dest;
2926 SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
2927 }
2928
2929 return best_track;
2930}
2931
2940bool TryPathReserve(Train *consist, bool mark_as_stuck, bool first_tile_okay)
2941{
2942 assert(consist->IsFrontEngine());
2943
2944 const Train *moving_front = consist->GetMovingFront();
2945
2946 /* We have to handle depots specially as the track follower won't look
2947 * at the depot tile itself but starts from the next tile. If we are still
2948 * inside the depot, a depot reservation can never be ours. */
2949 if (moving_front->track == Track::Depot) {
2950 if (HasDepotReservation(moving_front->tile)) {
2951 if (mark_as_stuck) MarkTrainAsStuck(consist);
2952 return false;
2953 } else {
2954 /* Depot not reserved, but the next tile might be. */
2955 TileIndex next_tile = TileAddByDiagDir(moving_front->tile, GetRailDepotDirection(moving_front->tile));
2956 if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(moving_front->tile)))) return false;
2957 }
2958 }
2959
2960 Vehicle *other_train = nullptr;
2961 PBSTileInfo origin = FollowTrainReservation(consist, &other_train);
2962 /* The path we are driving on is already blocked by some other train.
2963 * This can only happen in certain situations when mixing path and
2964 * block signals or when changing tracks and/or signals.
2965 * Exit here as doing any further reservations will probably just
2966 * make matters worse. */
2967 if (other_train != nullptr && other_train->index != consist->index) {
2968 if (mark_as_stuck) MarkTrainAsStuck(consist);
2969 return false;
2970 }
2971 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2972 if (origin.okay && (moving_front->tile != origin.tile || first_tile_okay)) {
2973 /* Can't be stuck then. */
2974 if (consist->flags.Test(VehicleRailFlag::Stuck)) SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
2976 return true;
2977 }
2978
2979 /* If we are in a depot, tentatively reserve the depot. */
2980 if (moving_front->track == Track::Depot) {
2981 SetDepotReservation(moving_front->tile, true);
2982 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(moving_front->tile);
2983 }
2984
2985 DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
2986 TileIndex new_tile = TileAddByDiagDir(origin.tile, exitdir);
2988
2990
2991 bool res_made = false;
2992 ChooseTrainTrack(consist, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
2993
2994 if (!res_made) {
2995 /* Free the depot reservation as well. */
2996 if (moving_front->track == Track::Depot) SetDepotReservation(moving_front->tile, false);
2997 return false;
2998 }
2999
3000 if (consist->flags.Test(VehicleRailFlag::Stuck)) {
3001 consist->wait_counter = 0;
3002 SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
3003 }
3005 return true;
3006}
3007
3013static bool CheckReverseTrain(const Train *consist)
3014{
3015 const Train *moving_front = consist->GetMovingFront();
3016 if (_settings_game.difficulty.train_flip_reverse_allowed == TrainFlipReversingAllowed::EndOfLineOnly ||
3017 moving_front->track == Track::Depot || moving_front->track == Track::Wormhole ||
3018 !IsDiagonalDirection(moving_front->GetMovingDirection())) {
3019 return false;
3020 }
3021
3022 assert(moving_front->track.Any());
3023
3024 return YapfTrainCheckReverse(consist);
3025}
3026
3033{
3034 if (station == this->last_station_visited) this->last_station_visited = StationID::Invalid();
3035
3036 const Station *st = Station::Get(station);
3038 /* The destination station has no trainstation tiles. */
3040 return TileIndex{};
3041 }
3042
3043 return st->xy;
3044}
3045
3048{
3049 Train *v = this;
3050 do {
3051 v->colourmap = PAL_NONE;
3052 v->UpdateViewport(true, false);
3053 } while ((v = v->Next()) != nullptr);
3054
3055 /* need to update acceleration and cached values since the goods on the train changed. */
3056 this->CargoChanged();
3057 this->UpdateAcceleration();
3058}
3059
3068{
3069 switch (_settings_game.vehicle.train_acceleration_model) {
3070 default: NOT_REACHED();
3072 return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed());
3073
3075 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
3076 }
3077}
3078
3084static void TrainEnterStation(Train *consist, StationID station)
3085{
3086 consist->last_station_visited = station;
3087
3088 /* check if a train ever visited this station before */
3089 Station *st = Station::Get(station);
3090 if (!st->had_vehicle_of_type.Test(StationVehicleType::Train)) {
3091 st->had_vehicle_of_type.Set(StationVehicleType::Train);
3093 GetEncodedString(STR_NEWS_FIRST_TRAIN_ARRIVAL, st->index),
3095 consist->index,
3096 st->index
3097 );
3098 AI::NewEvent(consist->owner, new ScriptEventStationFirstVehicle(st->index, consist->index));
3099 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, consist->index));
3100 }
3101
3102 consist->force_proceed = TFP_NONE;
3103 InvalidateWindowData(WindowClass::VehicleView, consist->index);
3104
3105 consist->BeginLoading();
3106
3107 TileIndex tile = consist->GetMovingFront()->tile;
3109 TriggerStationAnimation(st, tile, StationAnimationTrigger::VehicleArrives);
3110}
3111
3119static inline bool CheckCompatibleRail(const Train *v, TileIndex tile, bool check_railtype)
3120{
3121 return IsTileOwner(tile, v->owner) &&
3122 (!check_railtype || !v->IsFrontEngine() || v->compatible_railtypes.Test(GetRailType(tile)));
3123}
3124
3127 uint8_t small_turn;
3128 uint8_t large_turn;
3129 uint8_t z_up;
3130 uint8_t z_down;
3131};
3132
3135 /* normal accel */
3136 {256 / 4, 256 / 2, 256 / 4, 2},
3137 {256 / 4, 256 / 2, 256 / 4, 2},
3138 {0, 256 / 2, 256 / 4, 2},
3139};
3140
3146static inline void AffectSpeedByZChange(Train *consist, int z_diff)
3147{
3148 if (z_diff == 0 || _settings_game.vehicle.train_acceleration_model != AccelerationModel::Original) return;
3149
3150 const AccelerationSlowdownParams *asp = &_accel_slowdown[static_cast<int>(consist->GetAccelerationType())];
3151
3152 if (z_diff > 0) {
3153 consist->cur_speed -= (consist->cur_speed * asp->z_up >> 8);
3154 } else {
3155 uint16_t spd = consist->cur_speed + asp->z_down;
3156 if (spd <= consist->gcache.cached_max_track_speed) consist->cur_speed = spd;
3157 }
3158}
3159
3160static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
3161{
3162 if (IsTileType(tile, TileType::Railway) &&
3165 Trackdir trackdir = FindFirstTrackdir(tracks);
3166 if (UpdateSignalsOnSegment(tile, TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SigSegState::Path && HasSignalOnTrackdir(tile, trackdir)) {
3167 /* A PBS block with a non-PBS signal facing us? */
3168 if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
3169 }
3170 }
3171 return false;
3172}
3173
3176{
3177 for (const Train *u = this; u != nullptr; u = u->Next()) {
3178 switch (u->track.base()) {
3179 case TrackBits{Track::Wormhole}.base():
3181 break;
3182 case TrackBits{Track::Depot}.base():
3183 break;
3184 default:
3186 break;
3187 }
3188 }
3189}
3190
3197uint Train::Crash(bool flooded)
3198{
3199 uint victims = 0;
3200 if (this->IsFrontEngine()) {
3201 victims += 2; // driver
3202
3203 /* Remove the reserved path in front of the train if it is not stuck.
