OpenTTD/train_cmd.c

2822 lines
70 KiB
C

#include "stdafx.h"
#include "ttd.h"
#include "table/strings.h"
#include "map.h"
#include "vehicle.h"
#include "command.h"
#include "pathfind.h"
#include "station.h"
#include "table/train_cmd.h"
#include "gfx.h"
#include "news.h"
#include "engine.h"
#include "player.h"
#include "sound.h"
#define is_firsthead_sprite(spritenum) \
(is_custom_sprite(spritenum) \
? is_custom_firsthead_sprite(spritenum) \
: _engine_sprite_add[spritenum] == 0)
static bool TrainCheckIfLineEnds(Vehicle *v);
static const byte _vehicle_initial_x_fract[4] = {10,8,4,8};
static const byte _vehicle_initial_y_fract[4] = {8,4,8,10};
static const byte _state_dir_table[4] = { 0x20, 8, 0x10, 4 };
static const byte _signal_onedir[14] = {
0x80, 0x80, 0x80, 0x20, 0x40, 0x10, 0, 0,
0x40, 0x40, 0x40, 0x10, 0x80, 0x20
};
static const byte _signal_otherdir[14] = {
0x40, 0x40, 0x40, 0x10, 0x80, 0x20, 0, 0,
0x80, 0x80, 0x80, 0x20, 0x40, 0x10
};
void UpdateTrainAcceleration(Vehicle *v)
{
uint acc, power=0, max_speed=5000, weight=0;
Vehicle *u = v;
assert(v->subtype == TS_Front_Engine);
// compute stuff like max speed, power, and weight.
do {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
// power is sum of the power for all engines
power += rvi->power;
// limit the max speed to the speed of the slowest vehicle.
if (rvi->max_speed && rvi->max_speed <= max_speed) max_speed = rvi->max_speed;
// weight is the sum of the weight of the wagon and the weight of the cargo.
weight += rvi->weight;
weight += (_cargoc.weights[u->cargo_type] * u->cargo_count) >> 4;
} while ( (u=u->next) != NULL);
// these are shown in the UI
v->u.rail.cached_weight = weight;
v->u.rail.cached_power = power;
v->max_speed = max_speed;
assert(weight != 0);
// compute acceleration
acc = power / weight * 4;
if (acc >= 255) acc=255;
if (acc == 0) acc++;
v->acceleration = (byte)acc;
}
#define F_GRAV 9.82f
#define F_THETA 0.05f
#define F_HP_KW 0.74569f
#define F_KPH_MS 0.27778f
#define F_MU 0.3f
#define F_COEF_FRIC 0.04f
#define F_COEF_ROLL 0.18f
#define F_CURVE_FACTOR (1/96.f)
static int GetRealisticAcceleration(Vehicle *v)
{
uint emass = 0;
Vehicle *u = v;
float f = 0.0f, spd;
int curves = 0;
assert(v->subtype == TS_Front_Engine);
// compute inclination force and number of curves.
do {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
uint mass = rvi->weight + ((_cargoc.weights[u->cargo_type] * u->cargo_count) >> 4);
if (rvi->power) emass += mass;
if (!IsTileType(u->tile, MP_TUNNELBRIDGE)) {
if (HASBIT(u->u.rail.flags, VRF_GOINGUP)) {
f += (float)mass * ( -F_GRAV * F_THETA);
} else if (HASBIT(u->u.rail.flags, VRF_GOINGDOWN)) {
f += (float)mass * ( F_GRAV * F_THETA);
}
}
// compute curve penalty..
if (u->next != NULL) {
uint diff = (u->direction - u->next->direction) & 7;
if (diff) {
curves += (diff == 1 || diff == 7) ? 1 : 3;
}
}
} while ((u = u->next) != NULL);
spd = (float)(v->cur_speed ? v->cur_speed : 1);
// compute tractive effort
{
float te = (float)v->u.rail.cached_power * (F_HP_KW/F_KPH_MS) / spd;
float te2 = (float)emass * (F_MU * F_GRAV);
if (te > te2) te = te2;
f += te;
}
// add air resistance
{
float cx = 1.0f; // NOT DONE
// air resistance is doubled in tunnels.
if (v->vehstatus == 0x40) cx *= 2;
f -= cx * spd * spd * (F_KPH_MS * F_KPH_MS * 0.001f);
}
// after this f contains the acceleration.
f /= (float)v->u.rail.cached_weight;
// add friction to sum of forces (avoid mul by weight). (0.001 because we want kN)
f -= (F_COEF_FRIC * F_GRAV * 0.001f + (F_COEF_ROLL * F_KPH_MS * F_GRAV * 0.001f) * spd);
// penalty for curves?
if (curves)
f -= (float)min(curves, 8) * F_CURVE_FACTOR;
return (int)(f * (1.0/(F_KPH_MS * 0.015f)) + 0.5f);
}
int GetTrainImage(Vehicle *v, byte direction)
{
int img = v->spritenum;
int base;
if (is_custom_sprite(img)) {
base = GetCustomVehicleSprite(v, direction + 4 * is_custom_secondhead_sprite(img));
if (base) return base;
img = _engine_original_sprites[v->engine_type];
}
base = _engine_sprite_base[img] + ((direction + _engine_sprite_add[img]) & _engine_sprite_and[img]);
if (v->cargo_count >= (v->cargo_cap >> 1))
base += _wagon_full_adder[img];
return base;
}
void DrawTrainEngine(int x, int y, int engine, uint32 image_ormod)
{
const RailVehicleInfo *rvi = RailVehInfo(engine);
int img = rvi->image_index;
uint32 image = 0;
if (is_custom_sprite(img)) {
image = GetCustomVehicleIcon(engine, 6);
if (!image) img = _engine_original_sprites[engine];
}
if (!image) {
image = (6 & _engine_sprite_and[img]) + _engine_sprite_base[img];
}
if (rvi->flags & RVI_MULTIHEAD) {
DrawSprite(image | image_ormod, x-14, y);
x += 15;
image = 0;
if (is_custom_sprite(img)) {
image = GetCustomVehicleIcon(engine, 2);
if (!image) img = _engine_original_sprites[engine];
}
if (!image) {
image = ((6 + _engine_sprite_add[img+1]) & _engine_sprite_and[img+1]) + _engine_sprite_base[img+1];
}
}
DrawSprite(image | image_ormod, x, y);
}
void DrawTrainEngineInfo(int engine, int x, int y, int maxw)
{
const RailVehicleInfo *rvi = RailVehInfo(engine);
int cap;
uint multihead = ((rvi->flags & RVI_MULTIHEAD) ? 1 : 0);
SetDParam(0, ((_price.build_railvehicle >> 3) * rvi->base_cost) >> 5);
SetDParam(2, rvi->max_speed * 10 >> 4);
SetDParam(3, rvi->power << multihead);
SetDParam(1, rvi->weight << multihead);
SetDParam(4, (rvi->running_cost_base * _price.running_rail[rvi->engclass] >> 8) << multihead);
cap = rvi->capacity;
SetDParam(5, STR_8838_N_A);
if (cap != 0) {
SetDParam(6, cap << multihead);
SetDParam(5, _cargoc.names_long_p[rvi->cargo_type]);
}
DrawStringMultiCenter(x, y, STR_885B_COST_WEIGHT_T_SPEED_POWER, maxw);
}
static int32 CmdBuildRailWagon(uint engine, uint tile, uint32 flags)
{
int32 value;
Vehicle *v;
const RailVehicleInfo *rvi;
int dir;
const Engine *e;
int x,y;
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
rvi = RailVehInfo(engine);
value = (rvi->base_cost * _price.build_railwagon) >> 8;
if (!(flags & DC_QUERY_COST)) {
_error_message = STR_00E1_TOO_MANY_VEHICLES_IN_GAME;
v = AllocateVehicle();
if (v == NULL)
return CMD_ERROR;
if (flags & DC_EXEC) {
byte img = rvi->image_index;
Vehicle *u, *w;
v->spritenum = img;
u = NULL;
FOR_ALL_VEHICLES(w) {
if (w->type == VEH_Train && w->tile == (TileIndex)tile &&
w->subtype == TS_Free_Car && w->engine_type == engine) {
u = GetLastVehicleInChain(w);
break;
}
}
v->engine_type = engine;
dir = _map5[tile] & 3;
v->direction = (byte)(dir*2+1);
v->tile = (TileIndex)tile;
x = TileX(tile) * 16 | _vehicle_initial_x_fract[dir];
y = TileY(tile) * 16 | _vehicle_initial_y_fract[dir];
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x,y);
v->owner = _current_player;
v->z_height = 6;
v->u.rail.track = 0x80;
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
v->subtype = TS_Free_Car;
if (u != NULL) {
u->next = v;
v->subtype = TS_Not_First;
v->u.rail.first_engine = u->u.rail.first_engine;
if (v->u.rail.first_engine == 0xffff && u->subtype == TS_Front_Engine )
v->u.rail.first_engine = u->engine_type;
} else {
v->u.rail.first_engine = 0xffff;
}
v->cargo_type = rvi->cargo_type;
v->cargo_cap = rvi->capacity;
v->value = value;
// v->day_counter = 0;
e = &_engines[engine];
v->u.rail.railtype = e->railtype;
v->build_year = _cur_year;
v->type = VEH_Train;
v->cur_image = 0xAC2;
_new_wagon_id = v->index;
VehiclePositionChanged(v);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
}
return value;
}
// Move all free vehicles in the depot to the train
static void NormalizeTrainVehInDepot(Vehicle *u)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && v->subtype == TS_Free_Car &&
v->tile == u->tile &&
v->u.rail.track == 0x80) {
if (DoCommandByTile(0,v->index | (u->index<<16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE) == CMD_ERROR)
break;
}
}
}
static const byte _railveh_unk1[] = {
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 0, 0, 0,
0, 0, 0, 0, 1, 0, 1, 0,
0, 1, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0,
};
static const byte _railveh_score[] = {
1, 4, 7, 19, 20, 30, 31, 19,
20, 21, 22, 10, 11, 30, 31, 32,
33, 34, 35, 29, 45, 32, 50, 40,
41, 51, 52, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 60, 62,
63, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 70, 71, 72, 73,
74, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0,
};
int32 EstimateTrainCost(const RailVehicleInfo *rvi)
{
return (rvi->base_cost * (_price.build_railvehicle >> 3)) >> 5;
}
void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building)
{
u->direction = v->direction;
u->owner = v->owner;
u->tile = v->tile;
u->x_pos = v->x_pos;
u->y_pos = v->y_pos;
u->z_pos = v->z_pos;
u->z_height = 6;
u->u.rail.track = 0x80;
v->u.rail.first_engine = 0xffff;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
u->subtype = TS_Not_First;
u->spritenum = v->spritenum + 1;
u->cargo_type = v->cargo_type;
u->cargo_cap = v->cargo_cap;
u->u.rail.railtype = v->u.rail.railtype;
if (building) v->next = u;
u->engine_type = v->engine_type;
u->build_year = v->build_year;
if (building)
v->value = u->value = v->value >> 1;
else
u->value = v->value;
u->type = VEH_Train;
u->cur_image = 0xAC2;
VehiclePositionChanged(u);
}
/* Build a railroad vehicle
* p1 = vehicle type id
*/
int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
const RailVehicleInfo *rvi;
int value,dir;
Vehicle *v, *u;
byte unit_num;
Engine *e;
uint tile;
_cmd_build_rail_veh_var1 = 0;
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
tile = TILE_FROM_XY(x,y);
rvi = RailVehInfo(p1);
if (rvi->flags & RVI_WAGON) {
return CmdBuildRailWagon(p1, tile, flags);
}
value = EstimateTrainCost(rvi);
if (!(flags & DC_QUERY_COST)) {
v = AllocateVehicle();
if (v == NULL || IsOrderPoolFull())
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
unit_num = GetFreeUnitNumber(VEH_Train);
if (unit_num > _patches.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
v->unitnumber = unit_num;
dir = _map5[tile] & 3;
v->direction = (byte)(dir*2+1);
v->tile = (TileIndex)tile;
v->owner = _current_player;
v->x_pos = (x |= _vehicle_initial_x_fract[dir]);
v->y_pos = (y |= _vehicle_initial_y_fract[dir]);
v->z_pos = GetSlopeZ(x,y);
v->z_height = 6;
v->u.rail.track = 0x80;
v->u.rail.first_engine = 0xffff;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = rvi->cargo_type;
v->cargo_cap = rvi->capacity;
v->max_speed = rvi->max_speed;
v->value = value;
v->last_station_visited = 0xFFFF;
v->dest_tile = 0;
v->engine_type = (byte)p1;
e = &_engines[p1];
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->lifelength * 366;
v->string_id = STR_SV_TRAIN_NAME;
v->u.rail.railtype = e->railtype;
_new_train_id = v->index;
v->service_interval = _patches.servint_trains;
v->date_of_last_service = _date;
v->build_year = _cur_year;
v->type = VEH_Train;
v->cur_image = 0xAC2;
VehiclePositionChanged(v);
if (rvi->flags&RVI_MULTIHEAD && (u = AllocateVehicle()) != NULL)
AddRearEngineToMultiheadedTrain(v, u, true);
UpdateTrainAcceleration(v);
NormalizeTrainVehInDepot(v);
InvalidateWindow(WC_VEHICLE_DEPOT, tile);
RebuildVehicleLists();
InvalidateWindow(WC_COMPANY, v->owner);
}
}
_cmd_build_rail_veh_var1 = _railveh_unk1[p1];
_cmd_build_rail_veh_score = _railveh_score[p1];
return value;
}
bool IsTrainDepotTile(TileIndex tile)
{
return IsTileType(tile, MP_RAILWAY) &&
(_map5[tile] & 0xFC) == 0xC0;
}
static bool IsTunnelTile(TileIndex tile)
{
return IsTileType(tile, MP_TUNNELBRIDGE) &&
(_map5[tile]&0x80) == 0;
}
int CheckStoppedInDepot(Vehicle *v)
{
int count;
TileIndex tile = v->tile;
/* check if stopped in a depot */
if (!IsTrainDepotTile(tile) || v->cur_speed != 0) {
errmsg:
_error_message = STR_881A_TRAINS_CAN_ONLY_BE_ALTERED;
return -1;
}
count = 0;
do {
count++;
if (v->u.rail.track != 0x80 || v->tile != (TileIndex)tile ||
(v->subtype == TS_Front_Engine && !(v->vehstatus&VS_STOPPED)))
goto errmsg;
} while ( (v=v->next) != NULL);
return count;
}
// unlink a rail wagon from the linked list.
// returns the new value of first
static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
{
// unlinking the first vehicle of the chain?
v->u.rail.first_engine = 0xffff;
if (v == first) {
Vehicle *u;
if ((v=v->next) == NULL) return NULL;
for (u=v; u; u=u->next) u->u.rail.first_engine = v->engine_type;
v->subtype = TS_Free_Car;
return v;
} else {
Vehicle *u;
for(u=first; u->next!=v; u=u->next) {}
u->next = v->next;
return first;
}
}
static Vehicle *FindGoodVehiclePos(Vehicle *src)
{
Vehicle *dst;
uint16 eng = src->engine_type;
TileIndex tile = src->tile;
FOR_ALL_VEHICLES(dst) {
if (dst->type == VEH_Train && dst->subtype == TS_Free_Car && dst->tile==tile) {
// check so all vehicles in the line have the same engine.
Vehicle *v = dst;
while (v->engine_type == eng) {
if ((v = v->next) == NULL) return dst;
}
}
}
return NULL;
}
/* p1 & 0xffff= source vehicle index
p1 & 0xffff0000 = what wagon to put the wagon AFTER, 0xffff0000 to make a new line
p2 & 1 = move all vehicles following the vehicle..
*/
int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *src, *dst, *src_head, *dst_head;
bool is_loco;
src = GetVehicle(p1 & 0xFFFF);
if (src->type != VEH_Train) return CMD_ERROR;
is_loco = !(RailVehInfo(src->engine_type)->flags & RVI_WAGON)
&& is_firsthead_sprite(src->spritenum);
// if nothing is selected as destination, try and find a matching vehicle to drag to.
if (((int32)p1 >> 16) == -1) {
dst = NULL;
if (!is_loco) dst = FindGoodVehiclePos(src);
} else {
dst = GetVehicle(((int32)p1 >> 16));
}
// don't move the same vehicle..
if (src == dst)
return 0;
/* the player must be the owner */
if (!CheckOwnership(src->owner) || (dst!=NULL && !CheckOwnership(dst->owner)))
return CMD_ERROR;
/* locate the head of the two chains */
src_head = GetFirstVehicleInChain(src);
dst_head = NULL;
if (dst != NULL) dst_head = GetFirstVehicleInChain(dst);
/* check if all vehicles in the source train are stopped */
if (CheckStoppedInDepot(src_head) < 0)
return CMD_ERROR;
/* check if all the vehicles in the dest train are stopped,
* and that the length of the dest train is no longer than XXX vehicles */
if (dst_head != NULL) {
int num = CheckStoppedInDepot(dst_head);
if (num < 0)
return CMD_ERROR;
if (num > (_patches.mammoth_trains ? 100 : 9) && dst_head->subtype == TS_Front_Engine )
return_cmd_error(STR_8819_TRAIN_TOO_LONG);
// if it's a multiheaded vehicle we're dragging to, drag to the vehicle before..
while (is_custom_secondhead_sprite(dst->spritenum)
|| (!is_custom_sprite(dst->spritenum) && _engine_sprite_add[dst->spritenum] != 0)) {
Vehicle *v = GetPrevVehicleInChain(dst);
if (!v || src == v) break;
dst = v;
}
assert(dst_head->tile == src_head->tile);
}
// when moving all wagons, we can't have the same src_head and dst_head
if (p2 & 1 && src_head == dst_head)
return 0;
// moving a loco to a new line?, then we need to assign a unitnumber.
if (dst == NULL && src->subtype != TS_Front_Engine && is_loco) {
uint unit_num = GetFreeUnitNumber(VEH_Train);
if (unit_num > _patches.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC)
src->unitnumber = unit_num;
}
/* do it? */
if (flags & DC_EXEC) {
if (p2 & 1) {
// unlink ALL wagons
if (src != src_head) {
Vehicle *v = src_head;
while (v->next != src) v=v->next;
v->next = NULL;
}
} else {
// unlink single wagon from linked list
UnlinkWagon(src, src_head);
src->next = NULL;
}
if (dst == NULL) {
// move the train to an empty line. for locomotives, we set the type to 0. for wagons, 4.
if (is_loco) {
if (src->subtype != TS_Front_Engine) {
// setting the type to 0 also involves setting up the orders field.
src->subtype = TS_Front_Engine;
assert(src->orders == NULL);
src->num_orders = 0;
}
dst_head = src;
} else {
src->subtype = TS_Free_Car;
}
src->u.rail.first_engine = 0xffff;
} else {
if (src->subtype == TS_Front_Engine) {
// the vehicle was previously a loco. need to free the order list and delete vehicle windows etc.
DeleteWindowById(WC_VEHICLE_VIEW, src->index);
DeleteVehicleOrders(src);
}
src->subtype = TS_Not_First;
src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
// setup first_engine
src->u.rail.first_engine = dst->u.rail.first_engine;
if (src->u.rail.first_engine == 0xffff && dst->subtype == TS_Front_Engine)
src->u.rail.first_engine = dst->engine_type;
// link in the wagon(s) in the chain.
