OpenTTD Source 20260311-master-g511d3794ce
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
53static const uint8_t _vehicle_initial_x_fract[4] = {10, 8, 4, 8};
54static const uint8_t _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
55
56template <>
57bool IsValidImageIndex<VEH_TRAIN>(uint8_t image_index)
58{
59 return image_index < lengthof(_engine_sprite_base);
60}
61
62
69{
70 if (!CargoSpec::Get(cargo)->is_freight) return 1;
71 return _settings_game.vehicle.freight_trains;
72}
73
76{
77 bool first = true;
78
79 for (const Train *v : Train::Iterate()) {
80 if (v->First() == v && !v->vehstatus.Test(VehState::Crashed)) {
81 for (const Train *u = v, *w = v->Next(); w != nullptr; u = w, w = w->Next()) {
82 if (u->track != TRACK_BIT_DEPOT) {
83 if ((w->track != TRACK_BIT_DEPOT &&
84 std::max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
85 (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
86 ShowErrorMessage(GetEncodedString(STR_BROKEN_VEHICLE_LENGTH, v->index, v->owner), {}, WL_CRITICAL);
87
88 if (!_networking && first) {
89 first = false;
90 Command<Commands::Pause>::Post(PauseMode::Error, true);
91 }
92 /* Break so we warn only once for each train. */
93 break;
94 }
95 }
96 }
97 }
98 }
99}
100
108{
109 uint16_t max_speed = UINT16_MAX;
110
111 assert(this->IsFrontEngine() || this->IsFreeWagon());
112
113 const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
114 EngineID first_engine = this->IsFrontEngine() ? this->engine_type : EngineID::Invalid();
115 this->gcache.cached_total_length = 0;
116 this->compatible_railtypes = {};
117
118 bool train_can_tilt = true;
119 int16_t min_curve_speed_mod = INT16_MAX;
120
121 for (Train *u = this; u != nullptr; u = u->Next()) {
122 const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
123
124 /* Check the this->first cache. */
125 assert(u->First() == this);
126
127 /* update the 'first engine' */
128 u->gcache.first_engine = this == u ? EngineID::Invalid() : first_engine;
129 u->railtypes = rvi_u->railtypes;
130
131 if (u->IsEngine()) first_engine = u->engine_type;
132
133 /* Set user defined data to its default value */
134 u->tcache.user_def_data = rvi_u->user_def_data;
135 this->InvalidateNewGRFCache();
136 u->InvalidateNewGRFCache();
137 }
138
139 for (Train *u = this; u != nullptr; u = u->Next()) {
140 /* Update user defined data (must be done before other properties) */
141 u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
142 this->InvalidateNewGRFCache();
143 u->InvalidateNewGRFCache();
144 }
145
146 for (Train *u = this; u != nullptr; u = u->Next()) {
147 const Engine *e_u = u->GetEngine();
148 const RailVehicleInfo *rvi_u = &e_u->VehInfo<RailVehicleInfo>();
149
150 if (!e_u->info.misc_flags.Test(EngineMiscFlag::RailTilts)) train_can_tilt = false;
151 min_curve_speed_mod = std::min(min_curve_speed_mod, u->GetCurveSpeedModifier());
152
153 /* Cache wagon override sprite group. nullptr is returned if there is none */
154 u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
155
156 /* Reset colour map */
157 u->colourmap = PAL_NONE;
158
159 /* Update powered-wagon-status and visual effect */
160 u->UpdateVisualEffect(true);
161
162 if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
163 UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
164 /* wagon is powered */
165 u->flags.Set(VehicleRailFlag::PoweredWagon); // cache 'powered' status
166 } else {
167 u->flags.Reset(VehicleRailFlag::PoweredWagon);
168 }
169
170 if (!u->IsArticulatedPart()) {
171 /* Do not count powered wagons for the compatible railtypes, as wagons always
172 have railtype normal */
173 if (rvi_u->power > 0) {
174 this->compatible_railtypes.Set(GetAllPoweredRailTypes(u->railtypes));
175 }
176
177 /* Some electric engines can be allowed to run on normal rail. It happens to all
178 * existing electric engines when elrails are disabled and then re-enabled */
179 if (u->flags.Test(VehicleRailFlag::AllowedOnNormalRail)) {
180 u->railtypes.Set(RAILTYPE_RAIL);
181 u->compatible_railtypes.Set(RAILTYPE_RAIL);
182 }
183
184 /* max speed is the minimum of the speed limits of all vehicles in the consist */
185 if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
186 uint16_t speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
187 if (speed != 0) max_speed = std::min(speed, max_speed);
188 }
189 }
190
191 uint16_t new_cap = e_u->DetermineCapacity(u);
192 if (allowed_changes.Test(ConsistChangeFlag::Capacity)) {
193 /* Update vehicle capacity. */
194 if (u->cargo_cap > new_cap) u->cargo.Truncate(new_cap);
195 u->refit_cap = std::min(new_cap, u->refit_cap);
196 u->cargo_cap = new_cap;
197 } else {
198 /* Verify capacity hasn't changed. */
199 if (new_cap != u->cargo_cap) ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_CAPACITY, GRFBug::VehCapacity, true);
200 }
201 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
202
203 /* check the vehicle length (callback) */
204 uint16_t veh_len = CALLBACK_FAILED;
205 if (e_u->GetGRF() != nullptr && e_u->GetGRF()->grf_version >= 8) {
206 /* Use callback 36 */
207 veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
208
209 if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
211 }
212 } else if (e_u->info.callback_mask.Test(VehicleCallbackMask::Length)) {
213 /* Use callback 11 */
214 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
215 }
216 if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
217 veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
218
219 if (allowed_changes.Test(ConsistChangeFlag::Length)) {
220 /* Update vehicle length. */
221 u->gcache.cached_veh_length = veh_len;
222 } else {
223 /* Verify length hasn't changed. */
224 if (veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
225 }
226
227 this->gcache.cached_total_length += u->gcache.cached_veh_length;
228 this->InvalidateNewGRFCache();
229 u->InvalidateNewGRFCache();
230 }
231
232 /* store consist weight/max speed in cache */
233 this->vcache.cached_max_speed = max_speed;
234 this->tcache.cached_tilt = train_can_tilt;
235 this->tcache.cached_curve_speed_mod = min_curve_speed_mod;
236 this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
237
238 /* 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) */
239 this->CargoChanged();
240
241 if (this->IsFrontEngine()) {
242 this->UpdateAcceleration();
246 InvalidateNewGRFInspectWindow(GSF_TRAINS, this->index);
247
248 /* If the consist is changed while in a depot, the vehicle view window must be invalidated to update the availability of refitting. */
250 }
251}
252
263int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
264{
265 const Station *st = Station::Get(station_id);
266 *station_ahead = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
267 *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
268
269 /* Default to the middle of the station for stations stops that are not in
270 * the order list like intermediate stations when non-stop is disabled */
272 if (v->gcache.cached_total_length >= *station_length) {
273 /* The train is longer than the station, make it stop at the far end of the platform */
275 } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
277 }
278
279 /* The stop location of the FRONT! of the train */
280 int stop;
281 switch (osl) {
282 default: NOT_REACHED();
283
285 stop = v->gcache.cached_total_length;
286 break;
287
289 stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
290 break;
291
293 stop = *station_length;
294 break;
295 }
296
297 /* Subtract half the front vehicle length of the train so we get the real
298 * stop location of the train. */
299 return stop - (v->gcache.cached_veh_length + 1) / 2;
300}
301
302
308{
309 assert(this->First() == this);
310
311 static const int absolute_max_speed = UINT16_MAX;
312 int max_speed = absolute_max_speed;
313
314 if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
315
316 int curvecount[2] = {0, 0};
317
318 /* first find the curve speed limit */
319 int numcurve = 0;
320 int sum = 0;
321 int pos = 0;
322 int lastpos = -1;
323 for (const Train *u = this; u->Next() != nullptr; u = u->Next(), pos += u->gcache.cached_veh_length) {
324 Direction this_dir = u->direction;
325 Direction next_dir = u->Next()->direction;
326
327 DirDiff dirdiff = DirDifference(this_dir, next_dir);
328 if (dirdiff == DIRDIFF_SAME) continue;
329
330 if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
331 if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
332 if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
333 if (lastpos != -1) {
334 numcurve++;
335 sum += pos - lastpos;
336 if (pos - lastpos <= static_cast<int>(VEHICLE_LENGTH) && max_speed > 88) {
337 max_speed = 88;
338 }
339 }
340 lastpos = pos;
341 }
342
343 /* if we have a 90 degree turn, fix the speed limit to 60 */
344 if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
345 max_speed = 61;
346 }
347 }
348
349 if (numcurve > 0 && max_speed > 88) {
350 if (curvecount[0] == 1 && curvecount[1] == 1) {
351 max_speed = absolute_max_speed;
352 } else {
353 sum = CeilDiv(sum, VEHICLE_LENGTH);
354 sum /= numcurve;
355 max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
356 }
357 }
358
359 if (max_speed != absolute_max_speed) {
360 /* Apply the current railtype's curve speed advantage */
361 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(this->tile));
362 max_speed += (max_speed / 2) * rti->curve_speed;
363
364 if (this->tcache.cached_tilt) {
365 /* Apply max_speed bonus of 20% for a tilting train */
366 max_speed += max_speed / 5;
367 }
368
369 /* Apply max_speed modifier (cached value is fixed-point binary with 8 fractional bits)
370 * and clamp the result to an acceptable range. */
371 max_speed += (max_speed * this->tcache.cached_curve_speed_mod) / 256;
372 max_speed = Clamp(max_speed, 2, absolute_max_speed);
373 }
374
375 return static_cast<uint16_t>(max_speed);
376}
377
383{
384 int max_speed = _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL ?
385 this->gcache.cached_max_track_speed :
386 this->tcache.cached_max_curve_speed;
387
388 if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && IsRailStationTile(this->tile)) {
389 StationID sid = GetStationIndex(this->tile);
390 if (this->current_order.ShouldStopAtStation(this, sid)) {
391 int station_ahead;
392 int station_length;
393 int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
394
395 /* The distance to go is whatever is still ahead of the train minus the
396 * distance from the train's stop location to the end of the platform */
397 int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
398
399 if (distance_to_go > 0) {
400 int st_max_speed = 120;
401
402 int delta_v = this->cur_speed / (distance_to_go + 1);
403 if (max_speed > (this->cur_speed - delta_v)) {
404 st_max_speed = this->cur_speed - (delta_v / 10);
405 }
406
407 st_max_speed = std::max(st_max_speed, 25 * distance_to_go);
408 max_speed = std::min(max_speed, st_max_speed);
409 }
410 }
411 }
412
413 for (const Train *u = this; u != nullptr; u = u->Next()) {
414 if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && u->track == TRACK_BIT_DEPOT) {
415 max_speed = std::min(max_speed, 61);
416 break;
417 }
418
419 /* Vehicle is on the middle part of a bridge. */
420 if (u->track == TRACK_BIT_WORMHOLE && !u->vehstatus.Test(VehState::Hidden)) {
421 max_speed = std::min<int>(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
422 }
423 }
424
425 max_speed = std::min<int>(max_speed, this->current_order.GetMaxSpeed());
426 return std::min<int>(max_speed, this->gcache.cached_max_track_speed);
427}
428
431{
432 assert(this->IsFrontEngine() || this->IsFreeWagon());
433
434 uint power = this->gcache.cached_power;
435 uint weight = this->gcache.cached_weight;
436 assert(weight != 0);
437 this->acceleration = Clamp(power / weight * 4, 1, 255);
438}
439
445{
446 if (this->gcache.cached_veh_length != 8 && this->flags.Test(VehicleRailFlag::Flipped) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips)) {
447 int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
448
449 const Engine *e = this->GetEngine();
450 if (e->GetGRF() != nullptr && IsCustomVehicleSpriteNum(e->VehInfo<RailVehicleInfo>().image_index)) {
451 reference_width = e->GetGRF()->traininfo_vehicle_width;
452 }
453
454 return ScaleSpriteTrad((this->gcache.cached_veh_length - (int)VEHICLE_LENGTH) * reference_width / (int)VEHICLE_LENGTH);
455 }
456 return 0;
457}
458
465{
466 int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
467 int vehicle_pitch = 0;
468
469 const Engine *e = this->GetEngine();
470 if (e->GetGRF() != nullptr && IsCustomVehicleSpriteNum(e->VehInfo<RailVehicleInfo>().image_index)) {
471 reference_width = e->GetGRF()->traininfo_vehicle_width;
472 vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
473 }
474
475 if (offset != nullptr) {
476 if (this->flags.Test(VehicleRailFlag::Flipped) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips)) {
477 offset->x = ScaleSpriteTrad(((int)this->gcache.cached_veh_length - (int)VEHICLE_LENGTH / 2) * reference_width / (int)VEHICLE_LENGTH);
478 } else {
479 offset->x = ScaleSpriteTrad(reference_width) / 2;
480 }
481 offset->y = ScaleSpriteTrad(vehicle_pitch);
482 }
483 return ScaleSpriteTrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
484}
485
486static SpriteID GetDefaultTrainSprite(uint8_t spritenum, Direction direction)
487{
488 assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
489 return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
490}
491
499{
500 uint8_t spritenum = this->spritenum;
501
503
504 if (IsCustomVehicleSpriteNum(spritenum)) {
506 GetCustomVehicleSprite(this, direction, image_type, result);
507 if (result->IsValid()) return;
508
510 }
511
513 SpriteID sprite = GetDefaultTrainSprite(spritenum, direction);
514
515 if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
516
517 result->Set(sprite);
518}
519
520static void GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type, VehicleSpriteSeq *result)
521{
522 const Engine *e = Engine::Get(engine);
523 Direction dir = rear_head ? DIR_E : DIR_W;
524 uint8_t spritenum = e->VehInfo<RailVehicleInfo>().image_index;
525
526 if (IsCustomVehicleSpriteNum(spritenum)) {
527 GetCustomVehicleIcon(engine, dir, image_type, result);
528 if (result->IsValid()) {
529 if (e->GetGRF() != nullptr) {
531 }
532 return;
533 }
534
535 spritenum = Engine::Get(engine)->original_image_index;
536 }
537
538 if (rear_head) spritenum++;
539
540 result->Set(GetDefaultTrainSprite(spritenum, DIR_W));
541}
542
543void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
544{
545 if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
546 int yf = y;
547 int yr = y;
548
549 VehicleSpriteSeq seqf, seqr;
550 GetRailIcon(engine, false, yf, image_type, &seqf);
551 GetRailIcon(engine, true, yr, image_type, &seqr);
552
553 Rect rectf, rectr;
554 seqf.GetBounds(&rectf);
555 seqr.GetBounds(&rectr);
556
557 preferred_x = Clamp(preferred_x,
558 left - UnScaleGUI(rectf.left) + ScaleSpriteTrad(14),
559 right - UnScaleGUI(rectr.right) - ScaleSpriteTrad(15));
560
561 seqf.Draw(preferred_x - ScaleSpriteTrad(14), yf, pal, pal == PALETTE_CRASH);
562 seqr.Draw(preferred_x + ScaleSpriteTrad(15), yr, pal, pal == PALETTE_CRASH);
563 } else {
565 GetRailIcon(engine, false, y, image_type, &seq);
566
567 Rect rect;
568 seq.GetBounds(&rect);
569 preferred_x = Clamp(preferred_x,
570 left - UnScaleGUI(rect.left),
571 right - UnScaleGUI(rect.right));
572
573 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
574 }
575}
576
586void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
587{
588 int y = 0;
589
591 GetRailIcon(engine, false, y, image_type, &seq);
592
593 Rect rect;
594 seq.GetBounds(&rect);
595
596 width = UnScaleGUI(rect.Width());
597 height = UnScaleGUI(rect.Height());
598 xoffs = UnScaleGUI(rect.left);
599 yoffs = UnScaleGUI(rect.top);
600
601 if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
602 GetRailIcon(engine, true, y, image_type, &seq);
603 seq.GetBounds(&rect);
604
605 /* Calculate values relative to an imaginary center between the two sprites. */
606 width = ScaleSpriteTrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) + UnScaleGUI(rect.right) - xoffs;
607 height = std::max<uint>(height, UnScaleGUI(rect.Height()));
608 xoffs = xoffs - ScaleSpriteTrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) / 2;
609 yoffs = std::min(yoffs, UnScaleGUI(rect.top));
610 }
611}
612
618static std::vector<VehicleID> GetFreeWagonsInDepot(TileIndex tile)
619{
620 std::vector<VehicleID> free_wagons;
621
622 for (Vehicle *v : VehiclesOnTile(tile)) {
623 if (v->type != VEH_TRAIN) continue;
624 if (v->vehstatus.Test(VehState::Crashed)) continue;
625 if (!Train::From(v)->IsFreeWagon()) continue;
626
627 free_wagons.push_back(v->index);
628 }
629
630 /* Sort by vehicle index for consistency across clients. */
631 std::ranges::sort(free_wagons);
632 return free_wagons;
633}
634
643static CommandCost CmdBuildRailWagon(DoCommandFlags flags, TileIndex tile, const Engine *e, Vehicle **ret)
644{
