# train_cmd.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * 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.
    00006  * 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.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "gui.h"
    00014 #include "articulated_vehicles.h"
    00015 #include "command_func.h"
    00016 #include "pathfinder/npf/npf_func.h"
    00017 #include "pathfinder/yapf/yapf.hpp"
    00018 #include "news_func.h"
    00019 #include "company_func.h"
    00020 #include "vehicle_gui.h"
    00021 #include "newgrf_sound.h"
    00022 #include "newgrf_text.h"
    00023 #include "group.h"
    00024 #include "strings_func.h"
    00025 #include "viewport_func.h"
    00026 #include "window_func.h"
    00027 #include "vehicle_func.h"
    00028 #include "sound_func.h"
    00029 #include "ai/ai.hpp"
    00030 #include "newgrf_station.h"
    00031 #include "effectvehicle_func.h"
    00032 #include "gamelog.h"
    00033 #include "network/network.h"
    00034 #include "spritecache.h"
    00035 #include "core/random_func.hpp"
    00036 #include "company_base.h"
    00037 #include "newgrf.h"
    00038 #include "order_backup.h"
    00039
    00040 #include "table/strings.h"
    00041 #include "table/train_cmd.h"
    00042
    00043 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
    00044 static bool TrainCheckIfLineEnds(Train *v);
    00045 static void TrainController(Train *v, Vehicle *nomove);
    00046 static TileIndex TrainApproachingCrossingTile(const Train *v);
    00047 static void CheckIfTrainNeedsService(Train *v);
    00048 static void CheckNextTrainTile(Train *v);
    00049
    00050 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
    00051 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
    00052
    00053
    00061 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
    00062 {
    00063   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
    00064
    00065   DiagDirection diagdir = DirToDiagDir(direction);
    00066
    00067   /* Determine the diagonal direction in which we will exit this tile */
    00068   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
    00069     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
    00070   }
    00071
    00072   return diagdir;
    00073 }
    00074
    00075
    00081 byte FreightWagonMult(CargoID cargo)
    00082 {
    00083   if (!CargoSpec::Get(cargo)->is_freight) return 1;
    00084   return _settings_game.vehicle.freight_trains;
    00085 }
    00086
    00092 static void RailVehicleLengthChanged(const Train *u)
    00093 {
    00094   /* show a warning once for each engine in whole game and once for each GRF after each game load */
    00095   const Engine *engine = Engine::Get(u->engine_type);
    00096   uint32 grfid = engine->grf_prop.grffile->grfid;
    00097   GRFConfig *grfconfig = GetGRFConfig(grfid);
    00098   if (GamelogGRFBugReverse(grfid, engine->grf_prop.local_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
    00099     ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
    00100   }
    00101 }
    00102
    00104 void CheckTrainsLengths()
    00105 {
    00106   const Train *v;
    00107   bool first = true;
    00108
    00109   FOR_ALL_TRAINS(v) {
    00110     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
    00111       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
    00112         if (u->track != TRACK_BIT_DEPOT) {
    00113           if ((w->track != TRACK_BIT_DEPOT &&
    00114               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->gcache.cached_veh_length) ||
    00115               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
    00116             SetDParam(0, v->index);
    00117             SetDParam(1, v->owner);
    00118             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
    00119
    00120             if (!_networking && first) {
    00121               first = false;
    00122               DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
    00123             }
    00124             /* Break so we warn only once for each train. */
    00125             break;
    00126           }
    00127         }
    00128       }
    00129     }
    00130   }
    00131 }
    00132
    00137 void Train::RailtypeChanged()
    00138 {
    00139   for (Train *u = this; u != NULL; u = u->Next()) {
    00140     /* The wagon-is-powered-state should not change, so the weight does not change. */
    00141     u->UpdateVisualEffect(false);
    00142   }
    00143   this->PowerChanged();
    00144   if (this->IsFrontEngine()) this->UpdateAcceleration();
    00145 }
    00146
    00153 void Train::ConsistChanged(bool same_length)
    00154 {
    00155   uint16 max_speed = UINT16_MAX;
    00156
    00157   assert(this->IsFrontEngine() || this->IsFreeWagon());
    00158
    00159   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
    00160   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
    00161   this->gcache.cached_total_length = 0;
    00162   this->compatible_railtypes = RAILTYPES_NONE;
    00163
    00164   bool train_can_tilt = true;
    00165
    00166   for (Train *u = this; u != NULL; u = u->Next()) {
    00167     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00168
    00169     /* Check the this->first cache. */
    00170     assert(u->First() == this);
    00171
    00172     /* update the 'first engine' */
    00173     u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
    00174     u->railtype = rvi_u->railtype;
    00175
    00176     if (u->IsEngine()) first_engine = u->engine_type;
    00177
    00178     /* Set user defined data to its default value */
    00179     u->tcache.user_def_data = rvi_u->user_def_data;
    00180     this->InvalidateNewGRFCache();
    00181     u->InvalidateNewGRFCache();
    00182   }
    00183
    00184   for (Train *u = this; u != NULL; u = u->Next()) {
    00185     /* Update user defined data (must be done before other properties) */
    00186     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
    00187     this->InvalidateNewGRFCache();
    00188     u->InvalidateNewGRFCache();
    00189   }
    00190
    00191   for (Train *u = this; u != NULL; u = u->Next()) {
    00192     const Engine *e_u = Engine::Get(u->engine_type);
    00193     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00194
    00195     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00196
    00197     /* Cache wagon override sprite group. NULL is returned if there is none */
    00198     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
    00199
    00200     /* Reset colour map */
    00201     u->colourmap = PAL_NONE;
    00202
    00203     /* Update powered-wagon-status and visual effect */
    00204     u->UpdateVisualEffect(true);
    00205
    00206     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00207         UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
    00208       /* wagon is powered */
    00209       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
    00210     } else {
    00211       ClrBit(u->flags, VRF_POWEREDWAGON);
    00212     }
    00213
    00214     if (!u->IsArticulatedPart()) {
    00215       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00216          have railtype normal */
    00217       if (rvi_u->power > 0) {
    00218         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
    00219       }
    00220
    00221       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00222        * existing electric engines when elrails are disabled and then re-enabled */
    00223       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00224         u->railtype = RAILTYPE_RAIL;
    00225         u->compatible_railtypes |= RAILTYPES_RAIL;
    00226       }
    00227
    00228       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00229       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00230         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
    00231         if (speed != 0) max_speed = min(speed, max_speed);
    00232       }
    00233     }
    00234
    00235     u->cargo_cap = GetVehicleCapacity(u);
    00236
    00237     /* check the vehicle length (callback) */
    00238     uint16 veh_len = CALLBACK_FAILED;
    00239     if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
    00240       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00241     }
    00242     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00243     veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
    00244
    00245     /* verify length hasn't changed */
    00246     if (same_length && veh_len != u->gcache.cached_veh_length) RailVehicleLengthChanged(u);
    00247
    00248     /* update vehicle length? */
    00249     if (!same_length) u->gcache.cached_veh_length = veh_len;
    00250
    00251     this->gcache.cached_total_length += u->gcache.cached_veh_length;
    00252     this->InvalidateNewGRFCache();
    00253     u->InvalidateNewGRFCache();
    00254   }
    00255
    00256   /* store consist weight/max speed in cache */
    00257   this->vcache.cached_max_speed = max_speed;
    00258   this->tcache.cached_tilt = train_can_tilt;
    00259   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
    00260
    00261   /* 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) */
    00262   this->CargoChanged();
    00263
    00264   if (this->IsFrontEngine()) {
    00265     this->UpdateAcceleration();
    00266     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    00267     InvalidateWindowData(WC_VEHICLE_REFIT, this->index);
    00268   }
    00269 }
    00270
    00281 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
    00282 {
    00283   const Station *st = Station::Get(station_id);
    00284   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
    00285   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
    00286
    00287   /* Default to the middle of the station for stations stops that are not in
    00288    * the order list like intermediate stations when non-stop is disabled */
    00289   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
    00290   if (v->gcache.cached_total_length >= *station_length) {
    00291     /* The train is longer than the station, make it stop at the far end of the platform */
    00292     osl = OSL_PLATFORM_FAR_END;
    00293   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
    00294     osl = v->current_order.GetStopLocation();
    00295   }
    00296
    00297   /* The stop location of the FRONT! of the train */
    00298   int stop;
    00299   switch (osl) {
    00300     default: NOT_REACHED();
    00301
    00302     case OSL_PLATFORM_NEAR_END:
    00303       stop = v->gcache.cached_total_length;
    00304       break;
    00305
    00306     case OSL_PLATFORM_MIDDLE:
    00307       stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
    00308       break;
    00309
    00310     case OSL_PLATFORM_FAR_END:
    00311       stop = *station_length;
    00312       break;
    00313   }
    00314
    00315   /* Subtract half the front vehicle length of the train so we get the real
    00316    * stop location of the train.