{
Vehicle *v = src;
while (v->next != NULL) {
v->next->u.rail.first_engine = v->u.rail.first_engine;
v = v->next;
}
v->next = dst->next;
}
dst->next = src;
}
if (src_head->subtype == TS_Front_Engine)
UpdateTrainAcceleration(src_head);
InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index);
if (dst_head) {
if (dst_head->subtype == TS_Front_Engine)
UpdateTrainAcceleration(dst_head);
InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index);
}
InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
RebuildVehicleLists();
}
return 0;
}
/* p1 = train to start / stop */
int32 CmdStartStopTrain(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
v = GetVehicle(p1);
if (!CheckOwnership(v->owner))
return CMD_ERROR;
if (flags & DC_EXEC) {
v->u.rail.days_since_order_progr = 0;
v->vehstatus ^= VS_STOPPED;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
return 0;
}
// p1 = wagon/loco index
// p2 = mode
// 0: sell just the vehicle
// 1: sell the vehicle and all vehicles that follow it in the chain
// 2: when selling attached locos, rearrange all vehicles after it to separate lines.
int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v, *first,*last;
int32 cost;
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
v = GetVehicle(p1);
if (!CheckOwnership(v->owner))
return CMD_ERROR;
// get first vehicle in chain
first = v;
if (first->subtype != TS_Front_Engine) {
first = GetFirstVehicleInChain(first);
last = GetLastVehicleInChain(first);
//now if:
// 1) we delete a whole a chain, and
// 2) we don't actually try to delete the last engine
// 3) the first and the last vehicle of that train are of the same type, and
// 4) the first and the last vehicle of the chain are not identical
// 5) and of "engine" type (i.e. not a carriage)
// then let the last vehicle live
if ( (p2 == 1) && (v != last) && ( last->engine_type == first->engine_type ) && (last != first) && (first->subtype == TS_Front_Engine) )
last = GetPrevVehicleInChain(last);
else
last = NULL;
} else {
if (p2 != 1) {
// sell last part of multiheaded?
last = GetLastVehicleInChain(v);
// Check if the end-part is the same engine and check if it is the rear-end
if (last->engine_type != first->engine_type || is_firsthead_sprite(last->spritenum))
last = NULL;
} else {
last = NULL;
}
}
// make sure the vehicle is stopped in the depot
if (CheckStoppedInDepot(first) < 0)
return CMD_ERROR;
if (flags & DC_EXEC) {
// always redraw the depot. maybe redraw train list
InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
if (first->subtype == TS_Front_Engine) {
RebuildVehicleLists();
}
// when selling an attached locomotive. we need to delete its window.
if (v->subtype == TS_Front_Engine) {
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
// rearrange all vehicles that follow to separate lines.
if (p2 == 2) {
Vehicle *u,*tmp;
u = v->next;
while (u != last) {
tmp = u;
u = u->next;
DoCommandByTile(tmp->tile, tmp->index | ((-1)<<16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
}
}
}
// delete the vehicles
cost = 0;
for(;;) {
Vehicle *tmp;
assert(first);
first = UnlinkWagon(v, first);
cost -= v->value;
tmp = v;
DeleteVehicle(tmp);
if ( v == last ) {
last = NULL;
break;
}
if ( (v=v->next) == last || p2 != 1) break;
}
// delete last vehicle of multiheaded train?
if (last) {
first = UnlinkWagon(last, first);
cost -= last->value;
DeleteVehicle(last);
}
// an attached train changed?
if (first && first->subtype == TS_Front_Engine) {
UpdateTrainAcceleration(first);
InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
}
} else {
cost = 0;
for(;;) {
cost -= v->value;
if ( v == last ) {
last = NULL;
break;
}
if ( (v=v->next) == last || p2 != 1) break;
}
if (last) cost -= last->value;
}
return cost;
}
static void UpdateTrainDeltaXY(Vehicle *v, int direction)
{
#define MKIT(a,b,c,d) ((a&0xFF)<<24) | ((b&0xFF)<<16) | ((c&0xFF)<<8) | ((d&0xFF)<<0)
static const uint32 _delta_xy_table[8] = {
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
};
#undef MKIT
uint32 x = _delta_xy_table[direction];
v->x_offs = (byte)x;
v->y_offs = (byte)(x>>=8);
v->sprite_width = (byte)(x>>=8);
v->sprite_height = (byte)(x>>=8);
}
static void UpdateVarsAfterSwap(Vehicle *v)
{
UpdateTrainDeltaXY(v, v->direction);
v->cur_image = GetTrainImage(v, v->direction);
BeginVehicleMove(v);
VehiclePositionChanged(v);
EndVehicleMove(v);
}
static void SetLastSpeed(Vehicle *v, int spd) {
int old = v->u.rail.last_speed;
if (spd != old) {
v->u.rail.last_speed = spd;
if (_patches.vehicle_speed || !old != !spd)
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
}
static void SwapTrainFlags(byte *swap_flag1, byte *swap_flag2)
{
byte flag1, flag2;
flag1 = *swap_flag1;
flag2 = *swap_flag2;
/* Clear the flags */
CLRBIT(*swap_flag1, VRF_GOINGUP);
CLRBIT(*swap_flag1, VRF_GOINGDOWN);
CLRBIT(*swap_flag2, VRF_GOINGUP);
CLRBIT(*swap_flag2, VRF_GOINGDOWN);
/* Reverse the rail-flags (if needed) */
if (HASBIT(flag1, VRF_GOINGUP)) {
SETBIT(*swap_flag2, VRF_GOINGDOWN);
} else if (HASBIT(flag1, VRF_GOINGDOWN)) {
SETBIT(*swap_flag2, VRF_GOINGUP);
}
if (HASBIT(flag2, VRF_GOINGUP)) {
SETBIT(*swap_flag1, VRF_GOINGDOWN);
} else if (HASBIT(flag2, VRF_GOINGDOWN)) {
SETBIT(*swap_flag1, VRF_GOINGUP);
}
}
static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
{
Vehicle *a, *b;
/* locate vehicles to swap */
for(a=v; l!=0; l--) { a = a->next; }
for(b=v; r!=0; r--) { b = b->next; }
if (a != b) {
/* swap the hidden bits */
{
uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
a->vehstatus = tmp;
}
/* swap variables */
swap_byte(&a->u.rail.track, &b->u.rail.track);
swap_byte(&a->direction, &b->direction);
/* toggle direction */
if (!(a->u.rail.track & 0x80)) a->direction ^= 4;
if (!(b->u.rail.track & 0x80)) b->direction ^= 4;
/* swap more variables */
swap_int16(&a->x_pos, &b->x_pos);
swap_int16(&a->y_pos, &b->y_pos);
swap_tile(&a->tile, &b->tile);
swap_byte(&a->z_pos, &b->z_pos);
SwapTrainFlags(&a->u.rail.flags, &b->u.rail.flags);
/* update other vars */
UpdateVarsAfterSwap(a);
UpdateVarsAfterSwap(b);
} else {
if (!(a->u.rail.track & 0x80)) a->direction ^= 4;
UpdateVarsAfterSwap(a);
}
}
/* Check if the vehicle is a train and is on the tile we are testing */
static void *TestTrainOnCrossing(Vehicle *v, void *data)
{
if (v->tile != *(const TileIndex*)data || v->type != VEH_Train)
return NULL;
return v;
}
static void ReverseTrainDirection(Vehicle *v)
{
int l = 0, r = -1;
Vehicle *u;
if (IsTrainDepotTile(v->tile))
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
/* Check if we were approaching a rail/road-crossing */
{
TileIndex tile = v->tile;
int t;
/* Determine the non-diagonal direction in which we will exit this tile */
t = v->direction >> 1;
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[t]) {
t = (t - 1) & 3;
}
/* Calculate next tile */
tile += TileOffsByDir(t);
/* Test if we have a rail/road-crossing */
if (IsTileType(tile, MP_STREET) && (_map5[tile] & 0xF0) == 0x10) {
/* Check if there is a train on the tile itself */
if (VehicleFromPos(tile, &tile, TestTrainOnCrossing) == NULL) {
/* If light is on, switch light off */
if (_map5[tile] & 4) {
_map5[tile] &= ~4;
MarkTileDirtyByTile(tile);
}
}
}
}
// count number of vehicles
u = v;
do r++; while ( (u = u->next) != NULL );
/* swap start<>end, start+1<>end-1, ... */
do {
ReverseTrainSwapVeh(v, l++, r--);
} while (l <= r);
if (IsTrainDepotTile(v->tile))
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
CLRBIT(v->u.rail.flags, VRF_REVERSING);
}
/* p1 = vehicle */
int32 CmdReverseTrainDirection(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
v = GetVehicle(p1);
if (!CheckOwnership(v->owner))
return CMD_ERROR;
_error_message = STR_EMPTY;
// if (v->u.rail.track & 0x80 || IsTrainDepotTile(v->tile))
// return CMD_ERROR;
if (v->u.rail.crash_anim_pos != 0 || v->breakdown_ctr != 0)
return CMD_ERROR;
if (flags & DC_EXEC) {
if (_patches.realistic_acceleration && v->cur_speed != 0) {
TOGGLEBIT(v->u.rail.flags, VRF_REVERSING);
} else {
v->cur_speed = 0;
SetLastSpeed(v, 0);
ReverseTrainDirection(v);
}
}
return 0;
}
int32 CmdForceTrainProceed(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
v = GetVehicle(p1);
if (!CheckOwnership(v->owner))
return CMD_ERROR;
if (flags & DC_EXEC)
v->u.rail.force_proceed = 0x50;
return 0;
}
// p1 = vehicle to refit
// p2 = new cargo (0xFF)
// p2 = skip check for stopped in hanger (0x0100)
int32 CmdRefitRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
int32 cost;
uint num;
byte SkipStoppedInDepotCheck = (p2 & 0x100) >> 8;
p2 = p2 & 0xFF;
SET_EXPENSES_TYPE(EXPENSES_TRAIN_RUN);
v = GetVehicle(p1);
if (!CheckOwnership(v->owner) || ((CheckStoppedInDepot(v) < 0) && !(SkipStoppedInDepotCheck)))
return CMD_ERROR;
cost = 0;
num = 0;
do {
/* XXX: We also refit all the attached wagons en-masse if they
* can be refitted. This is how TTDPatch does it. TODO: Have
* some nice [Refit] button near each wagon. --pasky */
if ((!(RailVehInfo(v->engine_type)->flags & RVI_WAGON)
|| (_engine_refit_masks[v->engine_type] & (1 << p2)))
&& (byte) p2 != v->cargo_type && v->cargo_cap != 0) {
cost += (_price.build_railvehicle >> 8);
num += v->cargo_cap;
if (flags & DC_EXEC) {
//autorefitted train cars wants to keep the cargo
//it will be checked if the cargo is valid in CmdReplaceVehicle
if (!(SkipStoppedInDepotCheck))
v->cargo_count = 0;
v->cargo_type = (byte)p2;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
// SkipStoppedInDepotCheck is called by CmdReplace and it should only apply to the single car it is called for
} while ( (v=v->next) != NULL || SkipStoppedInDepotCheck );
_returned_refit_amount = num;
return cost;
}
int GetDepotByTile(uint tile)
{
Depot *d;
int i=0;
for(d=_depots; d->xy != (TileIndex)tile; d++) { i++; }
return i;
}
typedef struct TrainFindDepotData {
uint best_length;
uint tile;
byte owner;
} TrainFindDepotData;
static bool TrainFindDepotEnumProc(uint tile, TrainFindDepotData *tfdd, int track, uint length, byte *state)
{
if (IsTileType(tile, MP_RAILWAY) && _map_owner[tile] == tfdd->owner) {
if ((_map5[tile] & ~0x3) == 0xC0) {
if (length < tfdd->best_length) {
tfdd->best_length = length;
tfdd->tile = tile;
}
return true;
}
// make sure the train doesn't run against a oneway signal
if ((_map5[tile] & 0xC0) == 0x40) {
if (!(_map3_lo[tile] & _signal_onedir[track]) && _map3_lo[tile] & _signal_otherdir[track])
return true;
}
}
// stop searching if we've found a destination that is closer already.