645 const RailVehicleInfo *rvi = &e->VehInfo<RailVehicleInfo>();
646
647 /* Check that the wagon can drive on the track in question */
648 if (!IsCompatibleRail(rvi->railtypes, GetRailType(tile))) return CMD_ERROR;
649
650 if (flags.Test(DoCommandFlag::Execute)) {
651 Train *v = Train::Create();
652 *ret = v;
653 v->spritenum = rvi->image_index;
654
655 v->engine_type = e->index;
656 v->gcache.first_engine = EngineID::Invalid(); // needs to be set before first callback
657
659
660 v->direction = DiagDirToDir(dir);
661 v->tile = tile;
662
663 int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
664 int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
665
666 v->x_pos = x;
667 v->y_pos = y;
668 v->z_pos = GetSlopePixelZ(x, y, true);
672
673 v->SetWagon();
674
675 v->SetFreeWagon();
677
679 assert(IsValidCargoType(v->cargo_type));
680 v->cargo_cap = rvi->capacity;
681 v->refit_cap = 0;
682
683 v->railtypes = rvi->railtypes;
684
688 v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
689 v->random_bits = Random();
690
692
694 if (prob.has_value()) v->flags.Set(VehicleRailFlag::Flipped, prob.value());
696
697 v->UpdatePosition();
700
702
703 /* Try to connect the vehicle to one of free chains of wagons. */
704 for (VehicleID vehicle : GetFreeWagonsInDepot(tile)) {
705 if (vehicle == v->index) continue;
706
707 const Train *w = Train::Get(vehicle);
708 if (w->engine_type != v->engine_type) continue;
709 if (w->First() == v) continue;
710
711 if (Command<Commands::MoveRailVehicle>::Do(DoCommandFlag::Execute, v->index, w->Last()->index, true).Succeeded()) {
712 break;
713 }
714 }
715 }
716
717 return CommandCost();
718}
719
725{
726 assert(u->IsEngine());
727 for (VehicleID vehicle : GetFreeWagonsInDepot(u->tile)) {
728 if (Command<Commands::MoveRailVehicle>::Do(DoCommandFlag::Execute, vehicle, u->index, true).Failed()) {
729 break;
730 }
731 }
732}
733
734static void AddRearEngineToMultiheadedTrain(Train *v)
735{
736 Train *u = Train::Create();
737 v->value >>= 1;
738 u->value = v->value;
739 u->direction = v->direction;
740 u->owner = v->owner;
741 u->tile = v->tile;
742 u->x_pos = v->x_pos;
743 u->y_pos = v->y_pos;
744 u->z_pos = v->z_pos;
746 u->vehstatus = v->vehstatus;
748 u->spritenum = v->spritenum + 1;
749 u->cargo_type = v->cargo_type;
751 u->cargo_cap = v->cargo_cap;
752 u->refit_cap = v->refit_cap;
753 u->railtypes = v->railtypes;
754 u->engine_type = v->engine_type;
757 u->build_year = v->build_year;
758 u->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
759 u->random_bits = Random();
760 v->SetMultiheaded();
761 u->SetMultiheaded();
762 v->SetNext(u);
764 if (prob.has_value()) u->flags.Set(VehicleRailFlag::Flipped, prob.value());
765 u->UpdatePosition();
766
767 /* Now we need to link the front and rear engines together */
770}
771
780CommandCost CmdBuildRailVehicle(DoCommandFlags flags, TileIndex tile, const Engine *e, Vehicle **ret)
781{
782 const RailVehicleInfo *rvi = &e->VehInfo<RailVehicleInfo>();
783
784 if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(flags, tile, e, ret);
785
786 /* Check if depot and new engine uses the same kind of tracks *
787 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
788 if (!HasPowerOnRail(rvi->railtypes, GetRailType(tile))) return CMD_ERROR;
789
790 if (flags.Test(DoCommandFlag::Execute)) {
792 int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
793 int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
794
795 Train *v = Train::Create();
796 *ret = v;
797 v->direction = DiagDirToDir(dir);
798 v->tile = tile;
800 v->x_pos = x;
801 v->y_pos = y;
802 v->z_pos = GetSlopePixelZ(x, y, true);
805 v->spritenum = rvi->image_index;
807 assert(IsValidCargoType(v->cargo_type));
808 v->cargo_cap = rvi->capacity;
809 v->refit_cap = 0;
810 v->last_station_visited = StationID::Invalid();
811 v->last_loading_station = StationID::Invalid();
812
813 v->engine_type = e->index;
814 v->gcache.first_engine = EngineID::Invalid(); // needs to be set before first callback
815
816 v->reliability = e->reliability;
819
820 v->railtypes = rvi->railtypes;
821
822 v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
826 v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
827 v->random_bits = Random();
828
830 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
831
833
834 v->SetFrontEngine();
835 v->SetEngine();
836
838 if (prob.has_value()) v->flags.Set(VehicleRailFlag::Flipped, prob.value());
839 v->UpdatePosition();
840
841 if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
842 AddRearEngineToMultiheadedTrain(v);
843 } else {
845 }
846
849
851 }
852
853 return CommandCost();
854}
855
856static Train *FindGoodVehiclePos(const Train *src)
857{
858 EngineID eng = src->engine_type;
859
860 for (VehicleID vehicle : GetFreeWagonsInDepot(src->tile)) {
861 Train *dst = Train::Get(vehicle);
862
863 /* check so all vehicles in the line have the same engine. */
864 Train *t = dst;
865 while (t->engine_type == eng) {
866 t = t->Next();
867 if (t == nullptr) return dst;
868 }
869 }
870
871 return nullptr;
872}
873
875typedef std::vector<Train *> TrainList;
876
882static void MakeTrainBackup(TrainList &list, Train *t)
883{
884 for (; t != nullptr; t = t->Next()) list.push_back(t);
885}
886
892{
893 /* No train, nothing to do. */
894 if (list.empty()) return;
895
896 Train *prev = nullptr;
897 /* Iterate over the list and rebuild it. */
898 for (Train *t : list) {
899 if (prev != nullptr) {
900 prev->SetNext(t);
901 } else if (t->Previous() != nullptr) {
902 /* Make sure the head of the train is always the first in the chain. */
903 t->Previous()->SetNext(nullptr);
904 }
905 prev = t;
906 }
907}
908
914static void RemoveFromConsist(Train *part, bool chain = false)
915{
916 Train *tail = chain ? part->Last() : part->GetLastEnginePart();
917
918 /* Unlink at the front, but make it point to the next
919 * vehicle after the to be remove part. */
920 if (part->Previous() != nullptr) part->Previous()->SetNext(tail->Next());
921
922 /* Unlink at the back */
923 tail->SetNext(nullptr);
924}
925
931static void InsertInConsist(Train *dst, Train *chain)
932{
933 /* We do not want to add something in the middle of an articulated part. */
934 assert(dst != nullptr && (dst->Next() == nullptr || !dst->Next()->IsArticulatedPart()));
935
936 chain->Last()->SetNext(dst->Next());
937 dst->SetNext(chain);
938}
939
946{
947 for (; t != nullptr; t = t->GetNextVehicle()) {
948 if (!t->IsMultiheaded() || !t->IsEngine()) continue;
949
950 /* Make sure that there are no free cars before next engine */
951 Train *u;
952 for (u = t; u->Next() != nullptr && !u->Next()->IsEngine(); u = u->Next()) {}
953
954 if (u == t->other_multiheaded_part) continue;
955
956 /* Remove the part from the 'wrong' train */
958 /* And add it to the 'right' train */
960 }
961}
962
967static void NormaliseSubtypes(Train *chain)
968{
969 /* Nothing to do */
970 if (chain == nullptr) return;
971
972 /* We must be the first in the chain. */
973 assert(chain->Previous() == nullptr);
974
975 /* Set the appropriate bits for the first in the chain. */
976 if (chain->IsWagon()) {
977 chain->SetFreeWagon();
978 } else {
979 assert(chain->IsEngine());
980 chain->SetFrontEngine();
981 }
982
983 /* Now clear the bits for the rest of the chain */
984 for (Train *t = chain->Next(); t != nullptr; t = t->Next()) {
985 t->ClearFreeWagon();
986 t->ClearFrontEngine();
987 }
988}
989
999static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
1000{
1001 /* Just add 'new' engines and subtract the original ones.
1002 * If that's less than or equal to 0 we can be sure we did
1003 * not add any engines (read: trains) along the way. */
1004 if ((src != nullptr && src->IsEngine() ? 1 : 0) +
1005 (dst != nullptr && dst->IsEngine() ? 1 : 0) -
1006 (original_src != nullptr && original_src->IsEngine() ? 1 : 0) -
1007 (original_dst != nullptr && original_dst->IsEngine() ? 1 : 0) <= 0) {
1008 return CommandCost();
1009 }
1010
1011 /* Get a free unit number and check whether it's within the bounds.
1012 * There will always be a maximum of one new train. */
1013 if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
1014
1015 return CommandCost(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
1016}
1017
1024{
1025 /* No multi-part train, no need to check. */
1026 if (t == nullptr || t->Next() == nullptr) return CommandCost();
1027
1028 /* The maximum length for a train. For each part we decrease this by one
1029 * and if the result is negative the train is simply too long. */
1030 int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
1031
1032 /* For free-wagon chains, check if they are within the max_train_length limit. */
1033 if (!t->IsEngine()) {
1034 t = t->Next();
1035 while (t != nullptr) {
1036 allowed_len -= t->gcache.cached_veh_length;
1037
1038 t = t->Next();
1039 }
1040
1041 if (allowed_len < 0) return CommandCost(STR_ERROR_TRAIN_TOO_LONG);
1042 return CommandCost();
1043 }
1044
1045 Train *head = t;
1046 Train *prev = t;
1047
1048 /* Break the prev -> t link so it always holds within the loop. */
1049 t = t->Next();
1050 prev->SetNext(nullptr);
1051
1052 /* Make sure the cache is cleared. */
1053 head->InvalidateNewGRFCache();
1054
1055 while (t != nullptr) {
1056 allowed_len -= t->gcache.cached_veh_length;
1057
1058 Train *next = t->Next();
1059
1060 /* Unlink the to-be-added piece; it is already unlinked from the previous
1061 * part due to the fact that the prev -> t link is broken. */
1062 t->SetNext(nullptr);
1063
1064 /* Don't check callback for articulated or rear dual headed parts */
1065 if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
1066 /* Back up and clear the first_engine data to avoid using wagon override group */
1067 EngineID first_engine = t->gcache.first_engine;
1068 t->gcache.first_engine = EngineID::Invalid();
1069
1070 /* We don't want the cache to interfere. head's cache is cleared before
1071 * the loop and after each callback does not need to be cleared here. */
1073
1074 std::array<int32_t, 1> regs100;
1075 uint16_t callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head, regs100);
1076
1077 /* Restore original first_engine data */
1078 t->gcache.first_engine = first_engine;
1079
1080 /* We do not want to remember any cached variables from the test run */
1082 head->InvalidateNewGRFCache();
1083
1084 if (callback != CALLBACK_FAILED) {
1085 /* A failing callback means everything is okay */
1086 StringID error = STR_NULL;
1087
1088 if (head->GetGRF()->grf_version < 8) {
1089 if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1090 if (callback < 0xFD) error = GetGRFStringID(head->GetGRFID(), GRFSTR_MISC_GRF_TEXT + callback);
1091 if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
1092 } else {
1093 if (callback < 0x400) {
1094 error = GetGRFStringID(head->GetGRFID(), GRFSTR_MISC_GRF_TEXT + callback);
1095 } else {
1096 switch (callback) {
1097 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1098 case 0x401: // allow
1099 break;
1100
1101 case 0x40F:
1102 error = GetGRFStringID(head->GetGRFID(), static_cast<GRFStringID>(regs100[0]));
1103 break;
1104
1105 default: // unknown reason -> disallow
1106 case 0x402: // disallow attaching
1107 error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1108 break;
1109 }
1110 }
1111 }
1112
1113 if (error != STR_NULL) return CommandCost(error);
1114 }
1115 }
1116
1117 /* And link it to the new part. */
1118 prev->SetNext(t);
1119 prev = t;
1120 t = next;
1121 }
1122
1123 if (allowed_len < 0) return CommandCost(STR_ERROR_TRAIN_TOO_LONG);
1124 return CommandCost();
1125}
1126
1137static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
1138{
1139 /* Check whether we may actually construct the trains. */
1141 if (ret.Failed()) return ret;
1142 ret = CheckTrainAttachment(dst);
1143 if (ret.Failed()) return ret;
1144
1145 /* Check whether we need to build a new train. */
1146 return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
1147}
1148
1157static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
1158{
1159 /* First determine the front of the two resulting trains */
1160 if (*src_head == *dst_head) {
1161 /* If we aren't moving part(s) to a new train, we are just moving the
1162 * front back and there is not destination head. */
1163 *dst_head = nullptr;
1164 } else if (*dst_head == nullptr) {
1165 /* If we are moving to a new train the head of the move train would become
1166 * the head of the new vehicle. */
1167 *dst_head = src;
1168 }
1169
1170 if (src == *src_head) {
1171 /* If we are moving the front of a train then we are, in effect, creating
1172 * a new head for the train. Point to that. Unless we are moving the whole
1173 * train in which case there is not 'source' train anymore.
1174 * In case we are a multiheaded part we want the complete thing to come
1175 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1176 * that is followed by a rear multihead we do not want to include that. */
1177 *src_head = move_chain ? nullptr :
1178 (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
1179 }
1180
1181 /* Now it's just simply removing the part that we are going to move from the
1182 * source train and *if* the destination is a not a new train add the chain
1183 * at the destination location. */
1184 RemoveFromConsist(src, move_chain);
1185 if (*dst_head != src) InsertInConsist(dst, src);
1186
1187 /* Now normalise the dual heads, that is move the dual heads around in such
1188 * a way that the head and rear of a dual head are in the same train */
1189 NormaliseDualHeads(*src_head);
1190 NormaliseDualHeads(*dst_head);
1191}
1192
1198static void NormaliseTrainHead(Train *head)
1199{
1200 /* Not much to do! */
1201 if (head == nullptr) return;
1202
1203 /* Tell the 'world' the train changed. */
1205 UpdateTrainGroupID(head);
1206
1207 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1208 if (!head->IsFrontEngine()) return;
1209
1210 /* Update the refit button and window */
1213
1214 /* If we don't have a unit number yet, set one. */
1215 if (head->unitnumber != 0) return;
1216 head->unitnumber = Company::Get(head->owner)->freeunits[head->type].UseID(GetFreeUnitNumber(VEH_TRAIN));
1217}
1218
1228CommandCost CmdMoveRailVehicle(DoCommandFlags flags, VehicleID src_veh, VehicleID dest_veh, bool move_chain)
1229{
1230 Train *src = Train::GetIfValid(src_veh);
1231 if (src == nullptr) return CMD_ERROR;
1232
1233 CommandCost ret = CheckOwnership(src->owner);
1234 if (ret.Failed()) return ret;
1235
1236 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1237 if (src->vehstatus.Test(VehState::Crashed)) return CMD_ERROR;
1238
1239 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1240 Train *dst;
1241 if (dest_veh == VehicleID::Invalid()) {
1242 dst = (src->IsEngine() || flags.Test(DoCommandFlag::AutoReplace)) ? nullptr : FindGoodVehiclePos(src);
1243 } else {
1244 dst = Train::GetIfValid(dest_veh);
1245 if (dst == nullptr) return CMD_ERROR;
1246
1247 ret = CheckOwnership(dst->owner);
1248 if (ret.Failed()) return ret;
1249
1250 /* Do not allow appending to crashed vehicles, too */
1251 if (dst->vehstatus.Test(VehState::Crashed)) return CMD_ERROR;
1252 }
1253
1254 /* if an articulated part is being handled, deal with its parent vehicle */
1255 src = src->GetFirstEnginePart();
1256 if (dst != nullptr) {
1257 dst = dst->GetFirstEnginePart();
1258 }
1259
1260 /* don't move the same vehicle.. */
1261 if (src == dst) return CommandCost();
1262
1263 /* locate the head of the two chains */
1264 Train *src_head = src->First();
1265 Train *dst_head;
1266 if (dst != nullptr) {
1267 dst_head = dst->First();
1268 if (dst_head->tile != src_head->tile) return CMD_ERROR;
1269 /* Now deal with articulated part of destination wagon */
1270 dst = dst->GetLastEnginePart();
1271 } else {
1272 dst_head = nullptr;
1273 }
1274
1275 if (src->IsRearDualheaded()) return CommandCost(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1276
1277 /* When moving all wagons, we can't have the same src_head and dst_head */
1278 if (move_chain && src_head == dst_head) return CommandCost();
1279
1280 /* When moving a multiheaded part to be place after itself, bail out. */
1281 if (!move_chain && dst != nullptr && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
1282
1283 /* Check if all vehicles in the source train are stopped inside a depot. */
1284 if (!src_head->IsStoppedInDepot()) return CommandCost(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1285
1286 /* Check if all vehicles in the destination train are stopped inside a depot. */
1287 if (dst_head != nullptr && !dst_head->IsStoppedInDepot()) return CommandCost(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1288
1289 /* First make a backup of the order of the trains. That way we can do
1290 * whatever we want with the order and later on easily revert. */
1291 TrainList original_src;
1292 TrainList original_dst;
1293
1294 MakeTrainBackup(original_src, src_head);
1295 MakeTrainBackup(original_dst, dst_head);
1296
1297 /* Also make backup of the original heads as ArrangeTrains can change them.