    00317    * Actually, the center of all vehicles is half a normal vehicle's length
    00318    * from the front of the vehicle, so even in case the vehicle is 1/8th
    00319    * long, the center is still at 1/2 of VEHICLE_LENGTH. Basically FS#3569. */
    00320   return stop - VEHICLE_LENGTH / 2;
    00321 }
    00322
    00323
    00328 int Train::GetCurveSpeedLimit() const
    00329 {
    00330   assert(this->First() == this);
    00331
    00332   static const int absolute_max_speed = UINT16_MAX;
    00333   int max_speed = absolute_max_speed;
    00334
    00335   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
    00336
    00337   int curvecount[2] = {0, 0};
    00338
    00339   /* first find the curve speed limit */
    00340   int numcurve = 0;
    00341   int sum = 0;
    00342   int pos = 0;
    00343   int lastpos = -1;
    00344   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
    00345     Direction this_dir = u->direction;
    00346     Direction next_dir = u->Next()->direction;
    00347
    00348     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00349     if (dirdiff == DIRDIFF_SAME) continue;
    00350
    00351     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00352     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00353     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00354       if (lastpos != -1) {
    00355         numcurve++;
    00356         sum += pos - lastpos;
    00357         if (pos - lastpos == 1) {
    00358           max_speed = 88;
    00359         }
    00360       }
    00361       lastpos = pos;
    00362     }
    00363
    00364     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00365     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00366       max_speed = 61;
    00367     }
    00368   }
    00369
    00370   if (numcurve > 0 && max_speed > 88) {
    00371     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00372       max_speed = absolute_max_speed;
    00373     } else {
    00374       sum /= numcurve;
    00375       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00376     }
    00377   }
    00378
    00379   if (max_speed != absolute_max_speed) {
    00380     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00381     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
    00382     max_speed += (max_speed / 2) * rti->curve_speed;
    00383
    00384     if (this->tcache.cached_tilt) {
    00385       /* Apply max_speed bonus of 20% for a tilting train */
    00386       max_speed += max_speed / 5;
    00387     }
    00388   }
    00389
    00390   return max_speed;
    00391 }
    00392
    00397 int Train::GetCurrentMaxSpeed() const
    00398 {
    00399   int max_speed = this->tcache.cached_max_curve_speed;
    00400   assert(max_speed == this->GetCurveSpeedLimit());
    00401
    00402   if (IsRailStationTile(this->tile)) {
    00403     StationID sid = GetStationIndex(this->tile);
    00404     if (this->current_order.ShouldStopAtStation(this, sid)) {
    00405       int station_ahead;
    00406       int station_length;
    00407       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
    00408
    00409       /* The distance to go is whatever is still ahead of the train minus the
    00410        * distance from the train's stop location to the end of the platform */
    00411       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
    00412
    00413       if (distance_to_go > 0) {
    00414         int st_max_speed = 120;
    00415
    00416         int delta_v = this->cur_speed / (distance_to_go + 1);
    00417         if (max_speed > (this->cur_speed - delta_v)) {
    00418           st_max_speed = this->cur_speed - (delta_v / 10);
    00419         }
    00420
    00421         st_max_speed = max(st_max_speed, 25 * distance_to_go);
    00422         max_speed = min(max_speed, st_max_speed);
    00423       }
    00424     }
    00425   }
    00426
    00427   for (const Train *u = this; u != NULL; u = u->Next()) {
    00428     if (u->track == TRACK_BIT_DEPOT) {
    00429       max_speed = min(max_speed, 61);
    00430       break;
    00431     }
    00432   }
    00433
    00434   return min(max_speed, this->gcache.cached_max_track_speed);
    00435 }
    00436
    00437 void Train::UpdateAcceleration()
    00438 {
    00439   assert(this->IsFrontEngine());
    00440
    00441   uint power = this->gcache.cached_power;
    00442   uint weight = this->gcache.cached_weight;
    00443   assert(weight != 0);
    00444   this->acceleration = Clamp(power / weight * 4, 1, 255);
    00445 }
    00446
    00452 int Train::GetDisplayImageWidth(Point *offset) const
    00453 {
    00454   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
    00455   int vehicle_pitch = 0;
    00456
    00457   const Engine *e = Engine::Get(this->engine_type);
    00458   if (e->grf_prop.grffile != NULL && is_custom_sprite(e->u.rail.image_index)) {
    00459     reference_width = e->grf_prop.grffile->traininfo_vehicle_width;
    00460     vehicle_pitch = e->grf_prop.grffile->traininfo_vehicle_pitch;
    00461   }
    00462
    00463   if (offset != NULL) {
    00464     offset->x = reference_width / 2;
    00465     offset->y = vehicle_pitch;
    00466   }
    00467   return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
    00468 }
    00469
    00470 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
    00471 {
    00472   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00473 }
    00474
    00475 SpriteID Train::GetImage(Direction direction) const
    00476 {
    00477   uint8 spritenum = this->spritenum;
    00478   SpriteID sprite;
    00479
    00480   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00481
    00482   if (is_custom_sprite(spritenum)) {
    00483     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
    00484     if (sprite != 0) return sprite;
    00485
    00486     spritenum = Engine::Get(this->engine_type)->original_image_index;
    00487   }
    00488
    00489   sprite = GetDefaultTrainSprite(spritenum, direction);
    00490
    00491   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00492
    00493   return sprite;
    00494 }
    00495
    00496 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
    00497 {
    00498   const Engine *e = Engine::Get(engine);
    00499   Direction dir = rear_head ? DIR_E : DIR_W;
    00500   uint8 spritenum = e->u.rail.image_index;
    00501
    00502   if (is_custom_sprite(spritenum)) {
    00503     SpriteID sprite = GetCustomVehicleIcon(engine, dir);
    00504     if (sprite != 0) {
    00505       if (e->grf_prop.grffile != NULL) {
    00506         y += e->grf_prop.grffile->traininfo_vehicle_pitch;