return length >= tfdd->best_length;
}
// returns the tile of a depot to goto to.
static TrainFindDepotData FindClosestTrainDepot(Vehicle *v)
{
int i;
TrainFindDepotData tfdd;
uint tile = v->tile;
tfdd.owner = v->owner;
tfdd.best_length = (uint)-1;
if (IsTrainDepotTile(tile)){
tfdd.tile = tile;
tfdd.best_length = 0;
return tfdd;
}
if (v->u.rail.track == 0x40) { tile = GetVehicleOutOfTunnelTile(v); }
if (!_patches.new_depot_finding) {
// search in all directions
for(i=0; i!=4; i++)
NewTrainPathfind(tile, i, (TPFEnumProc*)TrainFindDepotEnumProc, &tfdd, NULL);
} else {
// search in the forward direction first.
i = v->direction >> 1;
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) { i = (i - 1) & 3; }
NewTrainPathfind(tile, i, (TPFEnumProc*)TrainFindDepotEnumProc, &tfdd, NULL);
if (tfdd.best_length == (uint)-1){
// search in backwards direction
i = (v->direction^4) >> 1;
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) { i = (i - 1) & 3; }
NewTrainPathfind(tile, i, (TPFEnumProc*)TrainFindDepotEnumProc, &tfdd, NULL);
}
}
return tfdd;
}
int32 CmdTrainGotoDepot(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v = GetVehicle(p1);
TrainFindDepotData tfdd;
if (v->current_order.type == OT_GOTO_DEPOT) {
if (flags & DC_EXEC) {
if (v->current_order.flags & OF_UNLOAD) {
v->u.rail.days_since_order_progr = 0;
v->cur_order_index++;
}
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
return 0;
}
tfdd = FindClosestTrainDepot(v);
if (tfdd.best_length == (uint)-1)
return_cmd_error(STR_883A_UNABLE_TO_FIND_ROUTE_TO);
if (flags & DC_EXEC) {
v->dest_tile = tfdd.tile;
v->current_order.type = OT_GOTO_DEPOT;
v->current_order.flags = OF_NON_STOP | OF_FULL_LOAD;
v->current_order.station = GetDepotByTile(tfdd.tile);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
return 0;
}
/* p1 = vehicle
* p2 = new service int
*/
int32 CmdChangeTrainServiceInt(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v = GetVehicle(p1);
if (!CheckOwnership(v->owner))
return CMD_ERROR;
if (flags & DC_EXEC) {
v->service_interval = (uint16)p2;
InvalidateWindowWidget(WC_VEHICLE_DETAILS, v->index, 8);
}
return 0;
}
void OnTick_Train(void)
{
_age_cargo_skip_counter = (_age_cargo_skip_counter == 0) ? 184 : (_age_cargo_skip_counter - 1);
}
static const int8 _vehicle_smoke_pos[16] = {
-4, -4, -4, 0, 4, 4, 4, 0,
-4, 0, 4, 4, 4, 0,-4,-4,
};
static void HandleLocomotiveSmokeCloud(Vehicle *v)
{
Vehicle *u;
if (v->vehstatus & VS_TRAIN_SLOWING || v->load_unload_time_rem != 0 || v->cur_speed < 2)
return;
u = v;
do {
int engtype = v->engine_type;
// no smoke?
if (RailVehInfo(engtype)->flags & 2
|| _engines[engtype].railtype > 0
|| (v->vehstatus&VS_HIDDEN) || (v->u.rail.track & 0xC0) )
continue;
switch (RailVehInfo(engtype)->engclass) {
case 0:
// steam smoke.
if ( (v->tick_counter&0xF) == 0 && !IsTrainDepotTile(v->tile) && !IsTunnelTile(v->tile)) {
CreateEffectVehicleRel(v,
(_vehicle_smoke_pos[v->direction]),
(_vehicle_smoke_pos[v->direction+8]),
10,
EV_STEAM_SMOKE);
}
break;
case 1:
// diesel smoke
if (u->cur_speed <= 40 && !IsTrainDepotTile(v->tile) && !IsTunnelTile(v->tile) && (uint16)Random() <= 0x1E00) {
CreateEffectVehicleRel(v, 0,0,10, EV_SMOKE_3);
}
break;
case 2:
// blue spark
if ( (v->tick_counter&0x3) == 0 && !IsTrainDepotTile(v->tile) && !IsTunnelTile(v->tile) && (uint16)Random() <= 0x5B0) {
CreateEffectVehicleRel(v, 0,0,10, EV_SMOKE_2);
}
break;
}
} while ( (v = v->next) != NULL );
}
static void TrainPlayLeaveStationSound(Vehicle *v)
{
static const SoundFx sfx[] = {
SND_04_TRAIN,
SND_0A_TRAIN_HORN,
SND_0A_TRAIN_HORN
};
int engtype = v->engine_type;
switch (_engines[engtype].railtype) {
case 0:
SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], v);
break;
case 1:
SndPlayVehicleFx(SND_47_MAGLEV_2, v);
break;
case 2:
SndPlayVehicleFx(SND_41_MAGLEV, v);
break;
}
}
static bool CheckTrainStayInDepot(Vehicle *v)
{
Vehicle *u;
// bail out if not all wagons are in the same depot or not in a depot at all
for (u = v; u != NULL; u = u->next)
if (u->u.rail.track != 0x80 || u->tile != v->tile)
return false;
if (v->u.rail.force_proceed == 0) {
if (++v->load_unload_time_rem < 37)
return true;
v->load_unload_time_rem = 0;
if (UpdateSignalsOnSegment(v->tile, v->direction))
return true;
}
VehicleServiceInDepot(v);
TrainPlayLeaveStationSound(v);
v->u.rail.track = 1;
if (v->direction & 2)
v->u.rail.track = 2;
v->vehstatus &= ~VS_HIDDEN;
v->cur_speed = 0;
UpdateTrainDeltaXY(v, v->direction);
v->cur_image = GetTrainImage(v, v->direction);
VehiclePositionChanged(v);
UpdateSignalsOnSegment(v->tile, v->direction);
UpdateTrainAcceleration(v);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
return false;
}
typedef struct TrainTrackFollowerData {
TileIndex dest_coords;
int station_index; // station index we're heading for
uint best_bird_dist;
uint best_track_dist;
byte best_track;
} TrainTrackFollowerData;
static bool TrainTrackFollower(uint tile, TrainTrackFollowerData *ttfd, int track, uint length, byte *state){
if (IsTileType(tile, MP_RAILWAY) && (_map5[tile]&0xC0) == 0x40) {
// the tile has a signal
byte m3 = _map3_lo[tile];
if (!(m3 & _signal_onedir[track])) {
// if one way signal not pointing towards us, stop going in this direction.
if (m3 & _signal_otherdir[track])
return true;
} else if (_map2[tile] & _signal_onedir[track]) {
// green signal in our direction. either one way or two way.