1298 * For the destination head we do not care if it is the same as the source
1299 * head because in that case it's just a copy. */
1300 Train *original_src_head = src_head;
1301 Train *original_dst_head = (dst_head == src_head ? nullptr : dst_head);
1302
1303 /* We want this information from before the rearrangement, but execute this after the validation.
1304 * original_src_head can't be nullptr; src is by definition != nullptr, so src_head can't be nullptr as
1305 * src->GetFirst() always yields non-nullptr, so eventually original_src_head != nullptr as well. */
1306 bool original_src_head_front_engine = original_src_head->IsFrontEngine();
1307 bool original_dst_head_front_engine = original_dst_head != nullptr && original_dst_head->IsFrontEngine();
1308
1309 /* (Re)arrange the trains in the wanted arrangement. */
1310 ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
1311
1312 if (!flags.Test(DoCommandFlag::AutoReplace)) {
1313 /* If the autoreplace flag is set we do not need to test for the validity
1314 * because we are going to revert the train to its original state. As we
1315 * assume the original state was correct autoreplace can skip this. */
1316 ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
1317 if (ret.Failed()) {
1318 /* Restore the train we had. */
1319 RestoreTrainBackup(original_src);
1320 RestoreTrainBackup(original_dst);
1321 return ret;
1322 }
1323 }
1324
1325 /* do it? */
1326 if (flags.Test(DoCommandFlag::Execute)) {
1327 /* Remove old heads from the statistics */
1328 if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
1329 if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
1330
1331 /* First normalise the sub types of the chains. */
1332 NormaliseSubtypes(src_head);
1333 NormaliseSubtypes(dst_head);
1334
1335 /* There are 14 different cases:
1336 * 1) front engine gets moved to a new train, it stays a front engine.
1337 * a) the 'next' part is a wagon that becomes a free wagon chain.
1338 * b) the 'next' part is an engine that becomes a front engine.
1339 * c) there is no 'next' part, nothing else happens
1340 * 2) front engine gets moved to another train, it is not a front engine anymore
1341 * a) the 'next' part is a wagon that becomes a free wagon chain.
1342 * b) the 'next' part is an engine that becomes a front engine.
1343 * c) there is no 'next' part, nothing else happens
1344 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1345 * a) the 'next' part is a wagon that becomes a free wagon chain.
1346 * b) the 'next' part is an engine that becomes a front engine.
1347 * 4) free wagon gets moved
1348 * a) the 'next' part is a wagon that becomes a free wagon chain.
1349 * b) the 'next' part is an engine that becomes a front engine.
1350 * c) there is no 'next' part, nothing else happens
1351 * 5) non front engine gets moved and becomes a new train, nothing else happens
1352 * 6) non front engine gets moved within a train / to another train, nothing happens
1353 * 7) wagon gets moved, nothing happens
1354 */
1355 if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
1356 /* Cases #2 and #3: the front engine gets trashed. */
1357 CloseWindowById(WC_VEHICLE_VIEW, src->index);
1359 CloseWindowById(WC_VEHICLE_REFIT, src->index);
1362 DeleteNewGRFInspectWindow(GSF_TRAINS, src->index);
1364
1365 if (src_head != nullptr && src_head->IsFrontEngine()) {
1366 /* Cases #?b: Transfer order, unit number and other stuff
1367 * to the new front engine. */
1368 src_head->orders = src->orders;
1369 if (src_head->orders != nullptr) src_head->AddToShared(src);
1370 src_head->CopyVehicleConfigAndStatistics(src);
1371 }
1372 /* Remove stuff not valid anymore for non-front engines. */
1374 src->ReleaseUnitNumber();
1375 src->name.clear();
1376 }
1377
1378 /* We weren't a front engine but are becoming one. So
1379 * we should be put in the default group. */
1380 if (original_src_head != src && dst_head == src) {
1383 }
1384
1385 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1386 NormaliseTrainHead(src_head);
1387 NormaliseTrainHead(dst_head);
1388
1389 /* Add new heads to statistics.
1390 * This should be done after NormaliseTrainHead due to engine total limit checks in GetFreeUnitNumber. */
1391 if (src_head != nullptr && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
1392 if (dst_head != nullptr && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
1393
1395 CheckCargoCapacity(src_head);
1396 CheckCargoCapacity(dst_head);
1397 }
1398
1399 if (src_head != nullptr) src_head->First()->MarkDirty();
1400 if (dst_head != nullptr) dst_head->First()->MarkDirty();
1401
1402 /* We are undoubtedly changing something in the depot and train list. */
1405 } else {
1406 /* We don't want to execute what we're just tried. */
1407 RestoreTrainBackup(original_src);
1408 RestoreTrainBackup(original_dst);
1409 }
1410
1411 return CommandCost();
1412}
1413
1426CommandCost CmdSellRailWagon(DoCommandFlags flags, Vehicle *t, bool sell_chain, bool backup_order, ClientID user)
1427{
1429 Train *first = v->First();
1430
1431 if (v->IsRearDualheaded()) return CommandCost(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1432
1433 /* First make a backup of the order of the train. That way we can do
1434 * whatever we want with the order and later on easily revert. */
1435 TrainList original;
1436 MakeTrainBackup(original, first);
1437
1438 /* We need to keep track of the new head and the head of what we're going to sell. */
1439 Train *new_head = first;
1440 Train *sell_head = nullptr;
1441
1442 /* Split the train in the wanted way. */
1443 ArrangeTrains(&sell_head, nullptr, &new_head, v, sell_chain);
1444
1445 /* We don't need to validate the second train; it's going to be sold. */
1446 CommandCost ret = ValidateTrains(nullptr, nullptr, first, new_head, !flags.Test(DoCommandFlag::AutoReplace));
1447 if (ret.Failed()) {
1448 /* Restore the train we had. */
1449 RestoreTrainBackup(original);
1450 return ret;
1451 }
1452
1453 if (first->orders == nullptr && !OrderList::CanAllocateItem()) {
1454 /* Restore the train we had. */
1455 RestoreTrainBackup(original);
1456 return CommandCost(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
1457 }
1458
1460 for (Train *part = sell_head; part != nullptr; part = part->Next()) cost.AddCost(-part->value);
1461
1462 /* do it? */
1463 if (flags.Test(DoCommandFlag::Execute)) {
1464 /* First normalise the sub types of the chain. */
1465 NormaliseSubtypes(new_head);
1466
1467 if (v == first && !sell_chain && new_head != nullptr && new_head->IsFrontEngine()) {
1468 if (v->IsEngine()) {
1469 /* We are selling the front engine. In this case we want to
1470 * 'give' the order, unit number and such to the new head. */
1471 new_head->orders = first->orders;
1472 new_head->AddToShared(first);
1473 DeleteVehicleOrders(first);
1474
1475 /* Copy other important data from the front engine */
1476 new_head->CopyVehicleConfigAndStatistics(first);
1477 }
1478 GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit, if required
1479 } else if (v->IsPrimaryVehicle() && backup_order) {
1480 OrderBackup::Backup(v, user);
1481 }
1482
1483 /* We need to update the information about the train. */
1484 NormaliseTrainHead(new_head);
1485
1486 /* We are undoubtedly changing something in the depot and train list. */
1489
1490 /* Actually delete the sold 'goods' */
1491 delete sell_head;
1492 } else {
1493 /* We don't want to execute what we're just tried. */
1494 RestoreTrainBackup(original);
1495 }
1496
1497 return cost;
1498}
1499
1501{
1502 /* Set common defaults. */
1503 this->bounds = {{-1, -1, 0}, {3, 3, 6}, {}};
1504
1505 /* Set if flipped and engine is NOT flagged with custom flip handling. */
1506 int flipped = this->flags.Test(VehicleRailFlag::Flipped) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips);
1507 /* If flipped and vehicle length is odd, we need to adjust the bounding box offset slightly. */
1508 int flip_offs = flipped && (this->gcache.cached_veh_length & 1);
1509
1510 Direction dir = this->direction;
1511 if (flipped) dir = ReverseDir(dir);
1512
1513 if (!IsDiagonalDirection(dir)) {
1514 static const Point _sign_table[] = {
1515 /* x, y */
1516 {-1, -1}, // DIR_N
1517 {-1, 1}, // DIR_E
1518 { 1, 1}, // DIR_S
1519 { 1, -1}, // DIR_W
1520 };
1521
1522 int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length + flipped) / 2;
1523
1524 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1525 this->bounds.offset.x -= half_shorten * _sign_table[DirToDiagDir(dir)].x;
1526 this->bounds.offset.y -= half_shorten * _sign_table[DirToDiagDir(dir)].y;
1527 } else {
1528 switch (dir) {
1529 /* Shorten southern corner of the bounding box according the vehicle length
1530 * and center the bounding box on the vehicle. */
1531 case DIR_NE:
1532 this->bounds.origin.x = -(this->gcache.cached_veh_length + 1) / 2 + flip_offs;
1533 this->bounds.extent.x = this->gcache.cached_veh_length;
1534 this->bounds.offset.x = 1;
1535 break;
1536
1537 case DIR_NW:
1538 this->bounds.origin.y = -(this->gcache.cached_veh_length + 1) / 2 + flip_offs;
1539 this->bounds.extent.y = this->gcache.cached_veh_length;
1540 this->bounds.offset.y = 1;
1541 break;
1542
1543 /* Move northern corner of the bounding box down according to vehicle length
1544 * and center the bounding box on the vehicle. */
1545 case DIR_SW:
1546 this->bounds.origin.x = -(this->gcache.cached_veh_length) / 2 - flip_offs;
1547 this->bounds.extent.x = this->gcache.cached_veh_length;
1548 this->bounds.offset.x = 1 - (VEHICLE_LENGTH - this->gcache.cached_veh_length);
1549 break;
1550
1551 case DIR_SE:
1552 this->bounds.origin.y = -(this->gcache.cached_veh_length) / 2 - flip_offs;
1553 this->bounds.extent.y = this->gcache.cached_veh_length;
1554 this->bounds.offset.y = 1 - (VEHICLE_LENGTH - this->gcache.cached_veh_length);
1555 break;
1556
1557 default:
1558 NOT_REACHED();
1559 }
1560 }
1561}
1562
1568{
1570 /* It is the first time the problem occurred, set the "train stuck" flag. */
1572
1573 v->wait_counter = 0;
1574
1575 /* Stop train */
1576 v->cur_speed = 0;
1577 v->subspeed = 0;
1578 v->SetLastSpeed();
1579
1581 }
1582}
1583
1591static void SwapTrainFlags(uint16_t *swap_flag1, uint16_t *swap_flag2)
1592{
1593 uint16_t flag1 = *swap_flag1;
1594 uint16_t flag2 = *swap_flag2;
1595
1596 /* Clear the flags */
1597 ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
1598 ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1599 ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
1600 ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1601
1602 /* Reverse the rail-flags (if needed) */
1603 if (HasBit(flag1, GVF_GOINGUP_BIT)) {
1604 SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1605 } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
1606 SetBit(*swap_flag2, GVF_GOINGUP_BIT);
1607 }
1608 if (HasBit(flag2, GVF_GOINGUP_BIT)) {
1609 SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1610 } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
1611 SetBit(*swap_flag1, GVF_GOINGUP_BIT);
1612 }
1613}
1614
1620{
1621 /* Reverse the direction. */
1623
1624 /* Call the proper EnterTile function unless we are in a wormhole. */
1625 if (v->track != TRACK_BIT_WORMHOLE) {
1626 VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
1627 } else {
1628 /* VehicleEnterTile_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1629 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1630 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1631 * when we shouldn't have. Check if this is the case. */
1632 TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
1634 VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
1635 if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
1636 /* We have just left the wormhole, possibly set the
1637 * "goingdown" bit. UpdateInclination() can be used
1638 * because we are at the border of the tile. */
1639 v->UpdatePosition();
1640 v->UpdateInclination(true, true);
1641 return;
1642 }
1643 }
1644 }
1645
1646 v->UpdatePosition();
1647 v->UpdateViewport(true, true);
1648}
1649
1656void ReverseTrainSwapVeh(Train *v, int l, int r)
1657{
1658 Train *a, *b;
1659
1660 /* locate vehicles to swap */
1661 for (a = v; l != 0; l--) a = a->Next();
1662 for (b = v; r != 0; r--) b = b->Next();
1663
1664 if (a != b) {
1665 /* swap the hidden bits */
1666 {
1667 bool a_hidden = a->vehstatus.Test(VehState::Hidden);
1668 bool b_hidden = b->vehstatus.Test(VehState::Hidden);
1669 b->vehstatus.Set(VehState::Hidden, a_hidden);
1670 a->vehstatus.Set(VehState::Hidden, b_hidden);
1671 }
1672
1673 std::swap(a->track, b->track);
1674 std::swap(a->direction, b->direction);
1675 std::swap(a->x_pos, b->x_pos);
1676 std::swap(a->y_pos, b->y_pos);
1677 std::swap(a->tile, b->tile);
1678 std::swap(a->z_pos, b->z_pos);
1679
1681
1684 } else {
1685 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1686 * This is a little bit redundant way, a->gv_flags will
1687 * be (re)set twice, but it reduces code duplication */
1690 }
1691}
1692
1698static bool IsTrain(const Vehicle *v)
1699{
1700 return v->type == VEH_TRAIN;
1701}
1702
1710{
1711 assert(IsLevelCrossingTile(tile));
1712
1713 return HasVehicleOnTile(tile, IsTrain);
1714}
1715
1723{
1724 if (v->type != VEH_TRAIN || v->vehstatus.Test(VehState::Crashed)) return false;
1725
1726 const Train *t = Train::From(v);
1727 if (!t->IsFrontEngine()) return false;
1728
1729 return TrainApproachingCrossingTile(t) == tile;
1730}
1731
1732
1740{
1741 assert(IsLevelCrossingTile(tile));
1742
1744 TileIndex tile_from = tile + TileOffsByDiagDir(dir);
1745
1746 if (HasVehicleOnTile(tile_from, [&](const Vehicle *v) {
1747 return TrainApproachingCrossingEnum(v, tile);
1748 })) return true;
1749
1750 dir = ReverseDiagDir(dir);
1751 tile_from = tile + TileOffsByDiagDir(dir);
1752
1753 return HasVehicleOnTile(tile_from, [&](const Vehicle *v) {
1754 return TrainApproachingCrossingEnum(v, tile);
1755 });
1756}
1757
1763static inline bool CheckLevelCrossing(TileIndex tile)
1764{
1765 /* reserved || train on crossing || train approaching crossing */
1767}
1768
1776static void UpdateLevelCrossingTile(TileIndex tile, bool sound, bool force_barred)
1777{
1778 assert(IsLevelCrossingTile(tile));
1779 bool set_barred;
1780
1781 /* We force the crossing to be barred when an adjacent crossing is barred, otherwise let it decide for itself. */
1782 set_barred = force_barred || CheckLevelCrossing(tile);
1783
1784 /* The state has changed */
1785 if (set_barred != IsCrossingBarred(tile)) {
1786 if (set_barred && sound && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1787 SetCrossingBarred(tile, set_barred);
1788 MarkTileDirtyByTile(tile);
1789 }
1790}
1791
1798void UpdateLevelCrossing(TileIndex tile, bool sound, bool force_bar)
1799{
1800 if (!IsLevelCrossingTile(tile)) return;
1801
1802 bool forced_state = force_bar;
1803
1804 const Axis axis = GetCrossingRoadAxis(tile);
1805 const DiagDirection dir1 = AxisToDiagDir(axis);
1806 const DiagDirection dir2 = ReverseDiagDir(dir1);
1807
1808 /* Check if an adjacent crossing is barred. */
1809 for (DiagDirection dir : { dir1, dir2 }) {
1810 for (TileIndex t = tile; !forced_state && t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
1811 forced_state |= CheckLevelCrossing(t);
1812 }
1813 }
1814
1815 /* Now that we know whether all tiles in this crossing should be barred or open,
1816 * we need to update those tiles. We start with the tile itself, then look along the road axis. */
1817 UpdateLevelCrossingTile(tile, sound, forced_state);
1818 for (DiagDirection dir : { dir1, dir2 }) {
1819 for (TileIndex t = TileAddByDiagDir(tile, dir); t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
1820 UpdateLevelCrossingTile(t, sound, forced_state);
1821 }
1822 }
1823}
1824
1831{
1832 const DiagDirection dir1 = AxisToDiagDir(road_axis);
1833 const DiagDirection dir2 = ReverseDiagDir(dir1);
1834 for (DiagDirection dir : { dir1, dir2 }) {
1835 const TileIndex t = TileAddByDiagDir(tile, dir);
1836 if (t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
1838 }
1839 }
1840}
1841
1848{
1849 const DiagDirection dir1 = AxisToDiagDir(road_axis);
1850 const DiagDirection dir2 = ReverseDiagDir(dir1);
1851 for (DiagDirection dir : { dir1, dir2 }) {
1852 const TileIndexDiff diff = TileOffsByDiagDir(dir);
1853 bool occupied = false;
1854 for (TileIndex t = tile + diff; t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis; t += diff) {
1855 occupied |= CheckLevelCrossing(t);
1856 }
1857 if (occupied) {
1858 /* Mark the immediately adjacent tile dirty */