    00507       }
    00508       return sprite;
    00509     }
    00510
    00511     spritenum = Engine::Get(engine)->original_image_index;
    00512   }
    00513
    00514   if (rear_head) spritenum++;
    00515
    00516   return GetDefaultTrainSprite(spritenum, DIR_W);
    00517 }
    00518
    00519 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
    00520 {
    00521   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00522     int yf = y;
    00523     int yr = y;
    00524
    00525     SpriteID spritef = GetRailIcon(engine, false, yf);
    00526     SpriteID spriter = GetRailIcon(engine, true, yr);
    00527     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
    00528     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
    00529
    00530     preferred_x = Clamp(preferred_x, left - real_spritef->x_offs + 14, right - real_spriter->width - real_spriter->x_offs - 15);
    00531
    00532     DrawSprite(spritef, pal, preferred_x - 14, yf);
    00533     DrawSprite(spriter, pal, preferred_x + 15, yr);
    00534   } else {
    00535     SpriteID sprite = GetRailIcon(engine, false, y);
    00536     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00537     preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
    00538     DrawSprite(sprite, pal, preferred_x, y);
    00539   }
    00540 }
    00541
    00550 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
    00551 {
    00552   const RailVehicleInfo *rvi = &e->u.rail;
    00553
    00554   /* Check that the wagon can drive on the track in question */
    00555   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00556
    00557   if (flags & DC_EXEC) {
    00558     Train *v = new Train();
    00559     *ret = v;
    00560     v->spritenum = rvi->image_index;
    00561
    00562     v->engine_type = e->index;
    00563     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00564
    00565     DiagDirection dir = GetRailDepotDirection(tile);
    00566
    00567     v->direction = DiagDirToDir(dir);
    00568     v->tile = tile;
    00569
    00570     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00571     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00572
    00573     v->x_pos = x;
    00574     v->y_pos = y;
    00575     v->z_pos = GetSlopeZ(x, y);
    00576     v->owner = _current_company;
    00577     v->track = TRACK_BIT_DEPOT;
    00578     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00579
    00580     v->SetWagon();
    00581
    00582     v->SetFreeWagon();
    00583     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00584
    00585     v->cargo_type = e->GetDefaultCargoType();
    00586     v->cargo_cap = rvi->capacity;
    00587
    00588     v->railtype = rvi->railtype;
    00589
    00590     v->build_year = _cur_year;
    00591     v->cur_image = SPR_IMG_QUERY;
    00592     v->random_bits = VehicleRandomBits();
    00593
    00594     v->group_id = DEFAULT_GROUP;
    00595
    00596     AddArticulatedParts(v);
    00597
    00598     _new_vehicle_id = v->index;
    00599
    00600     VehicleMove(v, false);
    00601     v->First()->ConsistChanged(false);
    00602     UpdateTrainGroupID(v->First());
    00603
    00604     CheckConsistencyOfArticulatedVehicle(v);
    00605
    00606     /* Try to connect the vehicle to one of free chains of wagons. */
    00607     Train *w;
    00608     FOR_ALL_TRAINS(w) {
    00609       if (w->tile == tile &&
    00610           w->IsFreeWagon() &&
    00611           w->engine_type == e->index &&
    00612           w->First() != v &&
    00613           !(w->vehstatus & VS_CRASHED)) {
    00614         DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00615         break;
    00616       }
    00617     }
    00618   }
    00619
    00620   return CommandCost();
    00621 }
    00622
    00624 static void NormalizeTrainVehInDepot(const Train *u)
    00625 {
    00626   const Train *v;
    00627   FOR_ALL_TRAINS(v) {
    00628     if (v->IsFreeWagon() && v->tile == u->tile &&
    00629         v->track == TRACK_BIT_DEPOT) {
    00630       if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
    00631           CMD_MOVE_RAIL_VEHICLE).Failed())
    00632         break;
    00633     }
    00634   }
    00635 }
    00636
    00637 static void AddRearEngineToMultiheadedTrain(Train *v)
    00638 {
    00639   Train *u = new Train();
    00640   v->value >>= 1;
    00641   u->value = v->value;
    00642   u->direction = v->direction;
    00643   u->owner = v->owner;
    00644   u->tile = v->tile;
    00645   u->x_pos = v->x_pos;
    00646   u->y_pos = v->y_pos;
    00647   u->z_pos = v->z_pos;
    00648   u->track = TRACK_BIT_DEPOT;
    00649   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00650   u->spritenum = v->spritenum + 1;
    00651   u->cargo_type = v->cargo_type;
    00652   u->cargo_subtype = v->cargo_subtype;
    00653   u->cargo_cap = v->cargo_cap;
    00654   u->railtype = v->railtype;
    00655   u->engine_type = v->engine_type;
    00656   u->build_year = v->build_year;
    00657   u->cur_image = SPR_IMG_QUERY;
    00658   u->random_bits = VehicleRandomBits();
    00659   v->SetMultiheaded();
    00660   u->SetMultiheaded();
    00661   v->SetNext(u);
    00662   VehicleMove(u, false);
    00663
    00664   /* Now we need to link the front and rear engines together */
    00665   v->other_multiheaded_part = u;
    00666   u->other_multiheaded_part = v;
    00667 }
    00668
    00678 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
    00679 {
    00680   const RailVehicleInfo *rvi = &e->u.rail;
    00681
    00682   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
    00683
    00684   /* Check if depot and new engine uses the same kind of tracks *
    00685    * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
    00686   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00687
    00688   if (flags & DC_EXEC) {
    00689     DiagDirection dir = GetRailDepotDirection(tile);
    00690     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00691     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00692
    00693     Train *v = new Train();
    00694     *ret = v;
    00695     v->direction = DiagDirToDir(dir);
    00696     v->tile = tile;
    00697     v->owner = _current_company;
    00698     v->x_pos = x;
    00699     v->y_pos = y;
    00700     v->z_pos = GetSlopeZ(x, y);
    00701     v->track = TRACK_BIT_DEPOT;
    00702     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00703     v->spritenum = rvi->image_index;
    00704     v->cargo_type = e->GetDefaultCargoType();
    00705     v->cargo_cap = rvi->capacity;
    00706     v->last_station_visited = INVALID_STATION;