3204 * Also clear all reserved tracks the train is currently on. */
3206 for (const Train *v = this; v != nullptr; v = v->Next()) {
3209 /* ClearPathReservation will not free the wormhole exit
3210 * if the train has just entered the wormhole. */
3212 }
3213 }
3214
3215 /* we may need to update crossing we were approaching,
3216 * but must be updated after the train has been marked crashed */
3218 if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
3219
3220 /* Remove the loading indicators (if any) */
3222 }
3223
3224 victims += this->GroundVehicleBase::Crash(flooded);
3225
3226 this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
3227 return victims;
3228}
3229
3236static uint TrainCrashed(Train *v)
3237{
3238 uint victims = 0;
3239
3240 /* do not crash train twice */
3241 if (!v->vehstatus.Test(VehState::Crashed)) {
3242 victims = v->Crash();
3243 TileIndex tile = v->GetMovingFront()->tile;
3244 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, tile, ScriptEventVehicleCrashed::CRASH_TRAIN, victims, v->owner));
3245 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, tile, ScriptEventVehicleCrashed::CRASH_TRAIN, victims, v->owner));
3246 }
3247
3248 /* Try to re-reserve track under already crashed train too.
3249 * Crash() clears the reservation! */
3251
3252 return victims;
3253}
3254
3261static uint CheckTrainCollision(Vehicle *v, Train *moving_front)
3262{
3263 /* Make sure we are a train, and are not in a depot. */
3264 if (v->type != VehicleType::Train) return 0;
3265
3266 /* We can't crash into trains in a depot. */
3267 if (Train::From(v)->track == Track::Depot) return 0;
3268
3269 /* Do not crash into trains of another company. */
3270 if (v->owner != moving_front->First()->owner) return 0;
3271
3272 /* Do not collide with our own wagons */
3273 if (v->First() == moving_front->First()) return 0;
3274
3275 int x_diff = v->x_pos - moving_front->x_pos;
3276 int y_diff = v->y_pos - moving_front->y_pos;
3277
3278 /* Do fast calculation to check whether trains are not in close vicinity
3279 * and quickly reject trains distant enough for any collision.
3280 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3281 * Differences are then ORed and then we check for any higher bits */
3282 uint hash = (y_diff + 7) | (x_diff + 7);
3283 if (hash & ~15) return 0;
3284
3285 /* Slower check using multiplication */
3286 int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (moving_front->gcache.cached_veh_length + 1) / 2 - 1;
3287 if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return 0;
3288
3289 /* Happens when there is a train under bridge next to bridge head */
3290 if (abs(v->z_pos - moving_front->z_pos) > 5) return 0;
3291
3292 /* Crash both trains. Two statements required to guarantee execution
3293 * order because RandomRange() is involved. */
3294 uint num_victims = TrainCrashed(moving_front->First());
3295 return num_victims + TrainCrashed(Train::From(v)->First());
3296}
3297
3306static bool CheckTrainCollision(Train *moving_front)
3307{
3308 /* can't collide in depot */
3309 if (moving_front->track == Track::Depot) return false;
3310
3311 assert(moving_front->track == Track::Wormhole || TileVirtXY(moving_front->x_pos, moving_front->y_pos) == moving_front->tile);
3312
3313 uint num_victims = 0;
3314
3315 /* find colliding vehicles */
3316 if (moving_front->track == Track::Wormhole) {
3317 for (Vehicle *u : VehiclesOnTile(moving_front->tile)) {
3318 num_victims += CheckTrainCollision(u, moving_front);
3319 }
3320 for (Vehicle *u : VehiclesOnTile(GetOtherTunnelBridgeEnd(moving_front->tile))) {
3321 num_victims += CheckTrainCollision(u, moving_front);
3322 }
3323 } else {
3324 for (Vehicle *u : VehiclesNearTileXY(moving_front->x_pos, moving_front->y_pos, 7)) {
3325 num_victims += CheckTrainCollision(u, moving_front);
3326 }
3327 }
3328
3329 /* any dead -> no crash */
3330 if (num_victims == 0) return false;
3331
3332 AddTileNewsItem(GetEncodedString(STR_NEWS_TRAIN_CRASH, num_victims), NewsType::Accident, moving_front->tile);
3333
3334 ModifyStationRatingAround(moving_front->tile, moving_front->First()->owner, -160, 30);
3335 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_TRAIN_COLLISION, moving_front);
3336 return true;
3337}
3338
3346bool TrainController(Train *v, Vehicle *nomove, bool reverse)
3347{
3348 Train *first = v->First();
3349 Train *prev;
3350 bool direction_changed = false; // has direction of any part changed?