*state = true;
} else if (m3 & _signal_otherdir[track]) {
// two way signal. unless we passed another green signal on the way,
// stop going in this direction.
if (!*state) return true;
}
}
// heading for nowhere?
if (ttfd->dest_coords == 0)
return false;
// did we reach the final station?
if ((ttfd->station_index == -1 && tile == ttfd->dest_coords) ||
(IsTileType(tile, MP_STATION) && IS_BYTE_INSIDE(_map5[tile], 0, 8) && _map2[tile] == ttfd->station_index)) {
/* We do not check for dest_coords if we have a station_index,
* because in that case the dest_coords are just an
* approximation of where the station is */
// found station
ttfd->best_bird_dist = 0;
if (length < ttfd->best_track_dist) {
ttfd->best_track_dist = length;
ttfd->best_track = state[1];
}
return true;
} else {
uint dist;
// we've actually found the destination already. no point searching in directions longer than this.
if (ttfd->best_track_dist != (uint)-1)
return length >= ttfd->best_track_dist;
// didn't find station
dist = GetTileDist(tile, ttfd->dest_coords);
if (dist < ttfd->best_bird_dist) {
ttfd->best_bird_dist = dist;
ttfd->best_track = state[1];
}
return false;
}
}
static void FillWithStationData(TrainTrackFollowerData *fd, Vehicle *v)
{
fd->dest_coords = v->dest_tile;
if (v->current_order.type == OT_GOTO_STATION)
fd->station_index = v->current_order.station;
else
fd->station_index = -1;
}
static const byte _initial_tile_subcoord[6][4][3] = {
{{ 15, 8, 1 },{ 0, 0, 0 },{ 0, 8, 5 },{ 0, 0, 0 }},
{{ 0, 0, 0 },{ 8, 0, 3 },{ 0, 0, 0 },{ 8,15, 7 }},
{{ 0, 0, 0 },{ 7, 0, 2 },{ 0, 7, 6 },{ 0, 0, 0 }},
{{ 15, 8, 2 },{ 0, 0, 0 },{ 0, 0, 0 },{ 8,15, 6 }},
{{ 15, 7, 0 },{ 8, 0, 4 },{ 0, 0, 0 },{ 0, 0, 0 }},
{{ 0, 0, 0 },{ 0, 0, 0 },{ 0, 8, 4 },{ 7,15, 0 }},
};
static const uint32 _reachable_tracks[4] = {
0x10091009,
0x00160016,
0x05200520,
0x2A002A00,
};
static const byte _search_directions[6][4] = {
{ 0, 9, 2, 9 }, // track 1
{ 9, 1, 9, 3 }, // track 2
{ 9, 0, 3, 9 }, // track upper
{ 1, 9, 9, 2 }, // track lower
{ 3, 2, 9, 9 }, // track left
{ 9, 9, 1, 0 }, // track right
};
static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
/* choose a track */
static byte ChooseTrainTrack(Vehicle *v, uint tile, int direction, byte trackbits)
{
TrainTrackFollowerData fd;
int bits = trackbits;
uint best_track;
#if 0
int time = rdtsc();
static float f;
#endif
assert( (bits & ~0x3F) == 0);
/* quick return in case only one possible direction is available */
if (KILL_FIRST_BIT(bits) == 0)
return FIND_FIRST_BIT(bits);
FillWithStationData(&fd, v);
if (_patches.new_pathfinding) {
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
fd.best_track = 0xFF;
NewTrainPathfind(tile - TileOffsByDir(direction), direction, (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
// printf("Train %d %s\n", v->unitnumber, fd.best_track_dist == -1 ? "NOTFOUND" : "FOUND");
if (fd.best_track == 0xff) {
// blaha
best_track = FIND_FIRST_BIT(bits);
} else {
best_track = fd.best_track & 7;
}
} else {
int i, r;
uint best_bird_dist = 0;
uint best_track_dist = 0;
byte train_dir = v->direction & 3;
best_track = -1;
do {
i = FIND_FIRST_BIT(bits);
bits = KILL_FIRST_BIT(bits);
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
NewTrainPathfind(tile, _search_directions[i][direction], (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
if (best_track != -1) {
if (best_track_dist == -1) {
if (fd.best_track_dist == -1) {
/* neither reached the destination, pick the one with the smallest bird dist */
if (fd.best_bird_dist > best_bird_dist) goto bad;
if (fd.best_bird_dist < best_bird_dist) goto good;
} else {
/* we found the destination for the first time */
goto good;
}
} else {
if (fd.best_track_dist == -1) {
/* didn't find destination, but we've found the destination previously */
goto bad;
} else {
/* both old & new reached the destination, compare track length */
if (fd.best_track_dist > best_track_dist) goto bad;
if (fd.best_track_dist < best_track_dist) goto good;
}
}
/* if we reach this position, there's two paths of equal value so far.
* pick one randomly. */
r = (byte)Random();
if (_pick_track_table[i] == train_dir) r += 80;
if (_pick_track_table[best_track] == train_dir) r -= 80;
if (r <= 127) goto bad;
}
good:;
best_track = i;
best_bird_dist = fd.best_bird_dist;
best_track_dist = fd.best_track_dist;
bad:;
} while (bits != 0);
// printf("Train %d %s\n", v->unitnumber, best_track_dist == -1 ? "NOTFOUND" : "FOUND");
assert(best_track != -1);
}
#if 0
time = rdtsc() - time;
f = f * 0.99 + 0.01 * time;
printf("PF time = %d %f\n", time, f);
#endif
return best_track;
}
static bool CheckReverseTrain(Vehicle *v)
{
TrainTrackFollowerData fd;
int i, r;
int best_track;
uint best_bird_dist = 0;
uint best_track_dist = 0;
uint reverse, reverse_best;
if (_opt.diff.line_reverse_mode != 0 ||
v->u.rail.track & 0xC0 ||
!(v->direction & 1))
return false;
FillWithStationData(&fd, v);
best_track = -1;
reverse_best = reverse = 0;
assert(v->u.rail.track);
i = _search_directions[FIND_FIRST_BIT(v->u.rail.track)][v->direction>>1];
while(true) {
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
NewTrainPathfind(v->tile, reverse ^ i, (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
if (best_track != -1) {
if (best_bird_dist != 0) {
if (fd.best_bird_dist != 0) {
/* neither reached the destination, pick the one with the smallest bird dist */
if (fd.best_bird_dist > best_bird_dist) goto bad;
if (fd.best_bird_dist < best_bird_dist) goto good;
} else {
/* we found the destination for the first time */
goto good;
}
} else {
if (fd.best_bird_dist != 0) {
/* didn't find destination, but we've found the destination previously */
goto bad;
} else {
/* both old & new reached the destination, compare track length */
if (fd.best_track_dist > best_track_dist) goto bad;
if (fd.best_track_dist < best_track_dist) goto good;
}
}
/* if we reach this position, there's two paths of equal value so far.
* pick one randomly. */
r = (byte)Random();
if (_pick_track_table[i] == (v->direction & 3)) r += 80;
if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
if (r <= 127) goto bad;
}
good:;
best_track = i;
best_bird_dist = fd.best_bird_dist;
best_track_dist = fd.best_track_dist;
reverse_best = reverse;
bad:;
if (reverse != 0)
break;
reverse = 2;
}
return reverse_best != 0;
}
static bool ProcessTrainOrder(Vehicle *v)
{
const Order *order;
bool result;
// These are un-interruptible
if (v->current_order.type >= OT_GOTO_DEPOT &&
v->current_order.type <= OT_LEAVESTATION) {
// Let a depot order in the orderlist interrupt.
if (v->current_order.type != OT_GOTO_DEPOT ||
!(v->current_order.flags & OF_UNLOAD))
return false;
}
if (v->current_order.type == OT_GOTO_DEPOT &&
(v->current_order.flags & (OF_UNLOAD | OF_FULL_LOAD)) == (OF_UNLOAD | OF_FULL_LOAD) &&
!VehicleNeedsService(v)) {
v->cur_order_index++;
}
// check if we've reached the waypoint?
if (v->current_order.type == OT_GOTO_WAYPOINT && v->tile == v->dest_tile) {
v->cur_order_index++;
}
// check if we've reached a non-stop station while TTDPatch nonstop is enabled..
if (_patches.new_nonstop && v->current_order.flags & OF_NON_STOP &&
v->current_order.station == _map2[v->tile]) {
v->cur_order_index++;
}
// Get the current order
if (v->cur_order_index >= v->num_orders)
v->cur_order_index = 0;
order = GetVehicleOrder(v, v->cur_order_index);
// If no order, do nothing.
if (order == NULL) {
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
v->dest_tile = 0;
return false;
}
// If it is unchanged, keep it.
if (order->type == v->current_order.type &&
order->flags == v->current_order.flags &&
order->station == v->current_order.station)
return false;
// Otherwise set it, and determine the destination tile.
v->current_order = *order;
v->dest_tile = 0;
result = false;
switch (order->type) {
case OT_GOTO_STATION:
if (order->station == v->last_station_visited)
v->last_station_visited = 0xFFFF;
v->dest_tile = GetStation(order->station)->xy;
result = CheckReverseTrain(v);
break;
case OT_GOTO_DEPOT:
v->dest_tile = _depots[order->station].xy;
result = CheckReverseTrain(v);
break;
case OT_GOTO_WAYPOINT:
v->dest_tile = _waypoints[order->station].xy;
result = CheckReverseTrain(v);
break;
}
InvalidateVehicleOrder(v);
return result;
}
static void MarkTrainDirty(Vehicle *v)
{
do {
v->cur_image = GetTrainImage(v, v->direction);
MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
} while ( (v=v->next) != NULL);
}
static void HandleTrainLoading(Vehicle *v, bool mode)
{
if (v->current_order.type == OT_NOTHING)
return;
if (v->current_order.type != OT_DUMMY) {
if (v->current_order.type != OT_LOADING)
return;
if (mode)
return;
// don't mark the train as lost if we're loading on the final station.
if (v->current_order.flags & OF_NON_STOP)
v->u.rail.days_since_order_progr = 0;
if (--v->load_unload_time_rem)
return;
if (v->current_order.flags & OF_FULL_LOAD && CanFillVehicle(v)) {
v->u.rail.days_since_order_progr = 0; /* Prevent a train lost message for full loading trains */
SET_EXPENSES_TYPE(EXPENSES_TRAIN_INC);
if (LoadUnloadVehicle(v)) {
InvalidateWindow(WC_TRAINS_LIST, v->owner);
MarkTrainDirty(v);
// need to update acceleration since the goods on the train changed.