    00707
    00708     v->engine_type = e->index;
    00709     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00710
    00711     v->reliability = e->reliability;
    00712     v->reliability_spd_dec = e->reliability_spd_dec;
    00713     v->max_age = e->GetLifeLengthInDays();
    00714
    00715     v->railtype = rvi->railtype;
    00716     _new_vehicle_id = v->index;
    00717
    00718     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
    00719     v->date_of_last_service = _date;
    00720     v->build_year = _cur_year;
    00721     v->cur_image = SPR_IMG_QUERY;
    00722     v->random_bits = VehicleRandomBits();
    00723
    00724     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00725
    00726     v->group_id = DEFAULT_GROUP;
    00727
    00728     v->SetFrontEngine();
    00729     v->SetEngine();
    00730
    00731     VehicleMove(v, false);
    00732
    00733     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00734       AddRearEngineToMultiheadedTrain(v);
    00735     } else {
    00736       AddArticulatedParts(v);
    00737     }
    00738
    00739     v->ConsistChanged(false);
    00740     UpdateTrainGroupID(v);
    00741
    00742     if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00743       NormalizeTrainVehInDepot(v);
    00744     }
    00745
    00746     CheckConsistencyOfArticulatedVehicle(v);
    00747   }
    00748
    00749   return CommandCost();
    00750 }
    00751
    00752
    00753 bool Train::IsInDepot() const
    00754 {
    00755   /* Is the front engine stationary in the depot? */
    00756   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
    00757
    00758   /* Check whether the rest is also already trying to enter the depot. */
    00759   for (const Train *v = this; v != NULL; v = v->Next()) {
    00760     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
    00761   }
    00762
    00763   return true;
    00764 }
    00765
    00766 bool Train::IsStoppedInDepot() const
    00767 {
    00768   /* Are we stopped? Of course wagons don't really care... */
    00769   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
    00770   return this->IsInDepot();
    00771 }
    00772
    00773 static Train *FindGoodVehiclePos(const Train *src)
    00774 {
    00775   EngineID eng = src->engine_type;
    00776   TileIndex tile = src->tile;
    00777
    00778   Train *dst;
    00779   FOR_ALL_TRAINS(dst) {
    00780     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00781       /* check so all vehicles in the line have the same engine. */
    00782       Train *t = dst;
    00783       while (t->engine_type == eng) {
    00784         t = t->Next();
    00785         if (t == NULL) return dst;
    00786       }
    00787     }
    00788   }
    00789
    00790   return NULL;
    00791 }
    00792
    00794 typedef SmallVector<Train *, 16> TrainList;
    00795
    00801 static void MakeTrainBackup(TrainList &list, Train *t)
    00802 {
    00803   for (; t != NULL; t = t->Next()) *list.Append() = t;
    00804 }
    00805
    00810 static void RestoreTrainBackup(TrainList &list)
    00811 {
    00812   /* No train, nothing to do. */
    00813   if (list.Length() == 0) return;
    00814
    00815   Train *prev = NULL;
    00816   /* Iterate over the list and rebuild it. */
    00817   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    00818     Train *t = *iter;
    00819     if (prev != NULL) {
    00820       prev->SetNext(t);
    00821     } else if (t->Previous() != NULL) {
    00822       /* Make sure the head of the train is always the first in the chain. */
    00823       t->Previous()->SetNext(NULL);
    00824     }
    00825     prev = t;
    00826   }
    00827 }
    00828
    00834 static void RemoveFromConsist(Train *part, bool chain = false)
    00835 {
    00836   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    00837
    00838   /* Unlink at the front, but make it point to the next
    00839    * vehicle after the to be remove part. */
    00840   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    00841
    00842   /* Unlink at the back */
    00843   tail->SetNext(NULL);
    00844 }
    00845
    00851 static void InsertInConsist(Train *dst, Train *chain)
    00852 {
    00853   /* We do not want to add something in the middle of an articulated part. */
    00854   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    00855
    00856   chain->Last()->SetNext(dst->Next());
    00857   dst->SetNext(chain);
    00858 }
    00859
    00865 static void NormaliseDualHeads(Train *t)
    00866 {
    00867   for (; t != NULL; t = t->GetNextVehicle()) {
    00868     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    00869
    00870     /* Make sure that there are no free cars before next engine */
    00871     Train *u;
    00872     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    00873
    00874     if (u == t->other_multiheaded_part) continue;
    00875
    00876     /* Remove the part from the 'wrong' train */
    00877     RemoveFromConsist(t->other_multiheaded_part);
    00878     /* And add it to the 'right' train */
    00879     InsertInConsist(u, t->other_multiheaded_part);
    00880   }
    00881 }
    00882
    00887 static void NormaliseSubtypes(Train *chain)
    00888 {
    00889   /* Nothing to do */
    00890   if (chain == NULL) return;
    00891
    00892   /* We must be the first in the chain. */
    00893   assert(chain->Previous() == NULL);
    00894
    00895   /* Set the appropriate bits for the first in the chain. */
    00896   if (chain->IsWagon()) {
    00897     chain->SetFreeWagon();
    00898   } else {
    00899     assert(chain->IsEngine());
    00900     chain->SetFrontEngine();
    00901   }
    00902
    00903   /* Now clear the bits for the rest of the chain */
    00904   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    00905     t->ClearFreeWagon();
    00906     t->ClearFrontEngine();
    00907   }
    00908 }
    00909
    00919 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    00920 {
    00921   /* Just add 'new' engines and subtract the original ones.
    00922    * If that's less than or equal to 0 we can be sure we did
    00923    * not add any engines (read: trains) along the way. */
    00924   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    00925       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    00926       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    00927       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    00928     return CommandCost();
    00929   }
    00930
    00931   /* Get a free unit number and check whether it's within the bounds.