3351
3352 /* For every vehicle after and including the given vehicle */
3353 for (prev = v->GetMovingPrev(); v != nomove; prev = v, v = v->GetMovingNext()) {
3355 bool update_signals_crossing = false; // will we update signals or crossing state?
3356
3358 if (v->track != Track::Wormhole) {
3359 /* Not inside tunnel */
3360 if (gp.old_tile == gp.new_tile) {
3361 /* Staying in the old tile */
3362 if (v->track == Track::Depot) {
3363 /* Inside depot */
3364 gp.x = v->x_pos;
3365 gp.y = v->y_pos;
3366 } else {
3367 /* Not inside depot */
3368
3369 /* Reverse when we are at the end of the track already, do not move to the new position */
3370 if (v->IsMovingFront() && !TrainCheckIfLineEnds(v, reverse)) return false;
3371
3372 auto vets = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3373 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
3374 goto invalid_rail;
3375 }
3377 /* The new position is the end of the platform */
3379 }
3380 }
3381 } else {
3382 /* A new tile is about to be entered. */
3383
3384 /* Determine what direction we're entering the new tile from */
3385 enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
3386 assert(IsValidDiagDirection(enterdir));
3387
3388 /* Get the status of the tracks in the new tile and mask
3389 * away the bits that aren't reachable. */
3391 TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
3392
3393 TrackdirBits trackdirbits = ts.trackdirs & reachable_trackdirs;
3394 TrackBits red_signals = TrackdirBitsToTrackBits(ts.signals & reachable_trackdirs);
3395
3396 TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3397 if (Rail90DegTurnDisallowed(GetTileRailType(gp.old_tile), GetTileRailType(gp.new_tile)) && prev == nullptr) {
3398 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3399 * can be switched on halfway a turn */
3401 }
3402
3403 if (bits.None()) goto invalid_rail;
3404
3405 /* Check if the new tile constrains tracks that are compatible
3406 * with the current train, if not, bail out. */
3407 if (!CheckCompatibleRail(v->First(), gp.new_tile, v->IsMovingFront())) goto invalid_rail;
3408
3409 TrackBits chosen_track;
3410 if (v->IsMovingFront()) {
3411 /* Currently the locomotive is active. Determine which one of the
3412 * available tracks to choose */
3413 chosen_track = ChooseTrainTrack(first, gp.new_tile, enterdir, bits, false, nullptr, true);
3414 assert(chosen_track.Any(bits | GetReservedTrackbits(gp.new_tile)));
3415
3416 if (first->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
3417 /* For each signal we find decrease the counter by one.
3418 * We start at two, so the first signal we pass decreases
3419 * this to one, then if we reach the next signal it is
3420 * decreased to zero and we won't pass that new signal. */
3421 Trackdir dir = FindFirstTrackdir(trackdirbits);
3422 if (HasSignalOnTrackdir(gp.new_tile, dir) ||
3425 /* However, we do not want to be stopped by PBS signals
3426 * entered via the back. */
3427 first->force_proceed = (first->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
3428 InvalidateWindowData(WindowClass::VehicleView, first->index);
3429 }
3430 }
3431
3432 /* Check if it's a red signal and that force proceed is not clicked. */
3433 if (red_signals.Any(chosen_track) && first->force_proceed == TFP_NONE) {
3434 /* In front of a red signal */
3435 Trackdir i = FindFirstTrackdir(trackdirbits);
3436
3437 /* Don't handle stuck trains here. */
3438 if (first->flags.Test(VehicleRailFlag::Stuck)) return false;
3439
3441 first->cur_speed = 0;
3442 first->subspeed = 0;
3443 first->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3444 if (!_settings_game.pf.reverse_at_signals || ++first->wait_counter < _settings_game.pf.wait_oneway_signal * Ticks::DAY_TICKS * 2) return false;
3445 } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
3446 first->cur_speed = 0;
3447 first->subspeed = 0;
3448 first->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3449 if (!_settings_game.pf.reverse_at_signals || ++first->wait_counter < _settings_game.pf.wait_twoway_signal * Ticks::DAY_TICKS * 2) {
3450 DiagDirection exitdir = TrackdirToExitdir(i);
3451 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
3452
3453 exitdir = ReverseDiagDir(exitdir);
3454
3455 /* check if a train is waiting on the other side */
3456 if (!HasVehicleOnTile(o_tile, [&exitdir](const Vehicle *u) {
3457 if (u->type != VehicleType::Train || u->vehstatus.Test(VehState::Crashed)) return false;
3458 const Train *t = Train::From(u);
3459
3460 /* not front engine of a train, inside wormhole or depot, crashed */
3461 if (!t->IsFrontEngine() || t->track.Any({Track::Wormhole, Track::Depot})) return false;
3462
3463 if (t->cur_speed > 5 || VehicleExitDir(t->direction, t->track) != exitdir) return false;
3464
3465 return true;
3466 })) return false;
3467 }
3468 }
3469
3470 /* If we would reverse but are currently in a PBS block and
3471 * reversing of stuck trains is disabled, don't reverse.
3472 * This does not apply if the reason for reversing is a one-way
3473 * signal blocking us, because a train would then be stuck forever. */
3474 if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
3475 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SigSegState::Path) {
3476 first->wait_counter = 0;
3477 return false;
3478 }
3479 goto reverse_train_direction;
3480 } else {
3481 TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
3482 }
3483 } else {
3484 /* The wagon is active, simply follow the prev vehicle. */
3485 if (prev->tile == gp.new_tile) {
3486 /* Choose the same track as prev */
3487 if (prev->track == Track::Wormhole) {
3488 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3489 * However, just choose the track into the wormhole. */
3490 assert(IsTunnel(prev->tile));
3491 chosen_track = bits;
3492 } else {
3493 chosen_track = prev->track;
3494 }
3495 } else {
3496 /* Choose the track that leads to the tile where prev is.