1859 const TileIndex t = tile + diff;
1860 if (t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
1862 }
1863 } else {
1864 /* Unbar the crossing tiles in this direction as necessary */
1865 for (TileIndex t = tile + diff; t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis; t += diff) {
1866 if (IsCrossingBarred(t)) {
1867 /* The crossing tile is barred, unbar it and continue to check the next tile */
1868 SetCrossingBarred(t, false);
1870 } else {
1871 /* The crossing tile is already unbarred, mark the tile dirty and stop checking */
1873 break;
1874 }
1875 }
1876 }
1877 }
1878}
1879
1885static inline void MaybeBarCrossingWithSound(TileIndex tile)
1886{
1887 if (!IsCrossingBarred(tile)) {
1888 SetCrossingReservation(tile, true);
1889 UpdateLevelCrossing(tile, true);
1890 }
1891}
1892
1893
1900{
1901 Train *base = v;
1902 Train *first = base; // first vehicle to move
1903 Train *last = v->Last(); // last vehicle to move
1904 uint length = CountVehiclesInChain(v);
1905
1906 while (length > 2) {
1907 last = last->Previous();
1908 first = first->Next();
1909
1910 int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
1911
1912 /* do not update images now
1913 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1914 for (int i = 0; i < differential; i++) TrainController(first, last->Next());
1915
1916 base = first; // == base->Next()
1917 length -= 2;
1918 }
1919}
1920
1921
1928{
1929 /* first of all, fix the situation when the train was entering a depot */
1930 Train *dep = v; // last vehicle in front of just left depot
1931 while (dep->Next() != nullptr && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
1932 dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1933 }
1934
1935 Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
1936
1937 if (leave != nullptr) {
1938 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1939 int d = TicksToLeaveDepot(dep);
1940
1941 if (d <= 0) {
1942 leave->vehstatus.Reset(VehState::Hidden); // move it out of the depot
1943 leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
1944 for (int i = 0; i >= d; i--) TrainController(leave, nullptr); // maybe move it, and maybe let another wagon leave
1945 }
1946 } else {
1947 dep = nullptr; // no vehicle in a depot, so no vehicle leaving a depot
1948 }
1949
1950 Train *base = v;
1951 Train *first = base; // first vehicle to move
1952 Train *last = v->Last(); // last vehicle to move
1953 uint length = CountVehiclesInChain(v);
1954
1955 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1956 * they have already correct spacing, so we have to make sure they are moved how they should */
1957 bool nomove = (dep == nullptr); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1958
1959 while (length > 2) {
1960 /* we reached vehicle (originally) in front of a depot, stop now
1961 * (we would move wagons that are already moved with new wagon length). */
1962 if (base == dep) break;
1963
1964 /* the last wagon was that one leaving a depot, so do not move it anymore */
1965 if (last == dep) nomove = true;
1966
1967 last = last->Previous();
1968 first = first->Next();
1969
1970 int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
1971
1972 /* do not update images now */
1973 for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : nullptr));
1974
1975 base = first; // == base->Next()
1976 length -= 2;
1977 }
1978}
1979
1980static bool IsWholeTrainInsideDepot(const Train *v)
1981{
1982 for (const Train *u = v; u != nullptr; u = u->Next()) {
1983 if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
1984 }
1985 return true;
1986}
1987
1993{
1994 if (IsRailDepotTile(v->tile)) {
1995 if (IsWholeTrainInsideDepot(v)) return;
1997 }
1998
1999 /* Clear path reservation in front if train is not stuck. */
2001
2002 /* Check if we were approaching a rail/road-crossing */
2004
2005 /* count number of vehicles */
2006 int r = CountVehiclesInChain(v) - 1; // number of vehicles - 1
2007
2009
2010 /* swap start<>end, start+1<>end-1, ... */
2011 int l = 0;
2012 do {
2013 ReverseTrainSwapVeh(v, l++, r--);
2014 } while (l <= r);
2015
2017
2018 if (IsRailDepotTile(v->tile)) {
2020 }
2021
2024
2025 /* recalculate cached data */
2027
2028 /* update all images */
2029 for (Train *u = v; u != nullptr; u = u->Next()) u->UpdateViewport(false, false);
2030
2031 /* update crossing we were approaching */
2032 if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
2033
2034 /* maybe we are approaching crossing now, after reversal */
2035 crossing = TrainApproachingCrossingTile(v);
2036 if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
2037
2038 /* If we are inside a depot after reversing, don't bother with path reserving. */
2039 if (v->track == TRACK_BIT_DEPOT) {
2040 /* Can't be stuck here as inside a depot is always a safe tile. */
2043 return;
2044 }
2045
2046 /* VehicleExitDir does not always produce the desired dir for depots and
2047 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
2050
2051 if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
2052 /* If we are currently on a tile with conventional signals, we can't treat the
2053 * current tile as a safe tile or we would enter a PBS block without a reservation. */
2054 bool first_tile_okay = !(IsTileType(v->tile, TileType::Railway) &&
2057
2058 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
2059 if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
2060
2062 if (TryPathReserve(v, false, first_tile_okay)) {
2063 /* Do a look-ahead now in case our current tile was already a safe tile. */
2065 } else if (v->current_order.GetType() != OT_LOADING) {
2066 /* Do not wait for a way out when we're still loading */
2068 }
2069 } else if (v->flags.Test(VehicleRailFlag::Stuck)) {
2070 /* A train not inside a PBS block can't be stuck. */
2072 v->wait_counter = 0;
2073 }
2074}
2075
2083CommandCost CmdReverseTrainDirection(DoCommandFlags flags, VehicleID veh_id, bool reverse_single_veh)
2084{
2085 Train *v = Train::GetIfValid(veh_id);
2086 if (v == nullptr) return CMD_ERROR;
2087
2089 if (ret.Failed()) return ret;
2090
2091 if (reverse_single_veh) {
2092 /* turn a single unit around */
2093
2094 if (v->IsMultiheaded() || EngInfo(v->engine_type)->callback_mask.Test(VehicleCallbackMask::ArticEngine)) {
2095 return CommandCost(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
2096 }
2097
2098 Train *front = v->First();
2099 /* make sure the vehicle is stopped in the depot */
2100 if (!front->IsStoppedInDepot()) {
2101 return CommandCost(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
2102 }
2103
2104 if (flags.Test(DoCommandFlag::Execute)) {
2106
2109 SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
2112 }
2113 } else {
2114 /* turn the whole train around */
2115 if (!v->IsPrimaryVehicle()) return CMD_ERROR;
2116 if (v->vehstatus.Test(VehState::Crashed) || v->breakdown_ctr != 0) return CMD_ERROR;
2117
2118 if (flags.Test(DoCommandFlag::Execute)) {
2119 /* Properly leave the station if we are loading and won't be loading anymore */
2120 if (v->current_order.IsType(OT_LOADING)) {
2121 const Vehicle *last = v;
2122 while (last->Next() != nullptr) last = last->Next();
2123
2124 /* not a station || different station --> leave the station */
2126 v->LeaveStation();
2127 }
2128 }
2129
2130 /* We cancel any 'skip signal at dangers' here */
2133
2134 if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
2136 } else {
2137 v->cur_speed = 0;
2138 v->SetLastSpeed();
2141 }
2142
2143 /* Unbunching data is no longer valid. */
2145 }
2146 }
2147 return CommandCost();
2148}
2149
2161{
2164
2166 if (next_tile == INVALID_TILE || !IsTileType(next_tile, TileType::Railway) || !HasSignals(next_tile)) return TFP_STUCK;
2168 return new_tracks != TRACK_BIT_NONE && HasSignalOnTrack(next_tile, FindFirstTrack(new_tracks)) ? TFP_SIGNAL : TFP_STUCK;
2169}
2170
2177CommandCost CmdForceTrainProceed(DoCommandFlags flags, VehicleID veh_id)
2178{
2179 Train *t = Train::GetIfValid(veh_id);
2180 if (t == nullptr) return CMD_ERROR;
2181
2182 if (!t->IsPrimaryVehicle()) return CMD_ERROR;
2183
2185 if (ret.Failed()) return ret;
2186
2187
2188 if (flags.Test(DoCommandFlag::Execute)) {
2191
2192 /* Unbunching data is no longer valid. */
2194 }
2195
2196 return CommandCost();
2197}
2198
2206static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
2207{
2208 assert(!v->vehstatus.Test(VehState::Crashed));
2209
2210 return YapfTrainFindNearestDepot(v, max_distance);
2211}
2212
2214{
2215 FindDepotData tfdd = FindClosestTrainDepot(this, 0);
2216 if (tfdd.best_length == UINT_MAX) return ClosestDepot();
2217
2218 return ClosestDepot(tfdd.tile, GetDepotIndex(tfdd.tile), tfdd.reverse);
2219}
2220
2221void Train::PlayLeaveStationSound(bool force) const
2222{
2223 static const SoundFx sfx[] = {
2229 };
2230
2231 if (PlayVehicleSound(this, VSE_START, force)) return;
2232
2233 SndPlayVehicleFx(sfx[RailVehInfo(this->engine_type)->engclass], this);
2234}
2235
2241{
2242 /* Don't do any look-ahead if path_backoff_interval is 255. */
2243 if (_settings_game.pf.path_backoff_interval == 255) return;
2244
2245 /* Exit if we are inside a depot. */
2246 if (v->track == TRACK_BIT_DEPOT) return;
2247
2248 switch (v->current_order.GetType()) {
2249 /* Exit if we reached our destination depot. */
2250 case OT_GOTO_DEPOT:
2251 if (v->tile == v->dest_tile) return;
2252 break;
2253
2254 case OT_GOTO_WAYPOINT:
2255 /* If we reached our waypoint, make sure we see that. */
2257 break;
2258
2259 case OT_NOTHING:
2260 case OT_LEAVESTATION:
2261 case OT_LOADING:
2262 /* Exit if the current order doesn't have a destination, but the train has orders. */
2263 if (v->GetNumOrders() > 0) return;
2264 break;
2265
2266 default:
2267 break;
2268 }
2269 /* Exit if we are on a station tile and are going to stop. */
2271
2272 Trackdir td = v->GetVehicleTrackdir();
2273
2274 /* On a tile with a red non-pbs signal, don't look ahead. */
2278
2279 CFollowTrackRail ft(v);
2280 if (!ft.Follow(v->tile, td)) return;
2281
2283 /* Next tile is not reserved. */
2286 /* If the next tile is a PBS signal, try to make a reservation. */
2290 }
2291 ChooseTrainTrack(v, ft.new_tile, ft.exitdir, tracks, false, nullptr, false);
2292 }
2293 }
2294 }
2295}
2296
2303{
2304 /* bail out if not all wagons are in the same depot or not in a depot at all */
2305 for (const Train *u = v; u != nullptr; u = u->Next()) {
2306 if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
2307 }
2308
2309 /* if the train got no power, then keep it in the depot */
2310 if (v->gcache.cached_power == 0) {
2313 return true;
2314 }
2315
2316 /* Check if we should wait here for unbunching. */
2317 if (v->IsWaitingForUnbunching()) return true;
2318
2319 SigSegState seg_state;
2320
2321 if (v->force_proceed == TFP_NONE) {
2322 /* force proceed was not pressed */
2323 if (++v->wait_counter < 37) {
2325 return true;
2326 }
2327
2328 v->wait_counter = 0;
2329
2330 seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2331 if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
2332 /* Full and no PBS signal in block or depot reserved, can't exit. */
2334 return true;
2335 }
2336 } else {
2337 seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2338 }
2339
2340 /* We are leaving a depot, but have to go to the exact same one; re-enter. */
2341 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
2342 /* Service when depot has no reservation. */
2344 return true;
2345 }
2346
2347 /* Only leave when we can reserve a path to our destination. */
2348 if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
2349 /* No path and no force proceed. */
2352 return true;
2353 }
2354
2355 SetDepotReservation(v->tile, true);
2356 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
2357
2362
2363 v->track = TRACK_BIT_X;
2364 if (v->direction & 2) v->track = TRACK_BIT_Y;
2365
2367 v->cur_speed = 0;
2368
2369 v->UpdateViewport(true, true);
2370 v->UpdatePosition();
2372 v->UpdateAcceleration();
2374
2375 return false;
2376}
2377
2384static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
2385{
2386 DiagDirection dir = TrackdirToExitdir(track_dir);
2387
2389 /* Are we just leaving a tunnel/bridge? */
2390 if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
2392
2393 if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
2394 /* Free the reservation only if no other train is on the tiles. */
2395 SetTunnelBridgeReservation(tile, false);
2396 SetTunnelBridgeReservation(end, false);
2397
2398 if (_settings_client.gui.show_track_reservation) {
2399 if (IsBridge(tile)) {
2400 MarkBridgeDirty(tile);
2401 } else {
2402 MarkTileDirtyByTile(tile);
2404 }
2405 }
2406 }
2407 }
2408 } else if (IsRailStationTile(tile)) {
2409 TileIndex new_tile = TileAddByDiagDir(tile, dir);
2410 /* If the new tile is not a further tile of the same station, we
2411 * clear the reservation for the whole platform. */
2412 if (!IsCompatibleTrainStationTile(new_tile, tile)) {
2414 }
2415 } else {
2416 /* Any other tile */
2417 UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
2418 }
2419}
2420
2426{
2427 assert(v->IsFrontEngine());
2428
2429 TileIndex tile = v->tile;
2430 Trackdir td = v->GetVehicleTrackdir();
2431 bool free_tile = !(IsRailStationTile(v->tile) || IsTileType(v->tile, TileType::TunnelBridge));
2432 StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : StationID::Invalid();
2433
2434 /* Can't be holding a reservation if we enter a depot. */
2435 if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
2436 if (v->track == TRACK_BIT_DEPOT) {
2437 /* Front engine is in a depot. We enter if some part is not in the depot. */
2438 for (const Train *u = v; u != nullptr; u = u->Next()) {
2439 if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
2440 }
2441 }
2442 /* Don't free reservation if it's not ours. */
2444
2445 CFollowTrackRail ft(v, GetAllCompatibleRailTypes(v->railtypes));
2446 while (ft.Follow(tile, td)) {
2447 tile = ft.new_tile;
2449 td = RemoveFirstTrackdir(&bits);
2450 assert(bits == TRACKDIR_BIT_NONE);
2451
2452 if (!IsValidTrackdir(td)) break;
2453
2454 if (IsTileType(tile, TileType::Railway)) {
2455 if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
2456 /* Conventional signal along trackdir: remove reservation and stop. */
2458 break;
2459 }
2460 if (HasPbsSignalOnTrackdir(tile, td)) {
2461 if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
2462 /* Red PBS signal? Can't be our reservation, would be green then. */
2463 break;
2464 } else {
2465 /* Turn the signal back to red. */
2467 MarkTileDirtyByTile(tile);
2468 }
2469 } else if (HasPbsSignalOnTrackdir(tile, ReverseTrackdir(td))) {
2470 /* Reservation passes an opposing path signal. Mark signal for update to re-establish the proper default state. */
2472 } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
2473 break;
2474 }
2475 }
2476
2477 /* Don't free first station/bridge/tunnel if we are on it. */
2478 if (free_tile || (!(ft.is_station && GetStationIndex(ft.new_tile) == station_id) && !ft.is_tunnel && !ft.is_bridge)) ClearPathReservation(v, tile, td);
2479
2480 free_tile = true;
2481 }
2482
2484}
2485
2486static const uint8_t _initial_tile_subcoord[6][4][3] = {
2487{{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2488{{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2489{{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2490{{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2491{{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2492{{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2493};
2494
2508static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest, TileIndex *final_dest)
2509{
2510 if (final_dest != nullptr) *final_dest = INVALID_TILE;
2511 return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest, final_dest);
2512}
2513
2522static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
2523{
2525
2526 CFollowTrackRail ft(v);
2527
2528 std::vector<std::pair<TileIndex, Trackdir>> signals_set_to_red;
2529
2530 TileIndex tile = origin.tile;
2531 Trackdir cur_td = origin.trackdir;
2532 while (ft.Follow(tile, cur_td)) {
2534 /* Possible signal tile. */
2536 }
2537
2540 if (ft.new_td_bits == TRACKDIR_BIT_NONE) break;
2541 }
2542
2543 /* Station, depot or waypoint are a possible target. */
2544 bool target_seen = ft.is_station || (IsTileType(ft.new_tile, TileType::Railway) && !IsPlainRail(ft.new_tile));
2545 if (target_seen || KillFirstBit(ft.new_td_bits) != TRACKDIR_BIT_NONE) {
2546 /* Choice found or possible target encountered.