    00932    * There will always be a maximum of one new train. */
    00933   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    00934
    00935   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00936 }
    00937
    00943 static CommandCost CheckTrainAttachment(Train *t)
    00944 {
    00945   /* No multi-part train, no need to check. */
    00946   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    00947
    00948   /* The maximum length for a train. For each part we decrease this by one
    00949    * and if the result is negative the train is simply too long. */
    00950   int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
    00951
    00952   Train *head = t;
    00953   Train *prev = t;
    00954
    00955   /* Break the prev -> t link so it always holds within the loop. */
    00956   t = t->Next();
    00957   prev->SetNext(NULL);
    00958
    00959   /* Make sure the cache is cleared. */
    00960   head->InvalidateNewGRFCache();
    00961
    00962   while (t != NULL) {
    00963     allowed_len -= t->gcache.cached_veh_length;
    00964
    00965     Train *next = t->Next();
    00966
    00967     /* Unlink the to-be-added piece; it is already unlinked from the previous
    00968      * part due to the fact that the prev -> t link is broken. */
    00969     t->SetNext(NULL);
    00970
    00971     /* Don't check callback for articulated or rear dual headed parts */
    00972     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    00973       /* Back up and clear the first_engine data to avoid using wagon override group */
    00974       EngineID first_engine = t->gcache.first_engine;
    00975       t->gcache.first_engine = INVALID_ENGINE;
    00976
    00977       /* We don't want the cache to interfere. head's cache is cleared before
    00978        * the loop and after each callback does not need to be cleared here. */
    00979       t->InvalidateNewGRFCache();
    00980
    00981       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    00982
    00983       /* Restore original first_engine data */
    00984       t->gcache.first_engine = first_engine;
    00985
    00986       /* We do not want to remember any cached variables from the test run */
    00987       t->InvalidateNewGRFCache();
    00988       head->InvalidateNewGRFCache();
    00989
    00990       if (callback != CALLBACK_FAILED) {
    00991         /* A failing callback means everything is okay */
    00992         StringID error = STR_NULL;
    00993
    00994         if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    00995         if (callback  < 0xFD) error = GetGRFStringID(GetEngineGRFID(head->engine_type), 0xD000 + callback);
    00996
    00997         if (error != STR_NULL) return_cmd_error(error);
    00998       }
    00999     }
    01000
    01001     /* And link it to the new part. */
    01002     prev->SetNext(t);
    01003     prev = t;
    01004     t = next;
    01005   }
    01006
    01007   if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    01008   return CommandCost();
    01009 }
    01010
    01021 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
    01022 {
    01023   /* Check whether we may actually construct the trains. */
    01024   CommandCost ret = CheckTrainAttachment(src);
    01025   if (ret.Failed()) return ret;
    01026   ret = CheckTrainAttachment(dst);
    01027   if (ret.Failed()) return ret;
    01028
    01029   /* Check whether we need to build a new train. */
    01030   return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
    01031 }
    01032
    01041 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01042 {
    01043   /* First determine the front of the two resulting trains */
    01044   if (*src_head == *dst_head) {
    01045     /* If we aren't moving part(s) to a new train, we are just moving the
    01046      * front back and there is not destination head. */
    01047     *dst_head = NULL;
    01048   } else if (*dst_head == NULL) {
    01049     /* If we are moving to a new train the head of the move train would become
    01050      * the head of the new vehicle. */
    01051     *dst_head = src;
    01052   }
    01053
    01054   if (src == *src_head) {
    01055     /* If we are moving the front of a train then we are, in effect, creating
    01056      * a new head for the train. Point to that. Unless we are moving the whole
    01057      * train in which case there is not 'source' train anymore.
    01058      * In case we are a multiheaded part we want the complete thing to come
    01059      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01060      * that is followed by a rear multihead we do not want to include that. */
    01061     *src_head = move_chain ? NULL :
    01062         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01063   }
    01064
    01065   /* Now it's just simply removing the part that we are going to move from the
    01066    * source train and *if* the destination is a not a new train add the chain
    01067    * at the destination location. */
    01068   RemoveFromConsist(src, move_chain);
    01069   if (*dst_head != src) InsertInConsist(dst, src);
    01070
    01071   /* Now normalise the dual heads, that is move the dual heads around in such
    01072    * a way that the head and rear of a dual head are in the same train */
    01073   NormaliseDualHeads(*src_head);
    01074   NormaliseDualHeads(*dst_head);
    01075 }
    01076
    01082 static void NormaliseTrainHead(Train *head)
    01083 {
    01084   /* Not much to do! */
    01085   if (head == NULL) return;
    01086
    01087   /* Tell the 'world' the train changed. */
    01088   head->ConsistChanged(false);
    01089   UpdateTrainGroupID(head);
    01090
    01091   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01092   if (!head->IsFrontEngine()) return;
    01093
    01094   /* Update the refit button and window */
    01095   InvalidateWindowData(WC_VEHICLE_REFIT, head->index);
    01096   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
    01097
    01098   /* If we don't have a unit number yet, set one. */
    01099   if (head->unitnumber != 0) return;
    01100   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01101 }
    01102
    01115 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01116 {
    01117   VehicleID s = GB(p1, 0, 20);
    01118   VehicleID d = GB(p2, 0, 20);
    01119   bool move_chain = HasBit(p1, 20);
    01120
    01121   Train *src = Train::GetIfValid(s);
    01122   if (src == NULL) return CMD_ERROR;
    01123
    01124   CommandCost ret = CheckOwnership(src->owner);
    01125   if (ret.Failed()) return ret;
    01126
    01127   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01128   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01129
    01130   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01131   Train *dst;
    01132   if (d == INVALID_VEHICLE) {
    01133     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01134   } else {
    01135     dst = Train::GetIfValid(d);
    01136     if (dst == NULL) return CMD_ERROR;
    01137
    01138     CommandCost ret = CheckOwnership(dst->owner);
    01139     if (ret.Failed()) return ret;
    01140
    01141     /* Do not allow appending to crashed vehicles, too */
    01142     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01143   }
    01144
    01145   /* if an articulated part is being handled, deal with its parent vehicle */
    01146   src = src->GetFirstEnginePart();
    01147   if (dst != NULL) {
    01148     dst = dst->GetFirstEnginePart();
    01149   }
    01150
    01151   /* don't move the same vehicle.. */
    01152   if (src == dst) return CommandCost();
    01153
    01154   /* locate the head of the two chains */
    01155   Train *src_head = src->First();
    01156   Train *dst_head;
    01157   if (dst != NULL) {
    01158     dst_head = dst->First();
    01159     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01160     /* Now deal with articulated part of destination wagon */
    01161     dst = dst->GetLastEnginePart();
    01162   } else {
    01163     dst_head = NULL;
    01164   }
    01165
    01166   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01167
    01168   /* When moving all wagons, we can't have the same src_head and dst_head */
    01169   if (move_chain && src_head == dst_head) return CommandCost();
    01170
    01171   /* When moving a multiheaded part to be place after itself, bail out. */
    01172   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01173
    01174   /* Check if all vehicles in the source train are stopped inside a depot. */
    01175   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01176
    01177   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01178   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01179
    01180   /* First make a backup of the order of the trains. That way we can do
    01181    * whatever we want with the order and later on easily revert. */
    01182   TrainList original_src;
    01183   TrainList original_dst;
    01184
    01185   MakeTrainBackup(original_src, src_head);
    01186   MakeTrainBackup(original_dst, dst_head);
    01187
    01188   /* Also make backup of the original heads as ArrangeTrains can change them.
    01189    * For the destination head we do not care if it is the same as the source
    01190    * head because in that case it's just a copy. */
    01191   Train *original_src_head = src_head;
    01192   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01193
    01194   /* (Re)arrange the trains in the wanted arrangement. */
    01195   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01196
    01197   if ((flags & DC_AUTOREPLACE) == 0) {
    01198     /* If the autoreplace flag is set we do not need to test for the validity
    01199      * because we are going to revert the train to its original state. As we
    01200      * assume the original state was correct autoreplace can skip this. */
    01201     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
    01202     if (ret.Failed()) {
    01203       /* Restore the train we had. */
    01204       RestoreTrainBackup(original_src);
    01205       RestoreTrainBackup(original_dst);
    01206       return ret;
    01207     }
    01208   }
    01209
    01210   /* do it? */
    01211   if (flags & DC_EXEC) {
    01212     /* First normalise the sub types of the chains. */
    01213     NormaliseSubtypes(src_head);
    01214     NormaliseSubtypes(dst_head);
    01215
    01216     /* There are 14 different cases:
    01217      *  1) front engine gets moved to a new train, it stays a front engine.