3497 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3498 * I.e. when the tile between them has only space for a single vehicle like
3499 * 1) horizontal/vertical track tiles and
3500 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3501 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3502 */
3503 static const DiagDirectionIndexArray<DiagDirectionIndexArray<TrackBits>> _connecting_track{{{
3504 {{{Track::X, Track::Lower, {}, Track::Left }}},
3505 {{{Track::Upper, Track::Y, Track::Left, {} }}},
3508 }}};
3509 DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
3510 assert(IsValidDiagDirection(exitdir));
3511 chosen_track = _connecting_track[enterdir][exitdir];
3512 }
3513 chosen_track &= bits;
3514 }
3515
3516 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3517 Direction chosen_dir = VehicleEnterTileCoordinates(gp, enterdir, TrackBitsToTrack(chosen_track));
3518
3519 /* Call the landscape function and tell it that the vehicle entered the tile */
3520 auto vets = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3521 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
3522 goto invalid_rail;
3523 }
3524
3526 Track track = FindFirstTrack(chosen_track);
3527 Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
3528 if (v->IsMovingFront() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
3531 }
3532
3533 /* Clear any track reservation when the last vehicle leaves the tile */
3534 if (v->GetMovingNext() == nullptr) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
3535
3536 v->tile = gp.new_tile;
3537
3539 first->ConsistChanged(CCF_TRACK);
3540 }
3541
3542 v->track = chosen_track;
3543 assert(v->track.Any());
3544 }
3545
3546 /* We need to update signal status, but after the vehicle position hash
3547 * has been updated by UpdateInclination() */
3548 update_signals_crossing = true;
3549
3550 if (chosen_dir != v->GetMovingDirection()) {
3551 if (prev == nullptr && _settings_game.vehicle.train_acceleration_model == AccelerationModel::Original) {
3552 const AccelerationSlowdownParams *asp = &_accel_slowdown[static_cast<int>(v->GetAccelerationType())];
3553 DirDiff diff = DirDifference(v->direction, chosen_dir);
3554 v->cur_speed -= (diff == DirDiff::Right45 || diff == DirDiff::Left45 ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
3555 }
3556 direction_changed = true;
3557 v->SetMovingDirection(chosen_dir);
3558 }
3559
3560 if (v->IsMovingFront()) {
3561 first->wait_counter = 0;
3562
3563 /* If we are approaching a crossing that is reserved, play the sound now. */
3564 TileIndex crossing = TrainApproachingCrossingTile(v); // We know we are the moving front, so we can check v.
3565 if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
3566
3567 /* Always try to extend the reservation when entering a tile. */
3568 CheckNextTrainTile(first);
3569 }
3570
3572 /* The new position is the location where we want to stop */
3574 }
3575 }
3576 } else {
3578 /* Perform look-ahead on tunnel exit. */
3579 if (v->IsMovingFront()) {
3581 CheckNextTrainTile(first);
3582 }
3583 /* Prevent v->UpdateInclination() being called with wrong parameters.
3584 * This could happen if the train was reversed inside the tunnel/bridge. */
3585 if (gp.old_tile == gp.new_tile) {
3587 }
3588 } else {
3589 v->x_pos = gp.x;
3590 v->y_pos = gp.y;
3591 v->UpdatePosition();
3592 if (!v->vehstatus.Test(VehState::Hidden)) v->Vehicle::UpdateViewport(true);
3593 continue;
3594 }
3595 }
3596
3597 /* update image of train, as well as delta XY */
3598 v->UpdateDeltaXY();
3599
3600 v->x_pos = gp.x;
3601 v->y_pos = gp.y;
3602 v->UpdatePosition();
3603
3604 /* update the Z position of the vehicle */
3605 int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
3606
3607 if (prev == nullptr) {
3608 /* This is the first vehicle in the train */
3609 AffectSpeedByZChange(first, v->z_pos - old_z);
3610 }
3611
3612 if (update_signals_crossing) {
3613 if (v->IsMovingFront()) {
3614 if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
3615 /* We are entering a block with PBS signals right now, but
3616 * not through a PBS signal. This means we don't have a
3617 * reservation right now. As a conventional signal will only
3618 * ever be green if no other train is in the block, getting
3619 * a path should always be possible. If the player built
3620 * such a strange network that it is not possible, the train
3621 * will be marked as stuck and the player has to deal with
3622 * the problem. */
3623 if ((!HasReservedTracks(gp.new_tile, v->track) &&
3625 !TryPathReserve(first)) {
3626 MarkTrainAsStuck(first);
3627 }
3628 }
3629 }
3630
3631 /* Signals can only change when the first
3632 * (above) or the last vehicle moves. */
3633 if (v->GetMovingNext() == nullptr) {
3634 TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
3636 }
3637 }
3638
3639 /* Do not check on every tick to save some computing time. */
3640 if (v->IsMovingFront() && first->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(first);
3641 }
3642
3643 if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
3644
3645 return true;
3646
3647invalid_rail:
3648 /* We've reached end of line?? */
3649 if (prev != nullptr) FatalError("Disconnecting train");
3650
3651reverse_train_direction:
3652 if (reverse) {
3653 first->wait_counter = 0;
3654 first->cur_speed = 0;
3655 first->subspeed = 0;