2547 * On finding a possible target, we need to stop and let the pathfinder handle the
2548 * remaining path. This is because we don't know if this target is in one of our
2549 * orders, so we might cause pathfinding to fail later on if we find a choice.
2550 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2551 * a wrong path not leading to our next destination. */
2553
2554 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2555 * actually starts its search at the first unreserved tile. */
2556 if (ft.tiles_skipped != 0) ft.new_tile -= TileOffsByDiagDir(ft.exitdir) * ft.tiles_skipped;
2557
2558 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2559 if (new_tracks != nullptr) *new_tracks = TrackdirBitsToTrackBits(ft.new_td_bits);
2560 if (enterdir != nullptr) *enterdir = ft.exitdir;
2561 return PBSTileInfo(ft.new_tile, ft.old_td, false);
2562 }
2563
2564 tile = ft.new_tile;
2565 cur_td = FindFirstTrackdir(ft.new_td_bits);
2566
2567 Trackdir rev_td = ReverseTrackdir(cur_td);
2568 if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
2569 bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
2570 if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
2571 /* Green path signal opposing the path? Turn to red. */
2572 if (HasPbsSignalOnTrackdir(tile, rev_td) && GetSignalStateByTrackdir(tile, rev_td) == SIGNAL_STATE_GREEN) {
2573 signals_set_to_red.emplace_back(tile, rev_td);
2575 MarkTileDirtyByTile(tile);
2576 }
2577 /* Safe position is all good, path valid and okay. */
2578 return PBSTileInfo(tile, cur_td, true);
2579 }
2580
2581 if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
2582
2583 /* Green path signal opposing the path? Turn to red. */
2584 if (HasPbsSignalOnTrackdir(tile, rev_td) && GetSignalStateByTrackdir(tile, rev_td) == SIGNAL_STATE_GREEN) {
2585 signals_set_to_red.emplace_back(tile, rev_td);
2587 MarkTileDirtyByTile(tile);
2588 }
2589 }
2590
2591 if (ft.err == CFollowTrackRail::EC_OWNER || ft.err == CFollowTrackRail::EC_NO_WAY) {
2592 /* End of line, path valid and okay. */
2593 return PBSTileInfo(ft.old_tile, ft.old_td, true);
2594 }
2595
2596 /* Sorry, can't reserve path, back out. */
2597 tile = origin.tile;
2598 cur_td = origin.trackdir;
2599 TileIndex stopped = ft.old_tile;
2600 Trackdir stopped_td = ft.old_td;
2601 while (tile != stopped || cur_td != stopped_td) {
2602 if (!ft.Follow(tile, cur_td)) break;
2603
2606 assert(ft.new_td_bits != TRACKDIR_BIT_NONE);
2607 }
2609
2610 tile = ft.new_tile;
2611 cur_td = FindFirstTrackdir(ft.new_td_bits);
2612
2613 UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
2614 }
2615
2616 /* Re-instate green signals we turned to red. */
2617 for (auto [sig_tile, td] : signals_set_to_red) {
2619 }
2620
2621 /* Path invalid. */
2622 return PBSTileInfo();
2623}
2624
2635static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_railtype)
2636{
2637 return YapfTrainFindNearestSafeTile(v, tile, td, override_railtype);
2638}
2639
2641class VehicleOrderSaver {
2642private:
2643 Train *v;
2644 Order old_order;
2645 TileIndex old_dest_tile;
2646 StationID old_last_station_visited;
2647 VehicleOrderID index;
2648 bool suppress_implicit_orders;
2649 bool restored;
2650
2651public:
2652 VehicleOrderSaver(Train *_v) :
2653 v(_v),
2654 old_order(_v->current_order),
2655 old_dest_tile(_v->dest_tile),
2656 old_last_station_visited(_v->last_station_visited),
2657 index(_v->cur_real_order_index),
2658 suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS)),
2659 restored(false)
2660 {
2661 }
2662
2666 void Restore()
2667 {
2668 this->v->current_order = this->old_order;
2669 this->v->dest_tile = this->old_dest_tile;
2670 this->v->last_station_visited = this->old_last_station_visited;
2671 AssignBit(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, suppress_implicit_orders);
2672 this->restored = true;
2673 }
2674
2679 {
2680 if (!this->restored) this->Restore();
2681 }
2682
2688 bool SwitchToNextOrder(bool skip_first)
2689 {
2690 if (this->v->GetNumOrders() == 0) return false;
2691
2692 if (skip_first) ++this->index;
2693
2694 int depth = 0;
2695
2696 do {
2697 /* Wrap around. */
2698 if (this->index >= this->v->GetNumOrders()) this->index = 0;
2699
2700 Order *order = this->v->GetOrder(this->index);
2701 assert(order != nullptr);
2702
2703 switch (order->GetType()) {
2704 case OT_GOTO_DEPOT:
2705 /* Skip service in depot orders when the train doesn't need service. */
2706 if (order->GetDepotOrderType().Test(OrderDepotTypeFlag::Service) && !this->v->NeedsServicing()) break;
2707 [[fallthrough]];
2708 case OT_GOTO_STATION:
2709 case OT_GOTO_WAYPOINT:
2710 this->v->current_order = *order;
2711 return UpdateOrderDest(this->v, order, 0, true);
2712 case OT_CONDITIONAL: {
2713 VehicleOrderID next = ProcessConditionalOrder(order, this->v);
2714 if (next != INVALID_VEH_ORDER_ID) {
2715 depth++;
2716 this->index = next;
2717 /* Don't increment next, so no break here. */
2718 continue;
2719 }
2720 break;
2721 }
2722 default:
2723 break;
2724 }
2725 /* Don't increment inside the while because otherwise conditional
2726 * orders can lead to an infinite loop. */
2727 ++this->index;
2728 depth++;
2729 } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
2730
2731 return false;
2732 }
2733};
2734
2735/* choose a track */
2736static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
2737{
2738 Track best_track = INVALID_TRACK;
2739 bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
2740 bool changed_signal = false;
2741 TileIndex final_dest = INVALID_TILE;
2742
2743 assert((tracks & ~TRACK_BIT_MASK) == 0);
2744
2745 if (got_reservation != nullptr) *got_reservation = false;
2746
2747 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2748 TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
2749 /* Do we have a suitable reserved track? */
2750 if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
2751
2752 /* Quick return in case only one possible track is available */
2753 if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
2754 Track track = FindFirstTrack(tracks);
2755 /* We need to check for signals only here, as a junction tile can't have signals. */
2756 if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
2757 do_track_reservation = true;
2758 changed_signal = true;
2760 } else if (!do_track_reservation) {
2761 return track;
2762 }
2763 best_track = track;
2764 }
2765
2766 PBSTileInfo res_dest(tile, INVALID_TRACKDIR, false);
2767 DiagDirection dest_enterdir = enterdir;
2768 if (do_track_reservation) {
2769 res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
2770 if (res_dest.tile == INVALID_TILE) {
2771 /* Reservation failed? */
2772 if (mark_stuck) MarkTrainAsStuck(v);
2773 if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
2774 return FindFirstTrack(tracks);
2775 }
2776 if (res_dest.okay) {
2777 /* Got a valid reservation that ends at a safe target, quick exit. */
2778 if (got_reservation != nullptr) *got_reservation = true;
2779 if (changed_signal) MarkTileDirtyByTile(tile);
2781 return best_track;
2782 }
2783
2784 /* Check if the train needs service here, so it has a chance to always find a depot.
2785 * Also check if the current order is a service order so we don't reserve a path to
2786 * the destination but instead to the next one if service isn't needed. */
2788 if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
2789 }
2790
2791 /* Save the current train order. The destructor will restore the old order on function exit. */
2792 VehicleOrderSaver orders(v);
2793
2794 /* If the current tile is the destination of the current order and
2795 * a reservation was requested, advance to the next order.
2796 * Don't advance on a depot order as depots are always safe end points
2797 * for a path and no look-ahead is necessary. This also avoids a
2798 * problem with depot orders not part of the order list when the
2799 * order list itself is empty. */
2800 if (v->current_order.IsType(OT_LEAVESTATION)) {
2801 orders.SwitchToNextOrder(false);
2802 } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
2803 v->current_order.IsType(OT_GOTO_STATION) ?
2805 v->tile == v->dest_tile))) {
2806 orders.SwitchToNextOrder(true);
2807 }
2808
2809 if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2810 /* Pathfinders are able to tell that route was only 'guessed'. */
2811 bool path_found = true;
2812 TileIndex new_tile = res_dest.tile;
2813
2814 Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest, &final_dest);
2815 if (new_tile == tile) best_track = next_track;
2816 v->HandlePathfindingResult(path_found);
2817 }
2818
2819 /* No track reservation requested -> finished. */
2820 if (!do_track_reservation) return best_track;
2821
2822 /* A path was found, but could not be reserved. */
2823 if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2824 if (mark_stuck) MarkTrainAsStuck(v);
2826 return best_track;
2827 }
2828
2829 /* No possible reservation target found, we are probably lost. */
2830 if (res_dest.tile == INVALID_TILE) {
2831 /* Try to find any safe destination. */
2833 if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
2834 TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
2835 best_track = FindFirstTrack(res);
2837 if (got_reservation != nullptr) *got_reservation = true;
2838 if (changed_signal) MarkTileDirtyByTile(tile);
2839 } else {
2841 if (mark_stuck) MarkTrainAsStuck(v);
2842 }
2843 return best_track;
2844 }
2845
2846 if (got_reservation != nullptr) *got_reservation = true;
2847
2848 /* Reservation target found and free, check if it is safe. */
2849 while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
2850 /* Extend reservation until we have found a safe position. */
2851 DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
2852 TileIndex next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
2854 if (Rail90DegTurnDisallowed(GetTileRailType(res_dest.tile), GetTileRailType(next_tile))) {
2855 reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
2856 }
2857
2858 /* Get next order with destination. */
2859 if (orders.SwitchToNextOrder(true)) {
2860 PBSTileInfo cur_dest;
2861 bool path_found;
2862 DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest, nullptr);
2863 if (cur_dest.tile != INVALID_TILE) {
2864 res_dest = cur_dest;
2865 if (res_dest.okay) continue;
2866 /* Path found, but could not be reserved. */
2868 if (mark_stuck) MarkTrainAsStuck(v);
2869 if (got_reservation != nullptr) *got_reservation = false;
2870 changed_signal = false;
2871 break;
2872 }
2873 }
2874 /* No order or no safe position found, try any position. */
2875 if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
2877 if (mark_stuck) MarkTrainAsStuck(v);
2878 if (got_reservation != nullptr) *got_reservation = false;
2879 changed_signal = false;
2880 }
2881 break;
2882 }
2883
2885
2886 if (changed_signal) MarkTileDirtyByTile(tile);
2887
2888 orders.Restore();
2889 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
2891 final_dest != INVALID_TILE && IsRailDepotTile(final_dest)) {
2893 v->dest_tile = final_dest;
2895 }
2896
2897 return best_track;
2898}
2899
2908bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
2909{
2910 assert(v->IsFrontEngine());
2911
2912 /* We have to handle depots specially as the track follower won't look
2913 * at the depot tile itself but starts from the next tile. If we are still
2914 * inside the depot, a depot reservation can never be ours. */
2915 if (v->track == TRACK_BIT_DEPOT) {
2916 if (HasDepotReservation(v->tile)) {
2917 if (mark_as_stuck) MarkTrainAsStuck(v);
2918 return false;
2919 } else {
2920 /* Depot not reserved, but the next tile might be. */
2922 if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
2923 }
2924 }
2925
2926 Vehicle *other_train = nullptr;
2927 PBSTileInfo origin = FollowTrainReservation(v, &other_train);
2928 /* The path we are driving on is already blocked by some other train.
2929 * This can only happen in certain situations when mixing path and
2930 * block signals or when changing tracks and/or signals.
2931 * Exit here as doing any further reservations will probably just
2932 * make matters worse. */
2933 if (other_train != nullptr && other_train->index != v->index) {
2934 if (mark_as_stuck) MarkTrainAsStuck(v);
2935 return false;
2936 }
2937 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2938 if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
2939 /* Can't be stuck then. */
2942 return true;
2943 }
2944
2945 /* If we are in a depot, tentatively reserve the depot. */
2946 if (v->track == TRACK_BIT_DEPOT) {
2947 SetDepotReservation(v->tile, true);
2948 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
2949 }
2950
2951 DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
2952 TileIndex new_tile = TileAddByDiagDir(origin.tile, exitdir);
2954
2956
2957 bool res_made = false;
2958 ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
2959
2960 if (!res_made) {
2961 /* Free the depot reservation as well. */
2962 if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
2963 return false;
2964 }
2965
2967 v->wait_counter = 0;
2969 }
2971 return true;
2972}
2973
2974
2975static bool CheckReverseTrain(const Train *v)
2976{
2977 if (_settings_game.difficulty.line_reverse_mode != 0 ||
2979 !(v->direction & 1)) {
2980 return false;
2981 }
2982
2983 assert(v->track != TRACK_BIT_NONE);
2984
2985 return YapfTrainCheckReverse(v);
2986}
2987
2994{
2995 if (station == this->last_station_visited) this->last_station_visited = StationID::Invalid();
2996
2997 const Station *st = Station::Get(station);
2999 /* The destination station has no trainstation tiles. */
3001 return TileIndex{};
3002 }
3003
3004 return st->xy;
3005}
3006
3009{
3010 Train *v = this;
3011 do {
3012 v->colourmap = PAL_NONE;
3013 v->UpdateViewport(true, false);
3014 } while ((v = v->Next()) != nullptr);
3015
3016 /* need to update acceleration and cached values since the goods on the train changed. */
3017 this->CargoChanged();
3018 this->UpdateAcceleration();
3019}
3020
3029{
3030 switch (_settings_game.vehicle.train_acceleration_model) {
3031 default: NOT_REACHED();
3032 case AM_ORIGINAL:
3033 return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed());
3034
3035 case AM_REALISTIC:
3036 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
3037 }
3038}
3039
3045static void TrainEnterStation(Train *v, StationID station)
3046{
3047 v->last_station_visited = station;
3048
3049 /* check if a train ever visited this station before */
3050 Station *st = Station::Get(station);
3051 if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
3052 st->had_vehicle_of_type |= HVOT_TRAIN;
3054 GetEncodedString(STR_NEWS_FIRST_TRAIN_ARRIVAL, st->index),
3056 v->index,
3057 st->index
3058 );
3059 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
3060 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
3061 }
3062
3065
3066 v->BeginLoading();
3067
3069 TriggerStationAnimation(st, v->tile, StationAnimationTrigger::VehicleArrives);
3070}
3071
3072/* Check if the vehicle is compatible with the specified tile */
3073static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
3074{
3075 return IsTileOwner(tile, v->owner) &&
3077}
3078
3081 uint8_t small_turn;
3082 uint8_t large_turn;
3083 uint8_t z_up;
3084 uint8_t z_down;
3085};
3086
3089 /* normal accel */
3090 {256 / 4, 256 / 2, 256 / 4, 2},
3091 {256 / 4, 256 / 2, 256 / 4, 2},
3092 {0, 256 / 2, 256 / 4, 2},
3093};
3094
3100static inline void AffectSpeedByZChange(Train *v, int old_z)
3101{
3102 if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
3103
3104 const AccelerationSlowdownParams *asp = &_accel_slowdown[static_cast<int>(v->GetAccelerationType())];
3105
3106 if (old_z < v->z_pos) {
3107 v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
3108 } else {
3109 uint16_t spd = v->cur_speed + asp->z_down;
3110 if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
3111 }
3112}
3113
3114static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
3115{
3116 if (IsTileType(tile, TileType::Railway) &&
3119 Trackdir trackdir = FindFirstTrackdir(tracks);
3120 if (UpdateSignalsOnSegment(tile, TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
3121 /* A PBS block with a non-PBS signal facing us? */
3122 if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
3123 }
3124 }
3125 return false;
3126}
3127
3130{
3131 for (const Train *u = this; u != nullptr; u = u->Next()) {
3132 switch (u->track) {
3133 case TRACK_BIT_WORMHOLE:
3135 break;
3136 case TRACK_BIT_DEPOT:
3137 break;
3138 default:
3140 break;
3141 }
3142 }
3143}
3144
3151uint Train::Crash(bool flooded)
3152{
3153 uint victims = 0;
3154 if (this->IsFrontEngine()) {
3155 victims += 2; // driver
3156
3157 /* Remove the reserved path in front of the train if it is not stuck.