    01218      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01219      *     b) the 'next' part is an engine that becomes a front engine.
    01220      *     c) there is no 'next' part, nothing else happens
    01221      *  2) front engine gets moved to another train, it is not a front engine anymore
    01222      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01223      *     b) the 'next' part is an engine that becomes a front engine.
    01224      *     c) there is no 'next' part, nothing else happens
    01225      *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
    01226      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01227      *     b) the 'next' part is an engine that becomes a front engine.
    01228      *  4) free wagon gets moved
    01229      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01230      *     b) the 'next' part is an engine that becomes a front engine.
    01231      *     c) there is no 'next' part, nothing else happens
    01232      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01233      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01234      *  7) wagon gets moved, nothing happens
    01235      */
    01236     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01237       /* Cases #2 and #3: the front engine gets trashed. */
    01238       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01239       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01240       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01241       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01242       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01243
    01244       /* We are going to be moved to a different train, and
    01245        * we were the front engine of the original train. */
    01246       if (dst_head != NULL && dst_head != src && (src_head == NULL || !src_head->IsFrontEngine())) {
    01247         DecreaseGroupNumVehicle(src->group_id);
    01248       }
    01249
    01250       /* The front engine is going to be moved later in the
    01251        * current train, and it will not be a train anymore. */
    01252       if (dst_head == NULL && !src_head->IsFrontEngine()) {
    01253         DecreaseGroupNumVehicle(src->group_id);
    01254       }
    01255
    01256       /* Delete orders, group stuff and the unit number as we're not the
    01257        * front of any vehicle anymore. */
    01258       DeleteVehicleOrders(src);
    01259       RemoveVehicleFromGroup(src);
    01260       src->unitnumber = 0;
    01261     }
    01262
    01263     /* We were a front engine and we are becoming one for a different train.
    01264      * Increase the group counter accordingly. */
    01265     if (original_src_head == src && dst_head == src) {
    01266       IncreaseGroupNumVehicle(src->group_id);
    01267     }
    01268
    01269     /* We weren't a front engine but are becoming one. So
    01270      * we should be put in the default group. */
    01271     if (original_src_head != src && dst_head == src) {
    01272       SetTrainGroupID(src, DEFAULT_GROUP);
    01273     }
    01274
    01275     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01276     NormaliseTrainHead(src_head);
    01277     NormaliseTrainHead(dst_head);
    01278
    01279     /* We are undoubtedly changing something in the depot and train list. */
    01280     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01281     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01282   } else {
    01283     /* We don't want to execute what we're just tried. */
    01284     RestoreTrainBackup(original_src);
    01285     RestoreTrainBackup(original_dst);
    01286   }
    01287
    01288   return CommandCost();
    01289 }
    01290
    01302 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
    01303 {
    01304   /* Check if we deleted a vehicle window */
    01305   Window *w = NULL;
    01306
    01307   /* Sell a chain of vehicles or not? */
    01308   bool sell_chain = HasBit(data, 0);
    01309
    01310   Train *v = Train::From(t)->GetFirstEnginePart();
    01311   Train *first = v->First();
    01312
    01313   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01314
    01315   /* First make a backup of the order of the train. That way we can do
    01316    * whatever we want with the order and later on easily revert. */
    01317   TrainList original;
    01318   MakeTrainBackup(original, first);
    01319
    01320   /* We need to keep track of the new head and the head of what we're going to sell. */
    01321   Train *new_head = first;
    01322   Train *sell_head = NULL;
    01323
    01324   /* Split the train in the wanted way. */
    01325   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01326
    01327   /* We don't need to validate the second train; it's going to be sold. */
    01328   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
    01329   if (ret.Failed()) {
    01330     /* Restore the train we had. */
    01331     RestoreTrainBackup(original);
    01332     return ret;
    01333   }
    01334
    01335   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01336   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01337
    01338   if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
    01339     return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
    01340   }
    01341
    01342   /* do it? */
    01343   if (flags & DC_EXEC) {
    01344     /* First normalise the sub types of the chain. */
    01345     NormaliseSubtypes(new_head);
    01346
    01347     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01348       /* We are selling the front engine. In this case we want to
    01349        * 'give' the order, unit number and such to the new head. */
    01350       new_head->orders.list = first->orders.list;
    01351       new_head->AddToShared(first);
    01352       DeleteVehicleOrders(first);
    01353
    01354       /* Copy other important data from the front engine */
    01355       new_head->CopyVehicleConfigAndStatistics(first);
    01356       IncreaseGroupNumVehicle(new_head->group_id);
    01357
    01358       /* If we deleted a window then open a new one for the 'new' train */
    01359       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
    01360     } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
    01361       OrderBackup::Backup(v, user);
    01362     }
    01363
    01364     /* We need to update the information about the train. */
    01365     NormaliseTrainHead(new_head);
    01366
    01367     /* We are undoubtedly changing something in the depot and train list. */
    01368     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01369     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01370
    01371     /* Actually delete the sold 'goods' */
    01372     delete sell_head;
    01373   } else {
    01374     /* We don't want to execute what we're just tried. */
    01375     RestoreTrainBackup(original);
    01376   }
    01377
    01378   return cost;
    01379 }
    01380
    01381 void Train::UpdateDeltaXY(Direction direction)
    01382 {
    01383 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
    01384   static const uint32 _delta_xy_table[8] = {
    01385     MKIT(3, 3, -1, -1),
    01386     MKIT(3, 7, -1, -3),
    01387     MKIT(3, 3, -1, -1),
    01388     MKIT(7, 3, -3, -1),
    01389     MKIT(3, 3, -1, -1),
    01390     MKIT(3, 7, -1, -3),
    01391     MKIT(3, 3, -1, -1),
    01392     MKIT(7, 3, -3, -1),
    01393   };
    01394 #undef MKIT
    01395
    01396   uint32 x = _delta_xy_table[direction];
    01397   this->x_offs        = GB(x,  0, 8);
    01398   this->y_offs        = GB(x,  8, 8);
    01399   this->x_extent      = GB(x, 16, 8);
    01400   this->y_extent      = GB(x, 24, 8);
    01401   this->z_extent      = 6;
    01402 }
    01403
    01405 static void MarkTrainAsStuck(Train *v)
    01406 {
    01407   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01408     /* It is the first time the problem occurred, set the "train stuck" flag. */
    01409     SetBit(v->flags, VRF_TRAIN_STUCK);
    01410
    01411     v->wait_counter = 0;
    01412
    01413     /* Stop train */
    01414     v->cur_speed = 0;
    01415     v->subspeed = 0;
    01416     v->SetLastSpeed();
    01417
    01418     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01419   }
    01420 }
    01421
    01422 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01423 {
    01424   uint16 flag1 = *swap_flag1;
    01425   uint16 flag2 = *swap_flag2;
    01426
    01427   /* Clear the flags */
    01428   ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
    01429   ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01430   ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
    01431   ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01432
    01433   /* Reverse the rail-flags (if needed) */
    01434   if (HasBit(flag1, GVF_GOINGUP_BIT)) {
    01435     SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01436   } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