3656 ReverseTrainDirection(first);
3657 }
3658
3659 return false;
3660}
3661
3662static bool IsRailStationPlatformOccupied(TileIndex tile)
3663{
3665
3666 for (TileIndex t = tile; IsCompatibleTrainStationTile(t, tile); t -= delta) {
3667 if (HasVehicleOnTile(t, IsTrain)) return true;
3668 }
3669 for (TileIndex t = tile + delta; IsCompatibleTrainStationTile(t, tile); t += delta) {
3670 if (HasVehicleOnTile(t, IsTrain)) return true;
3671 }
3672
3673 return false;
3674}
3675
3683static void DeleteLastWagon(Train *v)
3684{
3685 Train *first = v->First();
3686
3687 /* Go to the last wagon and delete the link pointing there
3688 * new_last is then the one-before-last wagon, and v the last
3689 * one which will physically be removed */
3690 Train *new_last = v;
3691 for (; v->Next() != nullptr; v = v->Next()) new_last = v;
3692 new_last->SetNext(nullptr);
3693
3694 if (first != v) {
3695 /* Recalculate cached train properties */
3697 /* Update the depot window in case a part of the consist is in a depot. */
3698 SetWindowDirty(WindowClass::VehicleDepot, first->tile);
3699 SetWindowDirty(WindowClass::VehicleDepot, v->tile);
3700 }
3701
3702 /* 'v' shouldn't be accessed after it has been deleted */
3703 TrackBits trackbits = v->track;
3704 TileIndex tile = v->tile;
3705 Owner owner = v->owner;
3706
3707 delete v;
3708 v = nullptr; // make sure nobody will try to read 'v' anymore
3709
3710 if (trackbits == Track::Wormhole) {
3711 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3713 }
3714
3715 Track track = TrackBitsToTrack(trackbits);
3716 if (HasReservedTracks(tile, trackbits)) {
3717 UnreserveRailTrack(tile, track);
3718
3719 /* If there are still crashed vehicles on the tile, give the track reservation to them */
3720 TrackBits remaining_trackbits{};
3721 for (const Vehicle *u : VehiclesOnTile(tile)) {
3722 if (u->type != VehicleType::Train || !u->vehstatus.Test(VehState::Crashed)) continue;
3723 TrackBits train_tbits = Train::From(u)->track;
3724 if (train_tbits == Track::Wormhole) {
3725 /* Vehicle is inside a wormhole, u->track contains no useful value then. */
3726 remaining_trackbits.Set(DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
3727 } else if (train_tbits != Track::Depot) {
3728 remaining_trackbits.Set(train_tbits);
3729 }
3730 }
3731
3732 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3734 for (Track t : remaining_trackbits) TryReserveRailTrack(tile, t);
3735 }
3736
3737 /* check if the wagon was on a road/rail-crossing */
3739
3740 if (IsRailStationTile(tile)) {
3741 bool occupied = IsRailStationPlatformOccupied(tile);
3743 SetRailStationPlatformReservation(tile, dir, occupied);
3745 }
3746
3747 /* Update signals */
3750 } else {
3751 SetSignalsOnBothDir(tile, track, owner);
3752 }
3753}
3754
3760{
3761 static const DirDiff delta[] = {
3763 };
3764
3765 do {
3766 /* We don't need to twist around vehicles if they're not visible */
3767 if (!v->vehstatus.Test(VehState::Hidden)) {
3768 v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
3769 /* Refrain from updating the z position of the vehicle when on
3770 * a bridge, because UpdateInclination() will put the vehicle under
3771 * the bridge in that case */
3772 if (v->track != Track::Wormhole) {
3773 v->UpdatePosition();
3774 v->UpdateInclination(false, true);
3775 } else {
3776 v->UpdateViewport(false, true);
3777 }
3778 }
3779 } while ((v = v->Next()) != nullptr);
3780}
3781
3788{
3789 int state = ++v->crash_anim_pos;
3790
3791 if (state == 4 && !v->vehstatus.Test(VehState::Hidden)) {
3793 }
3794
3795 uint32_t r;
3796 if (state <= 200 && Chance16R(1, 7, r)) {
3797 int index = (r * 10 >> 16);
3798
3799 Vehicle *u = v;
3800 do {
3801 if (--index < 0) {
3802 r = Random();
3803
3805 GB(r, 8, 3) + 2,
3806 GB(r, 16, 3) + 2,
3807 GB(r, 0, 3) + 5,
3809 break;
3810 }
3811 } while ((u = u->Next()) != nullptr);
3812 }
3813
3814 if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
3815
3816 if (state >= 4440 && !(v->tick_counter & 0x1F)) {
3817 bool ret = v->Next() != nullptr;
3818 DeleteLastWagon(v);
3819 return ret;
3820 }
3821
3822 return true;
3823}
3824
3826static const uint16_t _breakdown_speeds[16] = {
3827 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3828};
3829
3830
3839static bool TrainApproachingLineEnd(Train *moving_front, bool signal, bool reverse)
3840{
3841 /* Calc position within the current tile */
3842 uint x = moving_front->x_pos & 0xF;
3843 uint y = moving_front->y_pos & 0xF;
3844
3845 Direction vdir = moving_front->GetMovingDirection();
3846
3847 /* for diagonal directions, 'x' will be 0..15 -
3848 * for other directions, it will be 1, 3, 5, ..., 15 */
3849 switch (vdir) {
3850 case Direction::N : x = ~x + ~y + 25; break;
3851 case Direction::NW: x = y; [[fallthrough]];
3852 case Direction::NE: x = ~x + 16; break;
3853 case Direction::E : x = ~x + y + 9; break;
3854 case Direction::SE: x = y; break;
3855 case Direction::S : x = x + y - 7; break;
3856 case Direction::W : x = ~y + x + 9; break;
3857 default: break;
3858 }
3859
3860 Train *consist = moving_front->First();
3861
3862 /* Do not reverse when approaching red signal. Make sure the vehicle's front
3863 * does not cross the tile boundary when we do reverse, but as the vehicle's
3864 * location is based on their center, use half a vehicle's length as offset.