3158 * Also clear all reserved tracks the train is currently on. */
3160 for (const Train *v = this; v != nullptr; v = v->Next()) {
3163 /* ClearPathReservation will not free the wormhole exit
3164 * if the train has just entered the wormhole. */
3166 }
3167 }
3168
3169 /* we may need to update crossing we were approaching,
3170 * but must be updated after the train has been marked crashed */
3171 TileIndex crossing = TrainApproachingCrossingTile(this);
3172 if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
3173
3174 /* Remove the loading indicators (if any) */
3176 }
3177
3178 victims += this->GroundVehicleBase::Crash(flooded);
3179
3180 this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
3181 return victims;
3182}
3183
3190static uint TrainCrashed(Train *v)
3191{
3192 uint victims = 0;
3193
3194 /* do not crash train twice */
3195 if (!v->vehstatus.Test(VehState::Crashed)) {
3196 victims = v->Crash();
3197 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN, victims, v->owner));
3198 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN, victims, v->owner));
3199 }
3200
3201 /* Try to re-reserve track under already crashed train too.
3202 * Crash() clears the reservation! */
3204
3205 return victims;
3206}
3207
3215{
3216 /* not a train or in depot */
3217 if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return 0;
3218
3219 /* do not crash into trains of another company. */
3220 if (v->owner != t->owner) return 0;
3221
3222 /* get first vehicle now to make most usual checks faster */
3223 Train *coll = Train::From(v)->First();
3224
3225 /* can't collide with own wagons */
3226 if (coll == t) return 0;
3227
3228 int x_diff = v->x_pos - t->x_pos;
3229 int y_diff = v->y_pos - t->y_pos;
3230
3231 /* Do fast calculation to check whether trains are not in close vicinity
3232 * and quickly reject trains distant enough for any collision.
3233 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3234 * Differences are then ORed and then we check for any higher bits */
3235 uint hash = (y_diff + 7) | (x_diff + 7);
3236 if (hash & ~15) return 0;
3237
3238 /* Slower check using multiplication */
3239 int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (t->gcache.cached_veh_length + 1) / 2 - 1;
3240 if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return 0;
3241
3242 /* Happens when there is a train under bridge next to bridge head */
3243 if (abs(v->z_pos - t->z_pos) > 5) return 0;
3244
3245 /* Crash both trains. Two statements required to guarantee execution
3246 * order because RandomRange() is involved. */
3247 uint num_victims = TrainCrashed(t);
3248 return num_victims + TrainCrashed(coll);
3249}
3250
3260{
3261 /* can't collide in depot */
3262 if (v->track == TRACK_BIT_DEPOT) return false;
3263
3264 assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
3265
3266 uint num_victims = 0;
3267
3268 /* find colliding vehicles */
3269 if (v->track == TRACK_BIT_WORMHOLE) {
3270 for (Vehicle *u : VehiclesOnTile(v->tile)) {
3271 num_victims += CheckTrainCollision(u, v);
3272 }
3274 num_victims += CheckTrainCollision(u, v);
3275 }
3276 } else {
3277 for (Vehicle *u : VehiclesNearTileXY(v->x_pos, v->y_pos, 7)) {
3278 num_victims += CheckTrainCollision(u, v);
3279 }
3280 }
3281
3282 /* any dead -> no crash */
3283 if (num_victims == 0) return false;
3284
3285 AddTileNewsItem(GetEncodedString(STR_NEWS_TRAIN_CRASH, num_victims), NewsType::Accident, v->tile);
3286
3287 ModifyStationRatingAround(v->tile, v->owner, -160, 30);
3288 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_TRAIN_COLLISION, v);
3289 return true;
3290}
3291
3299bool TrainController(Train *v, Vehicle *nomove, bool reverse)
3300{
3301 Train *first = v->First();
3302 Train *prev;
3303 bool direction_changed = false; // has direction of any part changed?
3304
3305 /* For every vehicle after and including the given vehicle */
3306 for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
3307 DiagDirection enterdir = DIAGDIR_BEGIN;
3308 bool update_signals_crossing = false; // will we update signals or crossing state?
3309
3311 if (v->track != TRACK_BIT_WORMHOLE) {
3312 /* Not inside tunnel */
3313 if (gp.old_tile == gp.new_tile) {
3314 /* Staying in the old tile */
3315 if (v->track == TRACK_BIT_DEPOT) {
3316 /* Inside depot */
3317 gp.x = v->x_pos;
3318 gp.y = v->y_pos;
3319 } else {
3320 /* Not inside depot */
3321
3322 /* Reverse when we are at the end of the track already, do not move to the new position */
3323 if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
3324
3325 auto vets = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3326 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
3327 goto invalid_rail;
3328 }
3330 /* The new position is the end of the platform */
3332 }
3333 }
3334 } else {
3335 /* A new tile is about to be entered. */
3336
3337 /* Determine what direction we're entering the new tile from */
3338 enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
3339 assert(IsValidDiagDirection(enterdir));
3340
3341 /* Get the status of the tracks in the new tile and mask
3342 * away the bits that aren't reachable. */
3343 TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
3344 TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
3345
3346 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3347 TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
3348
3349 TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3350 if (Rail90DegTurnDisallowed(GetTileRailType(gp.old_tile), GetTileRailType(gp.new_tile)) && prev == nullptr) {
3351 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3352 * can be switched on halfway a turn */
3354 }
3355
3356 if (bits == TRACK_BIT_NONE) goto invalid_rail;
3357
3358 /* Check if the new tile constrains tracks that are compatible
3359 * with the current train, if not, bail out. */
3360 if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
3361
3362 TrackBits chosen_track;
3363 if (prev == nullptr) {
3364 /* Currently the locomotive is active. Determine which one of the
3365 * available tracks to choose */
3366 chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, nullptr, true));
3367 assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
3368
3370 /* For each signal we find decrease the counter by one.
3371 * We start at two, so the first signal we pass decreases
3372 * this to one, then if we reach the next signal it is
3373 * decreased to zero and we won't pass that new signal. */
3374 Trackdir dir = FindFirstTrackdir(trackdirbits);
3375 if (HasSignalOnTrackdir(gp.new_tile, dir) ||
3378 /* However, we do not want to be stopped by PBS signals
3379 * entered via the back. */
3382 }
3383 }
3384
3385 /* Check if it's a red signal and that force proceed is not clicked. */
3386 if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
3387 /* In front of a red signal */
3388 Trackdir i = FindFirstTrackdir(trackdirbits);
3389
3390 /* Don't handle stuck trains here. */
3391 if (v->flags.Test(VehicleRailFlag::Stuck)) return false;
3392
3394 v->cur_speed = 0;
3395 v->subspeed = 0;
3396 v->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3397 if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * Ticks::DAY_TICKS * 2) return false;
3398 } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
3399 v->cur_speed = 0;
3400 v->subspeed = 0;
3401 v->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3402 if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * Ticks::DAY_TICKS * 2) {
3403 DiagDirection exitdir = TrackdirToExitdir(i);
3404 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
3405
3406 exitdir = ReverseDiagDir(exitdir);
3407
3408 /* check if a train is waiting on the other side */
3409 if (!HasVehicleOnTile(o_tile, [&exitdir](const Vehicle *u) {
3410 if (u->type != VEH_TRAIN || u->vehstatus.Test(VehState::Crashed)) return false;
3411 const Train *t = Train::From(u);
3412
3413 /* not front engine of a train, inside wormhole or depot, crashed */
3414 if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return false;
3415
3416 if (t->cur_speed > 5 || VehicleExitDir(t->direction, t->track) != exitdir) return false;
3417
3418 return true;
3419 })) return false;
3420 }
3421 }
3422
3423 /* If we would reverse but are currently in a PBS block and
3424 * reversing of stuck trains is disabled, don't reverse.
3425 * This does not apply if the reason for reversing is a one-way
3426 * signal blocking us, because a train would then be stuck forever. */
3427 if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
3428 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
3429 v->wait_counter = 0;
3430 return false;
3431 }
3432 goto reverse_train_direction;
3433 } else {
3434 TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
3435 }
3436 } else {
3437 /* The wagon is active, simply follow the prev vehicle. */
3438 if (prev->tile == gp.new_tile) {
3439 /* Choose the same track as prev */
3440 if (prev->track == TRACK_BIT_WORMHOLE) {
3441 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3442 * However, just choose the track into the wormhole. */
3443 assert(IsTunnel(prev->tile));
3444 chosen_track = bits;
3445 } else {
3446 chosen_track = prev->track;
3447 }
3448 } else {
3449 /* Choose the track that leads to the tile where prev is.
3450 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3451 * I.e. when the tile between them has only space for a single vehicle like
3452 * 1) horizontal/vertical track tiles and
3453 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3454 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3455 */
3456 static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
3461 };
3462 DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
3463 assert(IsValidDiagDirection(exitdir));
3464 chosen_track = _connecting_track[enterdir][exitdir];
3465 }
3466 chosen_track &= bits;
3467 }
3468
3469 /* Make sure chosen track is a valid track */
3470 assert(
3471 chosen_track == TRACK_BIT_X || chosen_track == TRACK_BIT_Y ||
3472 chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
3473 chosen_track == TRACK_BIT_LEFT || chosen_track == TRACK_BIT_RIGHT);
3474
3475 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3476 const uint8_t *b = _initial_tile_subcoord[FindFirstBit(chosen_track)][enterdir];
3477 gp.x = (gp.x & ~0xF) | b[0];
3478 gp.y = (gp.y & ~0xF) | b[1];
3479 Direction chosen_dir = (Direction)b[2];
3480
3481 /* Call the landscape function and tell it that the vehicle entered the tile */
3482 auto vets = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3483 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
3484 goto invalid_rail;
3485 }
3486
3488 Track track = FindFirstTrack(chosen_track);
3489 Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
3490 if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
3493 }
3494
3495 /* Clear any track reservation when the last vehicle leaves the tile */
3496 if (v->Next() == nullptr) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
3497
3498 v->tile = gp.new_tile;
3499
3502 }
3503
3504 v->track = chosen_track;
3505 assert(v->track);
3506 }
3507
3508 /* We need to update signal status, but after the vehicle position hash
3509 * has been updated by UpdateInclination() */
3510 update_signals_crossing = true;
3511
3512 if (chosen_dir != v->direction) {
3513 if (prev == nullptr && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
3514 const AccelerationSlowdownParams *asp = &_accel_slowdown[static_cast<int>(v->GetAccelerationType())];
3515 DirDiff diff = DirDifference(v->direction, chosen_dir);
3516 v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
3517 }
3518 direction_changed = true;
3519 v->direction = chosen_dir;
3520 }
3521
3522 if (v->IsFrontEngine()) {
3523 v->wait_counter = 0;
3524
3525 /* If we are approaching a crossing that is reserved, play the sound now. */
3527 if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
3528
3529 /* Always try to extend the reservation when entering a tile. */
3531 }
3532
3534 /* The new position is the location where we want to stop */
3536 }
3537 }
3538 } else {
3540 /* Perform look-ahead on tunnel exit. */
3541 if (v->IsFrontEngine()) {
3544 }
3545 /* Prevent v->UpdateInclination() being called with wrong parameters.