UpdateTrainAcceleration(v);
}
return;
}
TrainPlayLeaveStationSound(v);
{
Order b = v->current_order;
v->current_order.type = OT_LEAVESTATION;
v->current_order.flags = 0;
// If this was not the final order, don't remove it from the list.
if (!(b.flags & OF_NON_STOP))
return;
}
}
v->u.rail.days_since_order_progr = 0;
v->cur_order_index++;
InvalidateVehicleOrder(v);
}
static int UpdateTrainSpeed(Vehicle *v)
{
uint spd;
uint accel;
if (v->vehstatus & VS_STOPPED || HASBIT(v->u.rail.flags, VRF_REVERSING)) {
accel = -v->acceleration * 2;
} else {
accel = v->acceleration;
if (_patches.realistic_acceleration) {
accel = GetRealisticAcceleration(v);
}
}
spd = v->subspeed + accel * 2;
v->subspeed = (byte)spd;
v->cur_speed = spd = clamp(v->cur_speed + ((int)spd >> 8), 0, v->max_speed);
if (!(v->direction & 1)) spd = spd * 3 >> 2;
spd += v->progress;
v->progress = (byte)spd;
return (spd >> 8);
}
static void TrainEnterStation(Vehicle *v, int station)
{
Station *st;
uint32 flags;
v->last_station_visited = station;
/* check if a train ever visited this station before */
st = GetStation(station);
if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
st->had_vehicle_of_type |= HVOT_TRAIN;
SetDParam(0, st->index);
flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0);
AddNewsItem(
STR_8801_CITIZENS_CELEBRATE_FIRST,
flags,
v->index,
0);
}
// Did we reach the final destination?
if (v->current_order.type == OT_GOTO_STATION &&
v->current_order.station == (byte)station) {
// Yeah, keep the load/unload flags
// Non Stop now means if the order should be increased.
v->current_order.type = OT_LOADING;
v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD;
v->current_order.flags |= OF_NON_STOP;
} else {
// No, just do a simple load
v->current_order.type = OT_LOADING;
v->current_order.flags = 0;
}
v->current_order.station = 0;
SET_EXPENSES_TYPE(EXPENSES_TRAIN_INC);
if (LoadUnloadVehicle(v) != 0) {
InvalidateWindow(WC_TRAINS_LIST, v->owner);
MarkTrainDirty(v);
UpdateTrainAcceleration(v);
}
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
{
byte new_z, old_z;
// need this hint so it returns the right z coordinate on bridges.
_get_z_hint = v->z_pos;
new_z = GetSlopeZ(v->x_pos, v->y_pos);
_get_z_hint = 0;
old_z = v->z_pos;
v->z_pos = new_z;
if (new_tile) {
CLRBIT(v->u.rail.flags, VRF_GOINGUP);
CLRBIT(v->u.rail.flags, VRF_GOINGDOWN);
if (new_z != old_z) {
SETBIT(v->u.rail.flags, (new_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
}
}
VehiclePositionChanged(v);
EndVehicleMove(v);
return old_z;
}
static const byte _new_vehicle_direction_table[11] = {
0, 7, 6, 0,
1, 0, 5, 0,
2, 3, 4,
};
static int GetNewVehicleDirectionByTile(uint new_tile, uint old_tile)
{
uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 +
TileX(new_tile) - TileX(old_tile) + 1;
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
static int GetNewVehicleDirection(Vehicle *v, int x, int y)
{
uint offs = (y - v->y_pos + 1) * 4 + (x - v->x_pos + 1);
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
static int GetDirectionToVehicle(Vehicle *v, int x, int y)
{
byte offs;
x -= v->x_pos;
if (x >= 0) {
offs = (x > 2) ? 0 : 1;
} else {
offs = (x < -2) ? 2 : 1;
}
y -= v->y_pos;
if (y >= 0) {
offs += ((y > 2) ? 0 : 1) * 4;
} else {
offs += ((y < -2) ? 2 : 1) * 4;
}
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
/* Check if the vehicle is compatible with the specified tile */
static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
{
switch (TileType(tile)) {
case MP_RAILWAY:
case MP_STATION:
// normal tracks, jump to owner check
break;
case MP_TUNNELBRIDGE:
if ((_map5[tile] & 0xC0) == 0xC0) { // is bridge middle part?
TileInfo ti;
FindLandscapeHeightByTile(&ti, tile);
// correct Z position of a train going under a bridge on slopes
if (CORRECT_Z(ti.tileh)) ti.z += 8;
if (v->z_pos != ti.z) return true; // train is going over bridge
}
break;
case MP_STREET:
// tracks over roads, do owner check of tracks (_map_owner[tile])
return
_map_owner[tile] == v->owner &&
(v->subtype != TS_Front_Engine || (_map3_hi[tile] & 0xF) == v->u.rail.railtype);
default:
return true;
}
return
_map_owner[tile] == v->owner &&
(v->subtype != TS_Front_Engine || (_map3_lo[tile] & 0xF) == v->u.rail.railtype);
}
typedef struct {
byte small_turn, large_turn;
byte z_up; // fraction to remove when moving up
byte z_down; // fraction to remove when moving down
} RailtypeSlowdownParams;
static const RailtypeSlowdownParams _railtype_slowdown[3] = {
// normal accel
{256/4, 256/2, 256/4, 2}, // normal
{256/4, 256/2, 256/4, 2}, // monorail
{0, 256/2, 256/4, 2}, // maglev
};
/* Modify the speed of the vehicle due to a turn */
static void AffectSpeedByDirChange(Vehicle *v, byte new_dir)
{
byte diff;
const RailtypeSlowdownParams *rsp;
if (_patches.realistic_acceleration || (diff = (v->direction - new_dir) & 7) == 0)
return;
rsp = &_railtype_slowdown[v->u.rail.railtype];
v->cur_speed -= ((diff == 1 || diff == 7) ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
}
/* Modify the speed of the vehicle due to a change in altitude */
static void AffectSpeedByZChange(Vehicle *v, byte old_z)
{
const RailtypeSlowdownParams *rsp;
if (old_z == v->z_pos || _patches.realistic_acceleration)
return;
rsp = &_railtype_slowdown[v->u.rail.railtype];
if (old_z < v->z_pos) {
v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
} else {
uint16 spd = v->cur_speed + rsp->z_down;
if (spd <= v->max_speed)
v->cur_speed = spd;
}
}
static const byte _otherside_signal_directions[14] = {
1, 3, 1, 3, 5, 3, 0, 0,
5, 7, 7, 5, 7, 1,
};
static void TrainMovedChangeSignals(uint tile, int dir)
{
int i;
if (IsTileType(tile, MP_RAILWAY) && (_map5[tile] & 0xC0) == 0x40) {
i = FindFirstBit2x64((_map5[tile]+(_map5[tile]<<8)) & _reachable_tracks[dir]);
UpdateSignalsOnSegment(tile, _otherside_signal_directions[i]);
}
}
typedef struct TrainCollideChecker {
Vehicle *v, *v_skip;
} TrainCollideChecker;
static void *FindTrainCollideEnum(Vehicle *v, TrainCollideChecker *tcc)
{
if (v == tcc->v || v == tcc->v_skip || v->type != VEH_Train || v->u.rail.track==0x80)
return 0;
if ( myabs(v->z_pos - tcc->v->z_pos) > 6 ||
myabs(v->x_pos - tcc->v->x_pos) >= 6 ||
myabs(v->y_pos - tcc->v->y_pos) >= 6)
return NULL;
return v;
}
static void SetVehicleCrashed(Vehicle *v)
{
Vehicle *u;
if (v->u.rail.crash_anim_pos != 0)
return;
v->u.rail.crash_anim_pos++;
u = v;
BEGIN_ENUM_WAGONS(v)
v->vehstatus |= VS_CRASHED;
END_ENUM_WAGONS(v)
InvalidateWindowWidget(WC_VEHICLE_VIEW, u->index, STATUS_BAR);
}
static int CountPassengersInTrain(Vehicle *v)
{
int num = 0;
BEGIN_ENUM_WAGONS(v)
if (v->cargo_type == CT_PASSENGERS) num += v->cargo_count;
END_ENUM_WAGONS(v)
return num;
}
/*
* Checks whether the specified tried has a collision with another vehicle. If
* so, destroys this vehicle, and the other vehicle if its subtype is 0 (TS_Front_Engine).
* Reports the incident in a flashy news item, modifies station ratings and
* plays a sound.