3865 * Multiply the half-length by two for straight directions to compensate that
3866 * we only get odd x offsets there. */
3867 uint8_t rounding = moving_front->IsDrivingBackwards() ? 0 : 1;
3868 if (!signal && x + (moving_front->gcache.cached_veh_length + rounding) / 2 * (IsDiagonalDirection(vdir) ? 1 : 2) >= TILE_SIZE) {
3869 /* we are too near the tile end, reverse now */
3870 consist->cur_speed = 0;
3871 if (reverse) ReverseTrainDirection(consist);
3872 return false;
3873 }
3874
3875 /* slow down */
3877 uint16_t break_speed = _breakdown_speeds[x & 0xF];
3878 if (break_speed < consist->cur_speed) consist->cur_speed = break_speed;
3879
3880 return true;
3881}
3882
3883
3889static bool TrainCanLeaveTile(const Train *moving_front)
3890{
3891 /* Exit if inside a tunnel/bridge or a depot */
3892 if (moving_front->track == Track::Wormhole || moving_front->track == Track::Depot) return false;
3893
3894 TileIndex tile = moving_front->tile;
3895
3896 /* entering a tunnel/bridge? */
3899 if (DiagDirToDir(dir) == moving_front->GetMovingDirection()) return false;
3900 }
3901
3902 /* entering a depot? */
3903 if (IsRailDepotTile(tile)) {
3905 if (DiagDirToDir(dir) == moving_front->GetMovingDirection()) return false;
3906 }
3907
3908 return true;
3909}
3910
3911
3920{
3921 assert(moving_front->IsMovingFront());
3922 assert(!moving_front->First()->vehstatus.Test(VehState::Crashed));
3923
3924 if (!TrainCanLeaveTile(moving_front)) return INVALID_TILE;
3925
3926 DiagDirection dir = VehicleExitDir(moving_front->GetMovingDirection(), moving_front->track);
3927 TileIndex tile = moving_front->tile + TileOffsByDiagDir(dir);
3928
3929 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3930 if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
3931 !CheckCompatibleRail(moving_front->First(), tile, true)) {
3932 return INVALID_TILE;
3933 }
3934
3935 return tile;
3936}
3937
3938
3946static bool TrainCheckIfLineEnds(Train *moving_front, bool reverse)
3947{
3948 /* First, handle broken down train */
3949
3950 Train *consist = moving_front->First();
3951 int t = consist->breakdown_ctr;
3952 if (t > 1) {
3954
3955 uint16_t break_speed = _breakdown_speeds[GB(~t, 4, 4)];
3956 if (break_speed < consist->cur_speed) consist->cur_speed = break_speed;
3957 } else {
3959 }
3960
3961 if (!TrainCanLeaveTile(moving_front)) return true;
3962
3963 /* Determine the non-diagonal direction in which we will exit this tile */
3964 DiagDirection dir = VehicleExitDir(moving_front->GetMovingDirection(), moving_front->track);
3965 /* Calculate next tile */
3966 TileIndex tile = moving_front->tile + TileOffsByDiagDir(dir);
3967
3968 /* Determine the track status on the next tile */
3970 TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
3971
3972 TrackdirBits trackdirbits = ts.trackdirs & reachable_trackdirs;
3973 TrackdirBits red_signals = ts.signals & reachable_trackdirs;
3974
3975 /* We are sure the train is not entering a depot, it is detected above */
3976
3977 /* mask unreachable track bits if we are forbidden to do 90deg turns */
3978 TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3979 if (Rail90DegTurnDisallowed(GetTileRailType(moving_front->tile), GetTileRailType(tile))) {
3980 bits.Reset(TrackCrossesTracks(FindFirstTrack(moving_front->track)));
3981 }
3982
3983 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
3984 if (bits.None() || !CheckCompatibleRail(consist, tile, true)) {
3985 return TrainApproachingLineEnd(moving_front, false, reverse);
3986 }
3987
3988 /* approaching red signal */
3989 if (trackdirbits.Any(red_signals)) return TrainApproachingLineEnd(moving_front, true, reverse);
3990
3991 /* approaching a rail/road crossing? then make it red */
3993
3994 return true;
3995}
3996
4003static bool TrainLocoHandler(Train *consist, bool mode)
4004{
4005 /* train has crashed? */
4006 if (consist->vehstatus.Test(VehState::Crashed)) {
4007 return mode ? true : HandleCrashedTrain(consist); // 'this' can be deleted here
4008 }
4009
4010 if (consist->force_proceed != TFP_NONE) {
4012 SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
4013 }
4014
4015 /* train is broken down? */
4016 if (consist->HandleBreakdown()) return true;
4017
4018 if (consist->flags.Test(VehicleRailFlag::Reversing) && consist->cur_speed == 0) {
4019 ReverseTrainDirection(consist);
4020 }
4021
4022 /* exit if train is stopped */
4023 if (consist->vehstatus.Test(VehState::Stopped) && consist->cur_speed == 0) return true;
4024
4025 bool valid_order = !consist->current_order.IsType(OT_NOTHING) && consist->current_order.GetType() != OT_CONDITIONAL;
4026 if (ProcessOrders(consist) && CheckReverseTrain(consist)) {
4027 consist->wait_counter = 0;
4028 consist->cur_speed = 0;
4029 consist->subspeed = 0;
4031 ReverseTrainDirection(consist);
4032 return true;
4033 } else if (consist->flags.Test(VehicleRailFlag::LeavingStation)) {
4034 /* Try to reserve a path when leaving the station as we
4035 * might not be marked as wanting a reservation, e.g.