3546 * This could happen if the train was reversed inside the tunnel/bridge. */
3547 if (gp.old_tile == gp.new_tile) {
3549 }
3550 } else {
3551 v->x_pos = gp.x;
3552 v->y_pos = gp.y;
3553 v->UpdatePosition();
3554 if (!v->vehstatus.Test(VehState::Hidden)) v->Vehicle::UpdateViewport(true);
3555 continue;
3556 }
3557 }
3558
3559 /* update image of train, as well as delta XY */
3560 v->UpdateDeltaXY();
3561
3562 v->x_pos = gp.x;
3563 v->y_pos = gp.y;
3564 v->UpdatePosition();
3565
3566 /* update the Z position of the vehicle */
3567 int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
3568
3569 if (prev == nullptr) {
3570 /* This is the first vehicle in the train */
3571 AffectSpeedByZChange(v, old_z);
3572 }
3573
3574 if (update_signals_crossing) {
3575 if (v->IsFrontEngine()) {
3576 if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
3577 /* We are entering a block with PBS signals right now, but
3578 * not through a PBS signal. This means we don't have a
3579 * reservation right now. As a conventional signal will only
3580 * ever be green if no other train is in the block, getting
3581 * a path should always be possible. If the player built
3582 * such a strange network that it is not possible, the train
3583 * will be marked as stuck and the player has to deal with
3584 * the problem. */
3585 if ((!HasReservedTracks(gp.new_tile, v->track) &&
3587 !TryPathReserve(v)) {
3589 }
3590 }
3591 }
3592
3593 /* Signals can only change when the first
3594 * (above) or the last vehicle moves. */
3595 if (v->Next() == nullptr) {
3596 TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
3598 }
3599 }
3600
3601 /* Do not check on every tick to save some computing time. */
3602 if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
3603 }
3604
3605 if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
3606
3607 return true;
3608
3609invalid_rail:
3610 /* We've reached end of line?? */
3611 if (prev != nullptr) FatalError("Disconnecting train");
3612
3613reverse_train_direction:
3614 if (reverse) {
3615 v->wait_counter = 0;
3616 v->cur_speed = 0;
3617 v->subspeed = 0;
3619 }
3620
3621 return false;
3622}
3623
3624static bool IsRailStationPlatformOccupied(TileIndex tile)
3625{
3627
3628 for (TileIndex t = tile; IsCompatibleTrainStationTile(t, tile); t -= delta) {
3629 if (HasVehicleOnTile(t, IsTrain)) return true;
3630 }
3631 for (TileIndex t = tile + delta; IsCompatibleTrainStationTile(t, tile); t += delta) {
3632 if (HasVehicleOnTile(t, IsTrain)) return true;
3633 }
3634
3635 return false;
3636}
3637
3645static void DeleteLastWagon(Train *v)
3646{
3647 Train *first = v->First();
3648
3649 /* Go to the last wagon and delete the link pointing there
3650 * new_last is then the one-before-last wagon, and v the last
3651 * one which will physically be removed */
3652 Train *new_last = v;
3653 for (; v->Next() != nullptr; v = v->Next()) new_last = v;
3654 new_last->SetNext(nullptr);
3655
3656 if (first != v) {
3657 /* Recalculate cached train properties */
3659 /* Update the depot window if the first vehicle is in depot -
3660 * if v == first, then it is updated in PreDestructor() */
3661 if (first->track == TRACK_BIT_DEPOT) {
3663 }
3664 v->last_station_visited = first->last_station_visited; // for PreDestructor
3665 }
3666
3667 /* 'v' shouldn't be accessed after it has been deleted */
3668 TrackBits trackbits = v->track;
3669 TileIndex tile = v->tile;
3670 Owner owner = v->owner;
3671
3672 delete v;
3673 v = nullptr; // make sure nobody will try to read 'v' anymore
3674
3675 if (trackbits == TRACK_BIT_WORMHOLE) {
3676 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3678 }
3679
3680 Track track = TrackBitsToTrack(trackbits);
3681 if (HasReservedTracks(tile, trackbits)) {
3682 UnreserveRailTrack(tile, track);
3683
3684 /* If there are still crashed vehicles on the tile, give the track reservation to them */
3685 TrackBits remaining_trackbits = TRACK_BIT_NONE;
3686 for (const Vehicle *u : VehiclesOnTile(tile)) {
3687 if (u->type != VEH_TRAIN || !u->vehstatus.Test(VehState::Crashed)) continue;
3688 TrackBits train_tbits = Train::From(u)->track;
3689 if (train_tbits == TRACK_BIT_WORMHOLE) {
3690 /* Vehicle is inside a wormhole, u->track contains no useful value then. */
3691 remaining_trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(u->tile));
3692 } else if (train_tbits != TRACK_BIT_DEPOT) {
3693 remaining_trackbits |= train_tbits;
3694 }
3695 }
3696
3697 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3698 assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
3699 for (Track t : SetTrackBitIterator(remaining_trackbits)) TryReserveRailTrack(tile, t);
3700 }
3701
3702 /* check if the wagon was on a road/rail-crossing */
3704
3705 if (IsRailStationTile(tile)) {
3706 bool occupied = IsRailStationPlatformOccupied(tile);
3708 SetRailStationPlatformReservation(tile, dir, occupied);
3710 }
3711
3712 /* Update signals */
3715 } else {
3716 SetSignalsOnBothDir(tile, track, owner);
3717 }
3718}
3719
3725{
3726 static const DirDiff delta[] = {
3728 };
3729
3730 do {
3731 /* We don't need to twist around vehicles if they're not visible */
3732 if (!v->vehstatus.Test(VehState::Hidden)) {
3733 v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
3734 /* Refrain from updating the z position of the vehicle when on
3735 * a bridge, because UpdateInclination() will put the vehicle under
3736 * the bridge in that case */
3737 if (v->track != TRACK_BIT_WORMHOLE) {
3738 v->UpdatePosition();
3739 v->UpdateInclination(false, true);
3740 } else {
3741 v->UpdateViewport(false, true);
3742 }
3743 }
3744 } while ((v = v->Next()) != nullptr);
3745}
3746
3753{
3754 int state = ++v->crash_anim_pos;
3755
3756 if (state == 4 && !v->vehstatus.Test(VehState::Hidden)) {
3758 }
3759
3760 uint32_t r;
3761 if (state <= 200 && Chance16R(1, 7, r)) {
3762 int index = (r * 10 >> 16);
3763
3764 Vehicle *u = v;
3765 do {
3766 if (--index < 0) {
3767 r = Random();
3768
3770 GB(r, 8, 3) + 2,
3771 GB(r, 16, 3) + 2,
3772 GB(r, 0, 3) + 5,
3774 break;
3775 }
3776 } while ((u = u->Next()) != nullptr);
3777 }
3778
3779 if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
3780
3781 if (state >= 4440 && !(v->tick_counter & 0x1F)) {
3782 bool ret = v->Next() != nullptr;
3783 DeleteLastWagon(v);
3784 return ret;
3785 }
3786
3787 return true;
3788}
3789
3791static const uint16_t _breakdown_speeds[16] = {
3792 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3793};
3794
3795
3804static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
3805{
3806 /* Calc position within the current tile */
3807 uint x = v->x_pos & 0xF;
3808 uint y = v->y_pos & 0xF;
3809
3810 /* for diagonal directions, 'x' will be 0..15 -
3811 * for other directions, it will be 1, 3, 5, ..., 15 */
3812 switch (v->direction) {
3813 case DIR_N : x = ~x + ~y + 25; break;
3814 case DIR_NW: x = y; [[fallthrough]];
3815 case DIR_NE: x = ~x + 16; break;
3816 case DIR_E : x = ~x + y + 9; break;
3817 case DIR_SE: x = y; break;
3818 case DIR_S : x = x + y - 7; break;
3819 case DIR_W : x = ~y + x + 9; break;
3820 default: break;
3821 }
3822
3823 /* Do not reverse when approaching red signal. Make sure the vehicle's front
3824 * does not cross the tile boundary when we do reverse, but as the vehicle's
3825 * location is based on their center, use half a vehicle's length as offset.
3826 * Multiply the half-length by two for straight directions to compensate that
3827 * we only get odd x offsets there. */
3828 if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
3829 /* we are too near the tile end, reverse now */
3830 v->cur_speed = 0;
3831 if (reverse) ReverseTrainDirection(v);
3832 return false;
3833 }
3834
3835 /* slow down */
3837 uint16_t break_speed = _breakdown_speeds[x & 0xF];
3838 if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3839
3840 return true;
3841}
3842
3843
3849static bool TrainCanLeaveTile(const Train *v)
3850{
3851 /* Exit if inside a tunnel/bridge or a depot */
3852 if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
3853
3854 TileIndex tile = v->tile;
3855
3856 /* entering a tunnel/bridge? */
3859 if (DiagDirToDir(dir) == v->direction) return false;
3860 }
3861
3862 /* entering a depot? */
3863 if (IsRailDepotTile(tile)) {
3865 if (DiagDirToDir(dir) == v->direction) return false;
3866 }
3867
3868 return true;
3869}
3870
3871
3880{
3881 assert(v->IsFrontEngine());
3882 assert(!v->vehstatus.Test(VehState::Crashed));
3883
3884 if (!TrainCanLeaveTile(v)) return INVALID_TILE;
3885
3887 TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3888
3889 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3890 if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
3891 !CheckCompatibleRail(v, tile)) {
3892 return INVALID_TILE;
3893 }
3894
3895 return tile;
3896}
3897
3898
3906static bool TrainCheckIfLineEnds(Train *v, bool reverse)
3907{
3908 /* First, handle broken down train */
3909
3910 int t = v->breakdown_ctr;
3911 if (t > 1) {
3913
3914 uint16_t break_speed = _breakdown_speeds[GB(~t, 4, 4)];
3915 if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3916 } else {
3918 }
3919
3920 if (!TrainCanLeaveTile(v)) return true;
3921
3922 /* Determine the non-diagonal direction in which we will exit this tile */
3924 /* Calculate next tile */
3925 TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3926
3927 /* Determine the track status on the next tile */
3928 TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
3929 TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
3930
3931 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3932 TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
3933
3934 /* We are sure the train is not entering a depot, it is detected above */
3935
3936 /* mask unreachable track bits if we are forbidden to do 90deg turns */
3937 TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3940 }
3941
3942 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
3943 if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
3944 return TrainApproachingLineEnd(v, false, reverse);
3945 }
3946
3947 /* approaching red signal */
3948 if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
3949
3950 /* approaching a rail/road crossing? then make it red */
3952
3953 return true;
3954}
3955
3956
3957static bool TrainLocoHandler(Train *v, bool mode)
3958{
3959 /* train has crashed? */
3961 return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
3962 }
3963
3964 if (v->force_proceed != TFP_NONE) {
3967 }
3968
3969 /* train is broken down? */
3970 if (v->HandleBreakdown()) return true;
3971
3972 if (v->flags.Test(VehicleRailFlag::Reversing) && v->cur_speed == 0) {
3974 }
3975
3976 /* exit if train is stopped */
3977 if (v->vehstatus.Test(VehState::Stopped) && v->cur_speed == 0) return true;
3978
3979 bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
3980 if (ProcessOrders(v) && CheckReverseTrain(v)) {
3981 v->wait_counter = 0;
3982 v->cur_speed = 0;
3983 v->subspeed = 0;
3986 return true;
3988 /* Try to reserve a path when leaving the station as we
3989 * might not be marked as wanting a reservation, e.g.
3990 * when an overlength train gets turned around in a station. */
3993
3994 if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
3995 TryPathReserve(v, true, true);
3996 }
3998 }
3999
4000 v->HandleLoading(mode);
4001
4002 if (v->current_order.IsType(OT_LOADING)) return true;
4003
4004 if (CheckTrainStayInDepot(v)) return true;
4005
4006 if (!mode) v->ShowVisualEffect();
4007
4008 /* We had no order but have an order now, do look ahead. */
4009 if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
4011 }
4012
4013 /* Handle stuck trains. */
4014 if (!mode && v->flags.Test(VehicleRailFlag::Stuck)) {
4015 ++v->wait_counter;
4016
4017 /* Should we try reversing this tick if still stuck? */
4018 bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * Ticks::DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
4019
4020 if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
4021 if (!TryPathReserve(v)) {
4022 /* Still stuck. */
4023 if (turn_around) ReverseTrainDirection(v);
4024
4025 if (v->flags.Test(VehicleRailFlag::Stuck) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * Ticks::DAY_TICKS) {
4026 /* Show message to player. */
4027 if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
4028 AddVehicleAdviceNewsItem(AdviceType::TrainStuck, GetEncodedString(STR_NEWS_TRAIN_IS_STUCK, v->index), v->index);
4029 }
4030 v->wait_counter = 0;
4031 }
4032 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
4033 if (v->force_proceed == TFP_NONE) return true;
4035 v->wait_counter = 0;
4037 }
4038 }
4039
4040 if (v->current_order.IsType(OT_LEAVESTATION)) {
4041 v->current_order.Free();
4043 return true;
4044 }
4045
4046 int j = v->UpdateSpeed();
4047
4048 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
4049 if (v->cur_speed == 0 && v->vehstatus.Test(VehState::Stopped)) {
4050 /* If we manually stopped, we're not force-proceeding anymore. */
4053 }
4054
4055 int adv_spd = v->GetAdvanceDistance();
4056 if (j < adv_spd) {
4057 /* if the vehicle has speed 0, update the last_speed field. */
4058 if (v->cur_speed == 0) v->SetLastSpeed();
4059 } else {
4061 /* Loop until the train has finished moving. */
4062 for (;;) {
4063 j -= adv_spd;
4064 TrainController(v, nullptr);
4065 /* Don't continue to move if the train crashed. */
4066 if (CheckTrainCollision(v)) break;
4067 /* Determine distance to next map position */
4068 adv_spd = v->GetAdvanceDistance();
4069
4070 /* No more moving this tick */
4071 if (j < adv_spd || v->cur_speed == 0) break;
4072
4073 OrderType order_type = v->current_order.GetType();
4074 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
4075 if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
4079 ProcessOrders(v);
4080 }
4081 }
4082 v->SetLastSpeed();
4083 }
4084
4085 for (Train *u = v; u != nullptr; u = u->Next()) {
4086 if (u->vehstatus.Test(VehState::Hidden)) continue;
4087
4088 u->UpdateViewport(false, false);
4089 }
4090
4091 if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
4092
4093 return true;
4094}
4095
4101{
4102 Money cost = 0;
4103 const Train *v = this;
4104
4105 do {
4106 const Engine *e = v->GetEngine();
4107 if (e->VehInfo<RailVehicleInfo>().running_cost_class == Price::Invalid) continue;
4108
4109 uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->VehInfo<RailVehicleInfo>().running_cost);
4110 if (cost_factor == 0) continue;
4111
4112 /* Halve running cost for multiheaded parts */
4113 if (v->IsMultiheaded()) cost_factor /= 2;
4114
4115 cost += GetPrice(e->VehInfo<RailVehicleInfo>().running_cost_class, cost_factor, e->GetGRF());
4116 } while ((v = v->GetNextVehicle()) != nullptr);
4117
4118 return cost;
4119}
4120
4126{
4127 this->tick_counter++;
4128
4129 if (this->IsFrontEngine()) {
4131
4132 if (!this->vehstatus.Test(VehState::Stopped) || this->cur_speed > 0) this->running_ticks++;
4133
4134 this->current_order_time++;
4135
4136 if (!TrainLocoHandler(this, false)) return false;
4137
4138 return TrainLocoHandler(this, true);
4139 } else if (this->IsFreeWagon() && this->vehstatus.Test(VehState::Crashed)) {
4140 /* Delete flooded standalone wagon chain */
4141 if (++this->crash_anim_pos >= 4400) {
4142 delete this;
4143 return false;
4144 }
4145 }
4146
4147 return true;
4148}
4149
4155{
4156 if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
4157 if (v->IsChainInDepot()) {
4159 return;
4160 }
4161
4162 uint max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty;
4163
4164 FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
4165 /* Only go to the depot if it is not too far out of our way. */
4166 if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
4167 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
4168 /* If we were already heading for a depot but it has
4169 * suddenly moved farther away, we continue our normal
4170 * schedule? */
4173 }
4174 return;
4175 }
4176
4177 DepotID depot = GetDepotIndex(tfdd.tile);
4178
4179 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
4180 v->current_order.GetDestination() != depot &&
4181 !Chance16(3, 16)) {
4182 return;
4183 }
4184
4187 v->dest_tile = tfdd.tile;
4189}
4190
4193{
4194 AgeVehicle(this);
4195}
4196
4199{
4200 EconomyAgeVehicle(this);
4201
4202 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
4203
4204 if (this->IsFrontEngine()) {
4206
4208
4209 CheckOrders(this);
4210
4211 /* update destination */
4212 if (this->current_order.IsType(OT_GOTO_STATION)) {
4213 TileIndex tile = Station::Get(this->current_order.GetDestination().ToStationID())->train_station.tile;
4214 if (tile != INVALID_TILE) this->dest_tile = tile;
4215 }
4216
4217 if (this->running_ticks != 0) {
4218 /* running costs */
4220
4221 this->profit_this_year -= cost.GetCost();
4222 this->running_ticks = 0;
4223
4225
4228 }
4229 }
4230}
4231
4237{
4238 if (this->vehstatus.Test(VehState::Crashed)) return INVALID_TRACKDIR;
4239
4240 if (this->track == TRACK_BIT_DEPOT) {
4241 /* We'll assume the train is facing outwards */
4242 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
4243 }
4244
4245 if (this->track == TRACK_BIT_WORMHOLE) {
4246 /* train in tunnel or on bridge, so just use its direction and assume a diagonal track */
4247 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
4248 }
4249
4250 return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
4251}
4252
4253uint16_t Train::GetMaxWeight() const
4254{
4255 uint16_t weight = CargoSpec::Get(this->cargo_type)->WeightOfNUnitsInTrain(this->GetEngine()->DetermineCapacity(this));
4256
4257 /* Vehicle weight is not added for articulated parts. */
4258 if (!this->IsArticulatedPart()) {
4259 weight += GetVehicleProperty(this, PROP_TRAIN_WEIGHT, RailVehInfo(this->engine_type)->weight);
4260 }
4261
4262 /* Powered wagons have extra weight added. */
4263 if (this->flags.Test(VehicleRailFlag::PoweredWagon)) {
4264 weight += RailVehInfo(this->gcache.first_engine)->pow_wag_weight;
4265 }
4266
4267 return weight;
4268}
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).
constexpr T AssignBit(T &x, const uint8_t y, bool value)
Assigns a bit in a variable.
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 T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
constexpr uint8_t FindFirstBit(T x)
Search the first set bit in a value.
constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
constexpr T KillFirstBit(T value)
Clear the first bit in an integer.
constexpr T ClrBit(T &x, const uint8_t y)
Clears a bit in a variable.
const BridgeSpec * GetBridgeSpec(BridgeType i)
Get the specification of a bridge type.
Definition bridge.h:60
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
uint8_t CargoType
Cargo slots to indicate a cargo type within a game.
Definition cargo_type.h:21
bool IsValidCargoType(CargoType cargo)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:108
static void NewEvent(CompanyID company, ScriptEvent *event)
Queue a new event for an AI.
Definition ai_core.cpp:235
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr Timpl & Reset()
Reset all bits.
constexpr Timpl & Flip(Tvalue_type value)
Flip the value-th bit.
constexpr Timpl & Set()
Set all bits.
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?
uint32_t GetGRFID() const
Retrieve the GRF ID of the NewGRF the engine is tied to.
Definition engine.cpp:160
uint16_t reliability_spd_dec
Speed of reliability decay between services (per day).
Definition engine_base.h:50
const GRFFile * GetGRF() const
Retrieve the NewGRF the engine is tied to.
uint DetermineCapacity(const Vehicle *v, uint16_t *mail_capacity=nullptr) const
Determines capacity of a given vehicle from scratch.
Definition engine.cpp:204
EngineFlags flags
Flags of the engine.
Definition engine_base.h:57
uint8_t original_image_index
Original vehicle image index, thus the image index of the overridden vehicle.
Definition engine_base.h:61
TimerGameCalendar::Date GetLifeLengthInDays() const
Returns the vehicle's (not model's!) life length in days.
Definition engine.cpp:446
CargoType GetDefaultCargoType() const
Determines the default cargo type of an engine.
Definition engine_base.h:94
uint16_t reliability
Current reliability of the engine.