    01437     SetBit(*swap_flag2, GVF_GOINGUP_BIT);
    01438   }
    01439   if (HasBit(flag2, GVF_GOINGUP_BIT)) {
    01440     SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01441   } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
    01442     SetBit(*swap_flag1, GVF_GOINGUP_BIT);
    01443   }
    01444 }
    01445
    01450 static void UpdateStatusAfterSwap(Train *v)
    01451 {
    01452   /* Reverse the direction. */
    01453   if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
    01454
    01455   /* Call the proper EnterTile function unless we are in a wormhole. */
    01456   if (v->track != TRACK_BIT_WORMHOLE) {
    01457     VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
    01458   } else {
    01459     /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
    01460      * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
    01461      * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
    01462      * when we shouldn't have. Check if this is the case. */
    01463     TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
    01464     if (IsTileType(vt, MP_TUNNELBRIDGE)) {
    01465       VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
    01466       if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
    01467         /* We have just left the wormhole, possibly set the
    01468          * "goingdown" bit. UpdateInclination() can be used
    01469          * because we are at the border of the tile. */
    01470         v->UpdateInclination(true, true);
    01471         return;
    01472       }
    01473     }
    01474   }
    01475
    01476   v->UpdateViewport(true, true);
    01477 }
    01478
    01479 static void ReverseTrainSwapVeh(Train *v, int l, int r)
    01480 {
    01481   Train *a, *b;
    01482
    01483   /* locate vehicles to swap */
    01484   for (a = v; l != 0; l--) a = a->Next();
    01485   for (b = v; r != 0; r--) b = b->Next();
    01486
    01487   if (a != b) {
    01488     /* swap the hidden bits */
    01489     {
    01490       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
    01491       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
    01492       a->vehstatus = tmp;
    01493     }
    01494
    01495     Swap(a->track, b->track);
    01496     Swap(a->direction, b->direction);
    01497     Swap(a->x_pos, b->x_pos);
    01498     Swap(a->y_pos, b->y_pos);
    01499     Swap(a->tile,  b->tile);
    01500     Swap(a->z_pos, b->z_pos);
    01501
    01502     SwapTrainFlags(&a->gv_flags, &b->gv_flags);
    01503
    01504     UpdateStatusAfterSwap(a);
    01505     UpdateStatusAfterSwap(b);
    01506   } else {
    01507     /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
    01508      * This is a little bit redundant way, a->gv_flags will
    01509      * be (re)set twice, but it reduces code duplication */
    01510     SwapTrainFlags(&a->gv_flags, &a->gv_flags);
    01511     UpdateStatusAfterSwap(a);
    01512   }
    01513
    01514   /* Update power of the train in case tiles were different rail type. */
    01515   v->RailtypeChanged();
    01516 }
    01517
    01518
    01524 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01525 {
    01526   return (v->type == VEH_TRAIN) ? v : NULL;
    01527 }
    01528
    01529
    01536 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01537 {
    01538   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01539
    01540   Train *t = Train::From(v);
    01541   if (!t->IsFrontEngine()) return NULL;
    01542
    01543   TileIndex tile = *(TileIndex *)data;
    01544
    01545   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01546
    01547   return t;
    01548 }
    01549
    01550
    01557 static bool TrainApproachingCrossing(TileIndex tile)
    01558 {
    01559   assert(IsLevelCrossingTile(tile));
    01560
    01561   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01562   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01563
    01564   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01565
    01566   dir = ReverseDiagDir(dir);
    01567   tile_from = tile + TileOffsByDiagDir(dir);
    01568
    01569   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01570 }
    01571
    01572
    01579 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01580 {
    01581   assert(IsLevelCrossingTile(tile));
    01582
    01583   /* train on crossing || train approaching crossing || reserved */
    01584   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
    01585
    01586   if (new_state != IsCrossingBarred(tile)) {
    01587     if (new_state && sound) {
    01588       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01589     }
    01590     SetCrossingBarred(tile, new_state);
    01591     MarkTileDirtyByTile(tile);
    01592   }
    01593 }
    01594
    01595
    01601 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01602 {
    01603   if (!IsCrossingBarred(tile)) {
    01604     BarCrossing(tile);
    01605     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01606     MarkTileDirtyByTile(tile);
    01607   }
    01608 }
    01609
    01610
    01616 static void AdvanceWagonsBeforeSwap(Train *v)
    01617 {
    01618   Train *base = v;
    01619   Train *first = base; // first vehicle to move
    01620   Train *last = v->Last(); // last vehicle to move
    01621   uint length = CountVehiclesInChain(v);
    01622
    01623   while (length > 2) {
    01624     last = last->Previous();
    01625     first = first->Next();
    01626
    01627     int differential = base->gcache.cached_veh_length - last->gcache.cached_veh_length;
    01628
    01629     /* do not update images now
    01630      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01631     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01632
    01633     base = first; // == base->Next()
    01634     length -= 2;
    01635   }
    01636 }
    01637
    01638
    01644 static void AdvanceWagonsAfterSwap(Train *v)
    01645 {
    01646   /* first of all, fix the situation when the train was entering a depot */
    01647   Train *dep = v; // last vehicle in front of just left depot
    01648   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01649     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01650   }
    01651
    01652   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01653
    01654   if (leave != NULL) {
    01655     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01656     int d = TicksToLeaveDepot(dep);
    01657
    01658     if (d <= 0) {
    01659       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01660       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01661       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01662     }
    01663   } else {
    01664     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01665   }
    01666
    01667   Train *base = v;
    01668   Train *first = base; // first vehicle to move
    01669   Train *last = v->Last(); // last vehicle to move
    01670   uint length = CountVehiclesInChain(v);
    01671
    01672   /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
    01673    * they have already correct spacing, so we have to make sure they are moved how they should */
    01674   bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
    01675
    01676   while (length > 2) {
    01677     /* we reached vehicle (originally) in front of a depot, stop now
    01678      * (we would move wagons that are already moved with new wagon length). */
    01679     if (base == dep) break;
    01680
    01681     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01682     if (last == dep) nomove = true;
    01683
    01684     last = last->Previous();
    01685     first = first->Next();
    01686
    01687     int differential = last->gcache.cached_veh_length - base->gcache.cached_veh_length;
    01688
    01689     /* do not update images now */
    01690     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01691
    01692     base = first; // == base->Next()
    01693     length -= 2;
    01694   }
    01695 }
    01696
    01697
    01698 static void ReverseTrainDirection(Train *v)
    01699 {
    01700   if (IsRailDepotTile(v->tile)) {
    01701     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01702   }
    01703
    01704   /* Clear path reservation in front if train is not stuck. */
    01705   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01706
    01707   /* Check if we were approaching a rail/road-crossing */
    01708   TileIndex crossing = TrainApproachingCrossingTile(v);
    01709
    01710   /* count number of vehicles */
    01711   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01712
    01713   AdvanceWagonsBeforeSwap(v);
    01714
    01715   /* swap start<>end, start+1<>end-1, ... */
    01716   int l = 0;
    01717   do {
    01718     ReverseTrainSwapVeh(v, l++, r--);
    01719   } while (l <= r);
    01720
    01721   AdvanceWagonsAfterSwap(v);
    01722
    01723   if (IsRailDepotTile(v->tile)) {
    01724     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01725   }
    01726
    01727   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01728