4036 * when an overlength train gets turned around in a station. */
4037 const Train *moving_front = consist->GetMovingFront();
4038 DiagDirection dir = VehicleExitDir(moving_front->GetMovingDirection(), moving_front->track);
4039 if (IsRailDepotTile(moving_front->tile) || IsTileType(moving_front->tile, TileType::TunnelBridge)) dir = DiagDirection::Invalid;
4040
4041 if (UpdateSignalsOnSegment(moving_front->tile, dir, consist->owner) == SigSegState::Path || _settings_game.pf.reserve_paths) {
4042 TryPathReserve(consist, true, true);
4043 }
4045 }
4046
4047 consist->HandleLoading(mode);
4048
4049 if (consist->current_order.IsType(OT_LOADING)) return true;
4050
4051 if (CheckTrainStayInDepot(consist)) return true;
4052
4053 if (!mode) consist->ShowVisualEffect();
4054
4055 /* We had no order but have an order now, do look ahead. */
4056 if (!valid_order && !consist->current_order.IsType(OT_NOTHING)) {
4057 CheckNextTrainTile(consist);
4058 }
4059
4060 /* Handle stuck trains. */
4061 if (!mode && consist->flags.Test(VehicleRailFlag::Stuck)) {
4062 ++consist->wait_counter;
4063
4064 /* Should we try reversing this tick if still stuck? */
4065 bool turn_around = consist->wait_counter % (_settings_game.pf.wait_for_pbs_path * Ticks::DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
4066
4067 if (!turn_around && consist->wait_counter % _settings_game.pf.path_backoff_interval != 0 && consist->force_proceed == TFP_NONE) return true;
4068 if (!TryPathReserve(consist)) {
4069 /* Still stuck. */
4070 if (turn_around) ReverseTrainDirection(consist);
4071
4072 if (consist->flags.Test(VehicleRailFlag::Stuck) && consist->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * Ticks::DAY_TICKS) {
4073 /* Show message to player. */
4074 if (_settings_client.gui.lost_vehicle_warn && consist->owner == _local_company) {
4075 AddVehicleAdviceNewsItem(AdviceType::TrainStuck, GetEncodedString(STR_NEWS_TRAIN_IS_STUCK, consist->index), consist->index);
4076 }
4077 consist->wait_counter = 0;
4078 }
4079 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
4080 if (consist->force_proceed == TFP_NONE) return true;
4082 consist->wait_counter = 0;
4083 SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
4084 }
4085 }
4086
4087 if (consist->current_order.IsType(OT_LEAVESTATION)) {
4088 consist->current_order.Free();
4089 SetWindowWidgetDirty(WindowClass::VehicleView, consist->index, WID_VV_START_STOP);
4090 return true;
4091 }
4092
4093 int j = consist->UpdateSpeed();
4094
4095 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
4096 if (consist->cur_speed == 0 && consist->vehstatus.Test(VehState::Stopped)) {
4097 /* If we manually stopped, we're not force-proceeding anymore. */
4098 consist->force_proceed = TFP_NONE;
4099 InvalidateWindowData(WindowClass::VehicleView, consist->index);
4100 }
4101
4102 Train* moving_front = consist->GetMovingFront();
4103 int adv_spd = moving_front->GetAdvanceDistance();
4104 if (j < adv_spd) {
4105 /* if the vehicle has speed 0, update the last_speed field. */
4106 if (consist->cur_speed == 0) consist->SetLastSpeed();
4107 } else {
4108 TrainCheckIfLineEnds(moving_front);
4109 moving_front = moving_front->GetMovingFront();
4110 /* Loop until the train has finished moving. */
4111 for (;;) {
4112 j -= adv_spd;
4113 TrainController(moving_front, nullptr);
4114 moving_front = moving_front->GetMovingFront();
4115 /* Don't continue to move if the train crashed. */
4116 if (CheckTrainCollision(moving_front)) break;
4117 /* Determine distance to next map position */
4118 adv_spd = moving_front->GetAdvanceDistance();
4119
4120 /* No more moving this tick */
4121 if (j < adv_spd || consist->cur_speed == 0) break;
4122
4123 OrderType order_type = consist->current_order.GetType();
4124 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
4125 if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
4127 IsTileType(moving_front->tile, TileType::Station) &&
4128 consist->current_order.GetDestination() == GetStationIndex(moving_front->tile)) {
4129 ProcessOrders(consist);
4130 }
4131 }
4132 consist->SetLastSpeed();
4133 }
4134
4135 for (Train *u = consist; u != nullptr; u = u->Next()) {
4136 if (u->vehstatus.Test(VehState::Hidden)) continue;
4137
4138 u->UpdateViewport(false, false);
4139 }
4140
4141 if (consist->progress == 0) consist->progress = j; // Save unused spd for next time, if TrainController didn't set progress
4142
4143 return true;
4144}
4145
4151{
4152 Money cost = 0;
4153 const Train *v = this;
4154
4155 do {
4156 const Engine *e = v->GetEngine();
4157 if (e->VehInfo<RailVehicleInfo>().running_cost_class == Price::Invalid) continue;
4158
4159 uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->VehInfo<RailVehicleInfo>().running_cost);
4160 if (cost_factor == 0) continue;
4161
4162 /* Halve running cost for multiheaded parts */
4163 if (v->IsMultiheaded()) cost_factor /= 2;
4164
4165 cost += GetPrice(e->VehInfo<RailVehicleInfo>().running_cost_class, cost_factor, e->GetGRF());
4166 } while ((v = v->GetNextVehicle()) != nullptr);
4167
4168 return cost;
4169}
4170
4176{
4177 this->tick_counter++;
4178
4179 if (this->IsFrontEngine()) {
4181
4182 if (!this->vehstatus.Test(VehState::Stopped) || this->cur_speed > 0) this->running_ticks++;
4183
4184 this->current_order_time++;
4185
4186 if (!TrainLocoHandler(this, false)) return false;
4187
4188 return TrainLocoHandler(this, true);
4189 } else if (this->IsFreeWagon() && this->vehstatus.Test(VehState::Crashed)) {
4190 /* Delete flooded standalone wagon chain */
4191 if (++this->crash_anim_pos >= 4400) {
4192 delete this;
4193 return false;
4194 }
4195 }
4196
4197 return true;
4198}
4199
4205{
4206 if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
4207 if (v->IsChainInDepot()) {
4209 return;
4210 }
4211
4212 uint max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty;
4213
4214 FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
4215 /* Only go to the depot if it is not too far out of our way. */
4216 if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
4217 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
4218 /* If we were already heading for a depot but it has
4219 * suddenly moved farther away, we continue our normal
4220 * schedule? */
4222 SetWindowWidgetDirty(WindowClass::VehicleView, v->index, WID_VV_START_STOP);
4223 }
4224 return;
4225 }
4226
4227 DepotID depot = GetDepotIndex(tfdd.tile);
4228
4229 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
4230 v->current_order.GetDestination() != depot &&
4231 !Chance16(3, 16)) {
4232 return;
4233 }
4234
4237 v->dest_tile = tfdd.tile;