*/
static void CheckTrainCollision(Vehicle *v)
{
TrainCollideChecker tcc;
Vehicle *coll,*realcoll;
int num;
/* can't collide in depot */
if (v->u.rail.track == 0x80)
return;
if ( !(v->u.rail.track == 0x40) )
assert((uint)TILE_FROM_XY(v->x_pos, v->y_pos) == v->tile);
tcc.v = v;
tcc.v_skip = v->next;
/* find colliding vehicle */
realcoll = coll = VehicleFromPos(TILE_FROM_XY(v->x_pos, v->y_pos), &tcc, (VehicleFromPosProc*)FindTrainCollideEnum);
if (coll == NULL)
return;
coll = GetFirstVehicleInChain(coll);
/* it can't collide with its own wagons */
if ( (v == coll) || ( (v->u.rail.track & 0x40) && ( (v->direction & 2) != (realcoll->direction & 2) ) ) )
return;
//two drivers + passangers killed in train v
num = 2 + CountPassengersInTrain(v);
if(!(coll->vehstatus&VS_CRASHED))
//two drivers + passangers killed in train coll (if it was not crashed already)
num += 2 + CountPassengersInTrain(coll);
SetVehicleCrashed(v);
if (coll->subtype == TS_Front_Engine)
SetVehicleCrashed(coll);
SetDParam(0, num);
AddNewsItem(STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ACCIDENT, 0),
v->index,
0);
ModifyStationRatingAround(v->tile, v->owner, -160, 30);
SndPlayVehicleFx(SND_13_BIG_CRASH, v);
}
static void *CheckVehicleAtSignal(Vehicle *v, void *data)
{
uint32 d = (uint32)data;
if (v->type == VEH_Train && v->subtype == TS_Front_Engine && v->tile == (TileIndex)(d >> 8)) {
byte diff = (v->direction - (byte)d + 2) & 7;
if (diff == 2 || (v->cur_speed <= 5 && diff <= 4))
return (void*)1;
}
return 0;
}
static void TrainController(Vehicle *v)
{
Vehicle *prev = NULL;
GetNewVehiclePosResult gp;
uint32 r, tracks,ts;
int dir, i;
byte chosen_dir;
byte chosen_track;
byte old_z;
/* For every vehicle after and including the given vehicle */
for(;;) {
BeginVehicleMove(v);
if (v->u.rail.track != 0x40) {
/* Not inside tunnel */
if (GetNewVehiclePos(v, &gp)) {
/* Staying in the old tile */
if (v->u.rail.track == 0x80) {
/* inside depot */
gp.x = v->x_pos;
gp.y = v->y_pos;
} else {
/* is not inside depot */
if (!TrainCheckIfLineEnds(v))
return;
r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (r & 0x8)
goto invalid_rail;
if (r & 0x2) {
TrainEnterStation(v, r >> 8);
return;
}
if (v->current_order.type == OT_LEAVESTATION) {
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
}
} else {
/* A new tile is about to be entered. */
/* Determine what direction we're entering the new tile from */
dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile);
assert(dir==1 || dir==3 || dir==5 || dir==7);
/* Get the status of the tracks in the new tile and mask
* away the bits that aren't reachable. */
ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL) & _reachable_tracks[dir >> 1];
/* Combine the from & to directions.
* Now, the lower byte contains the track status, and the byte at bit 16 contains
* the signal status. */
tracks = ts|(ts >> 8);
if ( (byte) tracks == 0)
goto invalid_rail;
/* Check if the new tile contrains tracks that are compatible
* with the current train, if not, bail out. */
if (!CheckCompatibleRail(v, gp.new_tile))
goto invalid_rail;
if (prev == NULL) {
/* Currently the locomotive is active. Determine which one of the
* available tracks to choose */
chosen_track = 1 << ChooseTrainTrack(v, gp.new_tile, dir>>1, (byte)tracks);
/* Check if it's a red signal and that force proceed is not clicked. */
if ( (tracks>>16)&chosen_track && v->u.rail.force_proceed == 0) goto red_light;
} else {
static byte _matching_tracks[8] = {0x30, 1, 0xC, 2, 0x30, 1, 0xC, 2};
/* The wagon is active, simply follow the prev vehicle. */
chosen_track = (byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & tracks);
}
/* make sure chosen track is a valid track */
assert(chosen_track==1 || chosen_track==2 || chosen_track==4 || chosen_track==8 || chosen_track==16 || chosen_track==32);
/* Update XY to reflect the entrance to the new tile, and select the direction to use */
{
const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][dir>>1];
gp.x = (gp.x & ~0xF) | b[0];
gp.y = (gp.y & ~0xF) | b[1];
chosen_dir = b[2];
}
/* Call the landscape function and tell it that the vehicle entered the tile */
r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (r&0x8)
goto invalid_rail;
if (v->subtype == TS_Front_Engine) v->load_unload_time_rem = 0;
if (!(r&0x4)) {
v->tile = gp.new_tile;
v->u.rail.track = chosen_track;
}
if (v->subtype == TS_Front_Engine)
TrainMovedChangeSignals(gp.new_tile, dir>>1);
/* Signals can only change when the first
* (above) or the last vehicle moves. */
if (v->next == NULL)
TrainMovedChangeSignals(gp.old_tile, (dir>>1) ^ 2);
if (prev == NULL) {
AffectSpeedByDirChange(v, chosen_dir);
}
v->direction = chosen_dir;
}
} else {
/* in tunnel */
GetNewVehiclePos(v, &gp);
if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) &&
!(_map5[gp.new_tile] & 0xF0)) {
r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (r & 0x4) goto common;
}
v->x_pos = gp.x;
v->y_pos = gp.y;
VehiclePositionChanged(v);
if (prev == NULL)
CheckTrainCollision(v);
goto next_vehicle;
}
common:;
/* update image of train, as well as delta XY */
dir = GetNewVehicleDirection(v, gp.x, gp.y);
UpdateTrainDeltaXY(v, dir);
v->cur_image = GetTrainImage(v, dir);
v->x_pos = gp.x;
v->y_pos = gp.y;
/* update the Z position of the vehicle */
old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
if (prev == NULL) {
/* This is the first vehicle in the train */
AffectSpeedByZChange(v, old_z);
CheckTrainCollision(v);
}
next_vehicle:;
/* continue with next vehicle */
prev = v;
if ((v=v->next) == NULL)
return;
}
invalid_rail:
/* We've reached end of line?? */
if (prev != NULL) {
error("!Disconnecting train");
}
goto reverse_train_direction;
red_light: {
/* We're in front of a red signal ?? */
/* find the first set bit in ts. need to do it in 2 steps, since
* FIND_FIRST_BIT only handles 6 bits at a time. */
i = FindFirstBit2x64(ts);
if (!(_map3_lo[gp.new_tile] & _signal_otherdir[i])) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255-100;
if (++v->load_unload_time_rem < _patches.wait_oneway_signal * 20)
return;
} else if (_map3_lo[gp.new_tile] & _signal_onedir[i]){
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255-10;
if (++v->load_unload_time_rem < _patches.wait_twoway_signal * 73) {
uint o_tile = gp.new_tile + TileOffsByDir(dir >> 1);
/* check if a train is waiting on the other side */
if (VehicleFromPos(o_tile, (void*)( (o_tile<<8) | (dir^4)), (VehicleFromPosProc*)CheckVehicleAtSignal) == NULL)
return;
}
}
}
reverse_train_direction:
v->load_unload_time_rem = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
}
extern uint CheckTunnelBusy(uint tile, int *length);
static void DeleteLastWagon(Vehicle *v)
{
Vehicle *u = v;
int t;
while (v->next != NULL) {
u = v;
v = v->next;
}
u->next = NULL;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
RebuildVehicleLists();
InvalidateWindow(WC_COMPANY, v->owner);
BeginVehicleMove(v);
EndVehicleMove(v);
DeleteVehicle(v);
if (!((t=v->u.rail.track) & 0xC0)) {
SetSignalsOnBothDir(v->tile, FIND_FIRST_BIT(t));
}
if (v->u.rail.track == 0x40) {
int length;
TileIndex endtile = CheckTunnelBusy(v->tile, &length);
if ((v->direction == 1) || (v->direction == 5) )
SetSignalsOnBothDir(v->tile,0);
SetSignalsOnBothDir(endtile,0);
if ((v->direction == 3) || (v->direction == 7) )
SetSignalsOnBothDir(v->tile,1);
SetSignalsOnBothDir(endtile,1);
}
}
static void ChangeTrainDirRandomly(Vehicle *v)
{
static int8 _random_dir_change[4] = { -1, 0, 0, 1};
do {
//I need to buffer the train direction
if (!(v->u.rail.track & 0x40))
v->direction = (v->direction + _random_dir_change[InteractiveRandom()&3]) & 7;
if (!(v->vehstatus & VS_HIDDEN)) {
BeginVehicleMove(v);
UpdateTrainDeltaXY(v, v->direction);
v->cur_image = GetTrainImage(v, v->direction);
AfterSetTrainPos(v, false);
}
} while ( (v=v->next) != NULL);
}
static void HandleCrashedTrain(Vehicle *v)
{
int state = ++v->u.rail.crash_anim_pos, index;
uint32 r;
Vehicle *u;
if ( (state == 4) && (v->u.rail.track != 0x40) ) {
CreateEffectVehicleRel(v, 4, 4, 8, EV_CRASHED_SMOKE);
}
if (state <= 200 && (uint16)(r=InteractiveRandom()) <= 0x2492) {
index = (r * 10 >> 16);
u = v;
do {
if (--index < 0) {
r = InteractiveRandom();
CreateEffectVehicleRel(u,
2 + ((r>>8)&7),
2 + ((r>>16)&7),
5 + (r&7),
EV_DEMOLISH);
break;
}
} while ( (u=u->next) != NULL);
}
if (state <= 240 && !(v->tick_counter&3)) {
ChangeTrainDirRandomly(v);
}
if (state >= 4440 && !(v->tick_counter&0x1F))
DeleteLastWagon(v);
}
static void HandleBrokenTrain(Vehicle *v)
{
if (v->breakdown_ctr != 1) {
v->breakdown_ctr = 1;
v->cur_speed = 0;
if (v->breakdowns_since_last_service != 255)
v->breakdowns_since_last_service++;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
SndPlayVehicleFx((_opt.landscape != LT_CANDY) ?
SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
if (!(v->vehstatus & VS_HIDDEN)) {
Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u)
u->u.special.unk0 = v->breakdown_delay * 2;
}
}
if (!(v->tick_counter & 3)) {
if (!--v->breakdown_delay) {
v->breakdown_ctr = 0;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
}
}
}
static const byte _breakdown_speeds[16] = {
225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
};
static bool TrainCheckIfLineEnds(Vehicle *v)
{
uint tile;
uint x,y;
int t;
uint32 ts;
if ((uint)(t=v->breakdown_ctr) > 1) {
v->vehstatus |= VS_TRAIN_SLOWING;
t = _breakdown_speeds[ ((~t) >> 4) & 0xF];
if ((uint16)t <= v->cur_speed)
v->cur_speed = t;
} else {
v->vehstatus &= ~VS_TRAIN_SLOWING;
}
// exit if inside a tunnel
if (v->u.rail.track & 0x40)
return true;
tile = v->tile;
// tunnel entrance?
if (IsTileType(tile, MP_TUNNELBRIDGE) &&
(_map5[tile] & 0xF0) == 0 && (byte)((_map5[tile] & 3)*2+1) == v->direction)
return true;
// depot?
/* XXX -- When enabled, this makes it possible to crash trains of others
(by building a depot right against a station) */
/* if (IsTileType(tile, MP_RAILWAY) && (_map5[tile] & 0xFC) == 0xC0)
return true;*/
/* Determine the non-diagonal direction in which we will exit this tile */
t = v->direction >> 1;
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[t]) {
t = (t - 1) & 3;
}
/* Calculate next tile */
tile += TileOffsByDir(t);
// determine the track status on the next tile.
ts = GetTileTrackStatus(tile, TRANSPORT_RAIL) & _reachable_tracks[t];
/* Calc position within the current tile ?? */
x = v->x_pos & 0xF;
y = v->y_pos & 0xF;
switch(v->direction) {
case 0:
x = (~x) + (~y) + 24;
break;
case 7:
x = y;
/* fall through */
case 1:
x = (~x) + 16;
break;
case 2:
x = (~x) + y + 8;
break;
case 3:
x = y;
break;
case 4:
x = x + y - 8;
break;
case 6:
x = (~y) + x + 8;
break;
}
if ( (uint16)ts != 0) {
/* If we approach a rail-piece which we can't enter, don't enter it! */
if (x + 4 > 15 && !CheckCompatibleRail(v, tile)) {
v->cur_speed = 0;
ReverseTrainDirection(v);
return false;
}
if ((ts &= (ts >> 16)) == 0) {
// make a rail/road crossing red
if (IsTileType(tile, MP_STREET) && (_map5[tile] & 0xF0) == 0x10) {
if (!(_map5[tile] & 4)) {
_map5[tile] |= 4;
SndPlayVehicleFx(SND_0E_LEVEL_CROSSING, v);
MarkTileDirtyByTile(tile);
}
}
return true;
}
} else if (x + 4 > 15) {
v->cur_speed = 0;
ReverseTrainDirection(v);
return false;
}
// slow down
v->vehstatus |= VS_TRAIN_SLOWING;
t = _breakdown_speeds[x & 0xF];
if (!(v->direction&1)) t>>=1;
if ((uint16)t < v->cur_speed)
v->cur_speed = t;
return true;
}
static void TrainLocoHandler(Vehicle *v, bool mode)
{
int j;
/* train has crashed? */
if (v->u.rail.crash_anim_pos != 0) {
if (!mode) HandleCrashedTrain(v);
return;
}
if (v->u.rail.force_proceed != 0)
v->u.rail.force_proceed--;
/* train is broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenTrain(v);
return;
}
v->breakdown_ctr--;
}
if (HASBIT(v->u.rail.flags, VRF_REVERSING) && v->cur_speed == 0) {
ReverseTrainDirection(v);
}
/* exit if train is stopped */
if (v->vehstatus & VS_STOPPED && v->cur_speed == 0)
return;
if (ProcessTrainOrder(v)) {
v->load_unload_time_rem = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
return;
}
HandleTrainLoading(v, mode);
if (v->current_order.type == OT_LOADING)
return;
if (CheckTrainStayInDepot(v))
return;
if (!mode) HandleLocomotiveSmokeCloud(v);
j = UpdateTrainSpeed(v);
if (j == 0) {
// if the vehicle has speed 0, update the last_speed field.
if (v->cur_speed != 0)
return;
} else {
TrainCheckIfLineEnds(v);
do {
TrainController(v);
if (v->cur_speed <= 0x100)
break;
} while (--j != 0);
}
SetLastSpeed(v, v->cur_speed);
}
void Train_Tick(Vehicle *v)
{
if (_age_cargo_skip_counter == 0 && v->cargo_days != 0xff)
v->cargo_days++;
v->tick_counter++;
if (v->subtype == TS_Front_Engine) {
TrainLocoHandler(v, false);
// make sure vehicle wasn't deleted.
if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
TrainLocoHandler(v, true);
}
}
static const byte _depot_track_ind[4] = {0,1,0,1};
// Validation for the news item "Train is waiting in depot"
static bool ValidateTrainInDepot( uint data_a, uint data_b )
{
Vehicle *v = GetVehicle(data_a);
return (v->u.rail.track == 0x80 && (v->vehstatus | VS_STOPPED));
}
void TrainEnterDepot(Vehicle *v, uint tile)
{
SetSignalsOnBothDir(tile, _depot_track_ind[_map5[tile]&3]);
if (v->subtype != TS_Front_Engine)
v = GetFirstVehicleInChain(v);
VehicleServiceInDepot(v);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
v->load_unload_time_rem = 0;
v->cur_speed = 0;
MaybeReplaceVehicle(v);
TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
if (v->current_order.type == OT_GOTO_DEPOT) {
Order t;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
t = v->current_order;
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
if (t.flags & OF_UNLOAD) { // Part of the orderlist?
v->u.rail.days_since_order_progr = 0;
v->cur_order_index++;
} else if (t.flags & OF_FULL_LOAD) { // User initiated?
v->vehstatus |= VS_STOPPED;
if (v->owner == _local_player) {
SetDParam(0, v->unitnumber);
AddValidatedNewsItem(
STR_8814_TRAIN_IS_WAITING_IN_DEPOT,
NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
v->index,
0,
ValidateTrainInDepot);
}
}
}
}
static void CheckIfTrainNeedsService(Vehicle *v)
{
byte depot;
TrainFindDepotData tfdd;
if (_patches.servint_trains == 0)
return;
if (!VehicleNeedsService(v))
return;
if (v->vehstatus & VS_STOPPED)
return;
if (_patches.gotodepot && VehicleHasDepotOrders(v))
return;
// Don't interfere with a depot visit scheduled by the user, or a
// depot visit by the order list.
if (v->current_order.type == OT_GOTO_DEPOT &&
(v->current_order.flags & (OF_FULL_LOAD | OF_UNLOAD)) != 0)
return;
tfdd = FindClosestTrainDepot(v);
/* Only go to the depot if it is not too far out of our way. */
if (tfdd.best_length == (uint)-1 || tfdd.best_length > 16 ) {
if (v->current_order.type == OT_GOTO_DEPOT) {
/* If we were already heading for a depot but it has
* suddenly moved farther away, we continue our normal
* schedule? */
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
return;
}
depot = GetDepotByTile(tfdd.tile);
if (v->current_order.type == OT_GOTO_DEPOT &&
v->current_order.station != depot &&
!CHANCE16(3,16))
return;
v->current_order.type = OT_GOTO_DEPOT;
v->current_order.flags = OF_NON_STOP;
v->current_order.station = depot;
v->dest_tile = tfdd.tile;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
int32 GetTrainRunningCost(Vehicle *v)
{
int32 cost = 0;
do {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
if (rvi->running_cost_base)
cost += rvi->running_cost_base * _price.running_rail[rvi->engclass];
} while ( (v=v->next) != NULL );
return cost;
}
void OnNewDay_Train(Vehicle *v)
{
TileIndex tile;
if ((++v->day_counter & 7) == 0)
DecreaseVehicleValue(v);
if (v->subtype == TS_Front_Engine) {
CheckVehicleBreakdown(v);
AgeVehicle(v);
CheckIfTrainNeedsService(v);
// check if train hasn't advanced in its order list for a set number of days
if (_patches.lost_train_days && v->num_orders && !(v->vehstatus & (VS_STOPPED | VS_CRASHED) ) && ++v->u.rail.days_since_order_progr >= _patches.lost_train_days && v->owner == _local_player) {
v->u.rail.days_since_order_progr = 0;
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_LOST,
NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
v->index,
0);
}
CheckOrders(v->index, OC_INIT);
/* update destination */
if (v->current_order.type == OT_GOTO_STATION &&
(tile = GetStation(v->current_order.station)->train_tile) != 0)
v->dest_tile = tile;
if ((v->vehstatus & VS_STOPPED) == 0) {
/* running costs */
int32 cost = GetTrainRunningCost(v) / 364;
v->profit_this_year -= cost >> 8;
SET_EXPENSES_TYPE(EXPENSES_TRAIN_RUN);
SubtractMoneyFromPlayerFract(v->owner, cost);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindow(WC_TRAINS_LIST, v->owner);
}
}
}
void TrainsYearlyLoop(void)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && v->subtype == TS_Front_Engine) {
// show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list)
if (_patches.train_income_warn && v->owner == _local_player && v->age >= 730 && v->profit_this_year < 0) {
SetDParam(1, v->profit_this_year);
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_UNPROFITABLE,
NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
v->index,
0);
}
v->profit_last_year = v->profit_this_year;
v->profit_this_year = 0;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
}
extern void ShowTrainViewWindow(Vehicle *v);
void HandleClickOnTrain(Vehicle *v)
{
if (v->subtype != TS_Front_Engine) v = GetFirstVehicleInChain(v);
ShowTrainViewWindow(v);
}
void InitializeTrains(void)
{
_age_cargo_skip_counter = 1;
}