Definition engine_base.h:49
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:115
uint8_t curve_speed
Multiplier for curve maximum speed advantage.
Definition rail.h:195
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,...
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.
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.
@ DIRDIFF_90LEFT
Angle of 90 degrees left.
@ DIRDIFF_45LEFT
Angle of 45 degrees left.
@ DIRDIFF_45RIGHT
Angle of 45 degrees right.
@ DIRDIFF_SAME
Both directions faces to the same direction.
@ DIRDIFF_90RIGHT
Angle of 90 degrees right.
Direction
Defines the 8 directions on the map.
@ DIR_SW
Southwest.
@ DIR_NW
Northwest.
@ DIR_N
North.
@ DIR_SE
Southeast.
@ DIR_S
South.
@ DIR_NE
Northeast.
@ DIR_W
West.
@ DIR_E
East.
Axis
Allow incrementing of DiagDirDiff variables.
DiagDirection
Enumeration for diagonal directions.
@ DIAGDIR_END
Used for iterations.
@ DIAGDIR_BEGIN
Used for iterations.
@ INVALID_DIAGDIR
Flag for an invalid DiagDirection.
Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
Determine a certain price.
Definition economy.cpp:940
@ EXPENSES_TRAIN_RUN
Running costs trains.
@ EXPENSES_NEW_VEHICLES
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.
@ RAILVEH_WAGON
simple wagon, not motorized
Definition engine_type.h:34
@ RAILVEH_MULTIHEAD
indicates a combination of two locomotives
Definition engine_type.h:33
Functions related to errors.
@ WL_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.
@ PFE_GL_TRAINS
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.
@ GVF_SUPPRESS_IMPLICIT_ORDERS
Disable insertion and removal of automatic orders until the vehicle completes the real order.
@ GVF_GOINGDOWN_BIT
Vehicle is currently going downhill. (Cached track information for acceleration).
@ GVF_GOINGUP_BIT
Vehicle is currently going uphill. (Cached track information for acceleration).
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, uint 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:588
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
Base for the NewGRF implementation.
@ 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(uint32_t 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(uint32_t 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:72
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:97
@ NearEnd
Stop at the near end of the platform.
Definition order_type.h:98
@ FarEnd
Stop at the far end of the platform.
Definition order_type.h:100
@ Middle
Stop at the middle of the platform.
Definition order_type.h:99
@ NoDestination
The vehicle will stop at any station it passes except the destination, aka via.
Definition order_type.h:89
@ NoIntermediate
The vehicle will not stop at any stations it passes except the destination, aka non-stop.
Definition order_type.h:88
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:119
@ Service
This depot order is because of the servicing limit.
Definition order_type.h:108
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
PBSTileInfo FollowTrainReservation(const Train *v, Vehicle **train_on_res)
Follow a train reservation to the last tile.
Definition pbs.cpp:301
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
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:393
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:325
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:352
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:377
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:411
const RailTypeInfo * GetRailTypeInfo(RailType railtype)
Returns a pointer to the Railtype information for a given railtype.
Definition rail.h:301
RailTypes GetAllCompatibleRailTypes(RailTypes railtypes)
Returns all compatible railtypes for a set of railtypes.
Definition rail.h:313
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:548
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:491
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:292
@ 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:520
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:475
bool HasPbsSignalOnTrackdir(Tile tile, Trackdir td)
Is a pbs signal present along the trackdir?
Definition rail_map.h:535
bool IsOnewaySignal(Tile t, Track track)
Is the signal at the given track on a tile a one way signal?
Definition rail_map.h:358
SignalType GetSignalType(Tile t, Track track)
Get the signal type for a track on a tile.
Definition rail_map.h:304
void SetDepotReservation(Tile t, bool b)
Set the reservation state of the depot.
Definition rail_map.h:269
bool HasDepotReservation(Tile t)
Get the reservation state of the depot.
Definition rail_map.h:257
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:506
static bool IsRailDepotTile(Tile t)
Is this tile rail tile and a rail depot?
Definition rail_map.h:105
@ 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:390
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:438
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:426
void SetCrossingReservation(Tile t, bool b)
Set the reservation state of the rail crossing.
Definition road_map.h:403
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
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:654
void UpdateSignalsInBuffer()
Update signals in buffer Called from 'outside'.
Definition signal.cpp:580
void AddSideToSignalBuffer(TileIndex tile, DiagDirection side, Owner owner)
Add side of tile to signal update buffer.
Definition signal.cpp:628
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:672
SigSegState
State of the signal segment.
Definition signal_func.h:55
@ SIGSEG_PBS
Segment is a PBS segment.
Definition signal_func.h:58
@ SIGSEG_FULL
Occupied by a train.
Definition signal_func.h:57
@ SIGTYPE_PBS
normal pbs signal
Definition signal_type.h:28
@ SIGNAL_STATE_RED
The signal is red.
Definition signal_type.h:43
@ SIGNAL_STATE_GREEN
The signal is green.
Definition signal_type.h:44
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:1619
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.
@ HVOT_TRAIN
Station has seen a train.
@ Train
Station with train station.
@ VehicleArrives
Trigger platform when train arrives.
@ VehicleArrives
Trigger platform when train arrives.
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:39
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:138
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.
uint traininfo_vehicle_width
Width (in pixels) of a 8/8 train vehicle in depot GUI and vehicle details.
Definition newgrf.h:158
int traininfo_vehicle_pitch
Vertical offset for drawing train images in depot GUI and vehicle details.
Definition newgrf.h:157
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.
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.
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, uint32_t 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 MakeGoToDepot(DestinationID destination, OrderDepotTypeFlags order, OrderNonStopFlags non_stop_type=OrderNonStopFlag::NoIntermediate, OrderDepotActionFlags action={}, CargoType cargo=CARGO_NO_REFIT)
Makes this order a Go To Depot order.
Definition order_cmd.cpp:73
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...
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 Engine * Get(auto index)
static T * Create(Targs &&... args)
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
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 * Next() const
Get next vehicle in the chain.
T * Previous() const
Get previous vehicle in the chain.
static Train * From(Vehicle *v)
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 * 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.
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
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:193
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:290
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:747
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.
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:2369
void AddToShared(Vehicle *shared_chain)
Adds this vehicle to a shared vehicle chain.
Definition vehicle.cpp:2999
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.
uint16_t random_bits
Bits used for randomized variational spritegroups.
void ReleaseUnitNumber()
Release the vehicle's unit number.
Definition vehicle.cpp:2438
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:2449
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:2529
CargoType cargo_type
type of cargo this vehicle is carrying
uint8_t acceleration
used by train & aircraft
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:791
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:757
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.
uint32_t GetGRFID() const
Retrieve the GRF ID of the NewGRF the vehicle is tied to.
Definition vehicle.cpp:767
SpriteBounds bounds
Bounding box of vehicle.
void BeginLoading()
Prepare everything to begin the loading when arriving at a station.
Definition vehicle.cpp:2224
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:2576
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:2970
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:1376
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:1702
StationID last_station_visited
The last station we stopped at.
void ShowVisualEffect() const
Draw visual effects (smoke and/or sparks) for a vehicle chain.
Definition vehicle.cpp:2820
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.
@ EnteredStation
The vehicle entered a station.
Definition tile_cmd.h:24
@ CannotEnter
The vehicle cannot enter the tile.
Definition tile_cmd.h:26
@ EnteredWormhole
The vehicle either entered a bridge, tunnel or depot tile (this includes the last tile of the bridge/...
Definition tile_cmd.h:25
VehicleEnterTileStates VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
Call the tile callback function for a vehicle entering a tile.
Definition vehicle.cpp:1859
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.
Trackdir RemoveFirstTrackdir(TrackdirBits *trackdirs)
Removes first Trackdir from TrackdirBits and returns it.
Definition track_func.h:156
Track TrackdirToTrack(Trackdir trackdir)
Returns the Track that a given Trackdir represents.
Definition track_func.h:262
TrackBits TrackToTrackBits(Track track)
Maps a Track to the corresponding TrackBits value.
Definition track_func.h:77
TrackdirBits TrackBitsToTrackdirBits(TrackBits bits)
Converts TrackBits to TrackdirBits while allowing both directions.
Definition track_func.h:319
DiagDirection VehicleExitDir(Direction direction, TrackBits track)
Determine the side in which the vehicle will leave the tile.
Definition track_func.h:719
TrackdirBits TrackStatusToTrackdirBits(TrackStatus ts)
Returns the present-trackdir-information of a TrackStatus.
Definition track_func.h:354
Track TrackBitsToTrack(TrackBits tracks)
Converts TrackBits to Track.
Definition track_func.h:193
TrackBits TrackCrossesTracks(Track track)
Maps a track to all tracks that make 90 deg turns with it.
Definition track_func.h:422
Trackdir ReverseTrackdir(Trackdir trackdir)
Maps a trackdir to the reverse trackdir.
Definition track_func.h:247
bool TracksOverlap(TrackBits bits)
Checks if the given tracks overlap, ie form a crossing.
Definition track_func.h:650
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:503
bool IsValidTrackdir(Trackdir trackdir)
Checks if a Trackdir is valid for non-road vehicles.
Definition track_func.h:52
Trackdir FindFirstTrackdir(TrackdirBits trackdirs)
Returns first Trackdir from TrackdirBits or INVALID_TRACKDIR.
Definition track_func.h:211
TrackdirBits TrackdirCrossesTrackdirs(Trackdir trackdir)
Maps a trackdir to all trackdirs that make 90 deg turns with it.
Definition track_func.h:611
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:589
TrackdirBits DiagdirReachesTrackdirs(DiagDirection diagdir)
Returns all trackdirs that can be reached when entering a tile from a given (diagonal) direction.
Definition track_func.h:560
Track FindFirstTrack(TrackBits tracks)
Returns first Track from TrackBits or INVALID_TRACK.
Definition track_func.h:177
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:488
TrackBits DiagdirReachesTracks(DiagDirection diagdir)
Returns all tracks that can be reached when entering a tile from a given (diagonal) direction.
Definition track_func.h:578
TrackBits DiagDirToDiagTrackBits(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal track bits incidating with that diagdir.
Definition track_func.h:529
Trackdir DiagDirToDiagTrackdir(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal trackdir that runs in that direction.
Definition track_func.h:542
TrackdirBits TrackStatusToRedSignals(TrackStatus ts)
Returns the red-signal-information of a TrackStatus.
Definition track_func.h:378
DiagDirection TrackdirToExitdir(Trackdir trackdir)
Maps a trackdir to the (4-way) direction the tile is exited when following that trackdir.
Definition track_func.h:441
Track DiagDirToDiagTrack(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal track incidating with that diagdir.
Definition track_func.h:517
TrackBits TrackdirBitsToTrackBits(TrackdirBits bits)
Discards all directional information from a TrackdirBits value.
Definition track_func.h:308
TrackBits
Allow incrementing of Track variables.
Definition track_type.h:35
@ TRACK_BIT_WORMHOLE
Bitflag for a wormhole (used for tunnels).
Definition track_type.h:52
@ TRACK_BIT_UPPER
Upper track.
Definition track_type.h:39
@ TRACK_BIT_DEPOT
Bitflag for a depot.
Definition track_type.h:53
@ TRACK_BIT_LEFT
Left track.
Definition track_type.h:41
@ TRACK_BIT_Y
Y-axis track.
Definition track_type.h:38
@ TRACK_BIT_NONE
No track.
Definition track_type.h:36
@ TRACK_BIT_X
X-axis track.
Definition track_type.h:37
@ TRACK_BIT_MASK
Bitmask for the first 6 bits.
Definition track_type.h:51
@ TRACK_BIT_LOWER
Lower track.
Definition track_type.h:40
@ TRACK_BIT_RIGHT
Right track.
Definition track_type.h:42
Trackdir
Enumeration for tracks and directions.
Definition track_type.h:66
@ INVALID_TRACKDIR
Flag for an invalid trackdir.
Definition track_type.h:85
TrackdirBits
Allow incrementing of Trackdir variables.
Definition track_type.h:97
@ TRACKDIR_BIT_NONE
No track build.
Definition track_type.h:98
Track
These are used to specify a single track.
Definition track_type.h:19
@ INVALID_TRACK
Flag for an invalid track.
Definition track_type.h:28
@ TRACK_Y
Track along the y-axis (north-west to south-east).
Definition track_type.h:22
@ TRACK_BEGIN
Used for iterations.
Definition track_type.h:20
@ TRACK_X
Track along the x-axis (north-east to south-west).
Definition track_type.h:21
@ 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.
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
int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, 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.
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 void AffectSpeedByZChange(Train *v, int old_z)
Modify the speed of the vehicle due to a change in altitude.
static CommandCost CmdBuildRailWagon(DoCommandFlags flags, TileIndex tile, const Engine *e, Vehicle **ret)
Build a railroad wagon.
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).
static uint CheckTrainCollision(Vehicle *v, Train *t)
Collision test function.
static void MakeTrainBackup(TrainList &list, Train *t)
Make a backup of a train into a train list.
static void CheckNextTrainTile(Train *v)
Check if the train is on the last reserved tile and try to extend the path then.
static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
Arrange the trains in the wanted way.
bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
Try to reserve a path to a safe position.
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 bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
Train is approaching line end, slow down and possibly reverse.
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 void SwapTrainFlags(uint16_t *swap_flag1, uint16_t *swap_flag2)
Swap the two up/down flags in two ways:
static void UpdateLevelCrossingTile(TileIndex tile, bool sound, bool force_barred)
Sets a level crossing tile to the correct state.
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.
static void AdvanceWagonsBeforeSwap(Train *v)
Advances wagons for train reversing, needed for variable length wagons.
CommandCost CmdBuildRailVehicle(DoCommandFlags flags, TileIndex tile, const Engine *e, Vehicle **ret)
Build a railroad vehicle.
static void AdvanceWagonsAfterSwap(Train *v)
Advances wagons for train reversing, needed for variable length wagons.
uint8_t FreightWagonMult(CargoType cargo)
Return the cargo weight multiplier to use for a rail vehicle.
Definition train_cmd.cpp:68
static bool TrainCheckIfLineEnds(Train *v, bool reverse=true)
Checks for line end.
void ReverseTrainDirection(Train *v)
Turn a train around.
void FreeTrainTrackReservation(const Train *v)
Free the reserved path in front of a vehicle.
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.
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 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 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:75
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.
static TileIndex TrainApproachingCrossingTile(const Train *v)
Determines whether train is approaching a rail-road crossing (thus making it barred).
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 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 TrainCanLeaveTile(const Train *v)
Determines whether train would like to leave the tile.
int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, 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 void TrainEnterStation(Train *v, StationID station)
Trains enters a station, send out a news item if it is the first train, and start loading.
static void MarkTrainAsStuck(Train *v)
Mark a train as stuck and stop it if it isn't stopped right now.
static bool TrainApproachingCrossing(TileIndex tile)
Finds a vehicle approaching rail-road crossing.
void ReverseTrainSwapVeh(Train *v, int l, int r)
Swap vehicles l and r in consist v, and reverse their direction.
static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
Extend a train path as far as possible.
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 void UpdateStatusAfterSwap(Train *v)
Updates some variables after swapping the vehicle.
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.
@ TRANSPORT_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:1564
UnitID GetFreeUnitNumber(VehicleType type)
Get an unused unit number for a vehicle (if allowed).
Definition vehicle.cpp:1916
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:1320
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
Get position information of a vehicle when moving one pixel in the direction it is facing.
Definition vehicle.cpp:1805
void DecreaseVehicleValue(Vehicle *v)
Decrease the value of a vehicle.
Definition vehicle.cpp:1299
void EconomyAgeVehicle(Vehicle *v)
Update economy age of a vehicle.
Definition vehicle.cpp:1442
CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore)
Finds vehicle in tunnel / bridge.
Definition vehicle.cpp:580
void AgeVehicle(Vehicle *v)
Update age of a vehicle.
Definition vehicle.cpp:1454
@ 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.
@ VEH_TRAIN
Train vehicle type.
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:1209
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting).
Definition window.cpp:3229
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:3321
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:3215
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting).
Definition window.cpp:3199
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:3339
@ WC_VEHICLE_ORDERS
Vehicle orders; Window numbers:
@ WC_VEHICLE_DEPOT
Depot view; Window numbers:
@ WC_TRAINS_LIST
Trains list; Window numbers:
@ WC_VEHICLE_REFIT
Vehicle refit; Window numbers:
@ WC_VEHICLE_DETAILS
Vehicle details; Window numbers:
@ WC_COMPANY
Company view; Window numbers:
@ WC_VEHICLE_VIEW
Vehicle view; Window numbers:
@ WC_VEHICLE_TIMETABLE
Vehicle timetable; Window numbers:
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