4238 SetWindowWidgetDirty(WindowClass::VehicleView, v->index, WID_VV_START_STOP);
4239}
4240
4243{
4244 AgeVehicle(this);
4245}
4246
4249{
4250 EconomyAgeVehicle(this);
4251
4252 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
4253
4254 if (this->IsFrontEngine()) {
4256
4258
4259 CheckOrders(this);
4260
4261 /* update destination */
4262 if (this->current_order.IsType(OT_GOTO_STATION)) {
4263 TileIndex tile = Station::Get(this->current_order.GetDestination().ToStationID())->train_station.tile;
4264 if (tile != INVALID_TILE) this->dest_tile = tile;
4265 }
4266
4267 if (this->running_ticks != 0) {
4268 /* running costs */
4270
4271 this->profit_this_year -= cost.GetCost();
4272 this->running_ticks = 0;
4273
4275
4276 SetWindowDirty(WindowClass::VehicleDetails, this->index);
4277 SetWindowClassesDirty(WindowClass::TrainList);
4278 }
4279 }
4280}
4281
4287{
4288 if (this->vehstatus.Test(VehState::Crashed)) return Trackdir::Invalid;
4289
4290 if (this->track == Track::Depot) {
4291 /* We'll assume the train is facing outwards */
4292 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
4293 }
4294
4295 if (this->track == Track::Wormhole) {
4296 /* train in tunnel or on bridge, so just use its direction and assume a diagonal track */
4298 }
4299
4300 return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->GetMovingDirection());
4301}
4302
4303uint16_t Train::GetMaxWeight() const
4304{
4305 uint16_t weight = CargoSpec::Get(this->cargo_type)->WeightOfNUnitsInTrain(this->GetEngine()->DetermineCapacity(this));
4306
4307 /* Vehicle weight is not added for articulated parts. */
4308 if (!this->IsArticulatedPart()) {
4309 weight += GetVehicleProperty(this, PROP_TRAIN_WEIGHT, RailVehInfo(this->engine_type)->weight);
4310 }
4311
4312 /* Powered wagons have extra weight added. */
4313 if (this->flags.Test(VehicleRailFlag::PoweredWagon)) {
4314 weight += RailVehInfo(this->gcache.first_engine)->pow_wag_weight;
4315 }
4316
4317 return weight;
4318}
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:51
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:182
uint DetermineCapacity(const Vehicle *v, uint16_t *mail_capacity=nullptr) const
Determines capacity of a given vehicle from scratch.
Definition engine.cpp:226
EngineFlags flags
Flags of the engine.
Definition engine_base.h:58
uint8_t original_image_index
Original vehicle image index, thus the image index of the overridden vehicle.
Definition engine_base.h:62
TimerGameCalendar::Date GetLifeLengthInDays() const
Returns the vehicle's (not model's!) life length in days.
Definition engine.cpp:468
CargoType GetDefaultCargoType() const
Determines the default cargo type of an engine.
Definition engine_base.h:95
uint16_t reliability
Current reliability of the engine.
Definition engine_base.h:50
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:936
@ 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:27
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:41
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:1788
static const SpriteID SPR_IMG_QUERY
Definition sprites.h:1269
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:271
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:90
Functions related to OTTD's strings.
uint32_t 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:47
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:73
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:123
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:151
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:748
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:2371
void AddToShared(Vehicle *shared_chain)
Adds this vehicle to a shared vehicle chain.
Definition vehicle.cpp:3020
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:2441
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:2452
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:2532
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:792
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:758
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:2227
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:2579
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:2984
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:1374
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:1699
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:2833
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:292
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:768
@ 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:1863
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:56
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:54
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:71
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:78
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:60
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:337
void VehicleEnterDepot(Vehicle *v)
Vehicle entirely entered the depot, update its status, orders, vehicle windows, service it,...
Definition vehicle.cpp:1562
UnitID GetFreeUnitNumber(VehicleType type)
Get an unused unit number for a vehicle (if allowed).
Definition vehicle.cpp:1920
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:363
void VehicleServiceInDepot(Vehicle *v)
Service a vehicle and all subsequent vehicles in the consist.
Definition vehicle.cpp:187
void CheckVehicleBreakdown(Vehicle *v)
Periodic check for a vehicle to maybe break down.
Definition vehicle.cpp:1318
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
Get position information of a vehicle when moving one pixel in the direction it is facing.
Definition vehicle.cpp:1802
void DecreaseVehicleValue(Vehicle *v)
Decrease the value of a vehicle.
Definition vehicle.cpp:1297
void EconomyAgeVehicle(Vehicle *v)
Update economy age of a vehicle.
Definition vehicle.cpp:1440
CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore)
Finds vehicle in tunnel / bridge.
Definition vehicle.cpp:581
void AgeVehicle(Vehicle *v)
Update age of a vehicle.
Definition vehicle.cpp:1452
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:3398
@ 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.
@ 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:1201
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting).
Definition window.cpp:3223
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:3315
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:3209
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting).
Definition window.cpp:3193
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:3333
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