    01729   ClrBit(v->flags, VRF_REVERSING);
    01730
    01731   /* recalculate cached data */
    01732   v->ConsistChanged(true);
    01733
    01734   /* update all images */
    01735   for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01736
    01737   /* update crossing we were approaching */
    01738   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01739
    01740   /* maybe we are approaching crossing now, after reversal */
    01741   crossing = TrainApproachingCrossingTile(v);
    01742   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01743
    01744   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01745   if (v->track == TRACK_BIT_DEPOT) {
    01746     /* Can't be stuck here as inside a depot is always a safe tile. */
    01747     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01748     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01749     return;
    01750   }
    01751
    01752   /* TrainExitDir does not always produce the desired dir for depots and
    01753    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01754   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01755   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01756
    01757   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01758     /* If we are currently on a tile with conventional signals, we can't treat the
    01759      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01760     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01761       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01762       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01763
    01764     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01765     if (TryPathReserve(v, false, first_tile_okay)) {
    01766       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01767       CheckNextTrainTile(v);
    01768     } else if (v->current_order.GetType() != OT_LOADING) {
    01769       /* Do not wait for a way out when we're still loading */
    01770       MarkTrainAsStuck(v);
    01771     }
    01772   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01773     /* A train not inside a PBS block can't be stuck. */
    01774     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01775     v->wait_counter = 0;
    01776   }
    01777 }
    01778
    01788 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01789 {
    01790   Train *v = Train::GetIfValid(p1);
    01791   if (v == NULL) return CMD_ERROR;
    01792
    01793   CommandCost ret = CheckOwnership(v->owner);
    01794   if (ret.Failed()) return ret;
    01795
    01796   if (p2 != 0) {
    01797     /* turn a single unit around */
    01798
    01799     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01800       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01801     }
    01802     if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
    01803
    01804     Train *front = v->First();
    01805     /* make sure the vehicle is stopped in the depot */
    01806     if (!front->IsStoppedInDepot()) {
    01807       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01808     }
    01809
    01810     if (flags & DC_EXEC) {
    01811       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01812
    01813       front->ConsistChanged(false);
    01814       SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    01815       SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01816       SetWindowDirty(WC_VEHICLE_VIEW, front->index);
    01817       SetWindowClassesDirty(WC_TRAINS_LIST);
    01818     }
    01819   } else {
    01820     /* turn the whole train around */
    01821     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
    01822
    01823     if (flags & DC_EXEC) {
    01824       /* Properly leave the station if we are loading and won't be loading anymore */
    01825       if (v->current_order.IsType(OT_LOADING)) {
    01826         const Vehicle *last = v;
    01827         while (last->Next() != NULL) last = last->Next();
    01828
    01829         /* not a station || different station --> leave the station */
    01830         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    01831           v->LeaveStation();
    01832         }
    01833       }
    01834
    01835       /* We cancel any 'skip signal at dangers' here */
    01836       v->force_proceed = TFP_NONE;
    01837       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01838
    01839       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
    01840         ToggleBit(v->flags, VRF_REVERSING);
    01841       } else {
    01842         v->cur_speed = 0;
    01843         v->SetLastSpeed();
    01844         HideFillingPercent(&v->fill_percent_te_id);
    01845         ReverseTrainDirection(v);
    01846       }
    01847     }
    01848   }
    01849   return CommandCost();
    01850 }
    01851
    01861 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01862 {
    01863   Train *t = Train::GetIfValid(p1);
    01864   if (t == NULL) return CMD_ERROR;
    01865
    01866   CommandCost ret = CheckOwnership(t->owner);
    01867   if (ret.Failed()) return ret;
    01868
    01869
    01870   if (flags & DC_EXEC) {
    01871     /* If we are forced to proceed, cancel that order.
    01872      * If we are marked stuck we would want to force the train
    01873      * to proceed to the next signal. In the other cases we
    01874      * would like to pass the signal at danger and run till the
    01875      * next signal we encounter. */
    01876     t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? TFP_STUCK : TFP_SIGNAL;
    01877     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    01878   }
    01879
    01880   return CommandCost();
    01881 }
    01882
    01887 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    01888 {
    01889   assert(!(v->vehstatus & VS_CRASHED));
    01890
    01891   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    01892
    01893   PBSTileInfo origin = FollowTrainReservation(v);
    01894   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    01895
    01896   switch (_settings_game.pf.pathfinder_for_trains) {
    01897     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    01898     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    01899
    01900     default: NOT_REACHED();
    01901   }
    01902 }
    01903
    01904 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    01905 {
    01906   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    01907   if (tfdd.best_length == UINT_MAX) return false;
    01908
    01909   if (location    != NULL) *location    = tfdd.tile;
    01910   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    01911   if (reverse     != NULL) *reverse     = tfdd.reverse;
    01912
    01913   return true;
    01914 }
    01915
    01916 void Train::PlayLeaveStationSound() const
    01917 {
    01918   static const SoundFx sfx[] = {
    01919     SND_04_TRAIN,
    01920     SND_0A_TRAIN_HORN,
    01921     SND_0A_TRAIN_HORN,
    01922     SND_47_MAGLEV_2,
    01923     SND_41_MAGLEV
    01924   };
    01925
    01926   if (PlayVehicleSound(this, VSE_START)) return;
    01927
    01928   EngineID engtype = this->engine_type;
    01929   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    01930 }
    01931
    01933 static void CheckNextTrainTile(Train *v)
    01934 {
    01935   /* Don't do any look-ahead if path_backoff_interval is 255. */
    01936   if (_settings_game.pf.path_backoff_interval == 255) return;
    01937
    01938   /* Exit if we are inside a depot. */
    01939   if (v->track == TRACK_BIT_DEPOT) return;
    01940
    01941   switch (v->current_order.GetType()) {
    01942     /* Exit if we reached our destination depot. */
    01943     case OT_GOTO_DEPOT:
    01944       if (v->tile == v->dest_tile) return;
    01945       break;
    01946
    01947     case OT_GOTO_WAYPOINT:
    01948       /* If we reached our waypoint, make sure we see that. */
    01949       if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
    01950       break;
    01951
    01952     case OT_NOTHING:
    01953     case OT_LEAVESTATION:
    01954     case OT_LOADING:
    01955       /* Exit if the current order doesn't have a destination, but the train has orders. */
    01956       if (v->GetNumOrders() > 0) return;
    01957       break;
    01958
    01959     default:
    01960       break;
    01961   }
    01962   /* Exit if we are on a station tile and are going to stop. */
    01963   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    01964
    01965   Trackdir td = v->GetVehicleTrackdir();
    01966
    01967   /* On a tile with a red non-pbs signal, don't look ahead. */
    01968   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    01969       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    01970       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    01971
    01972   CFollowTrackRail ft(v);
    01973   if (!ft.Follow(v->tile, td)) return;
    01974
    01975   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    01976     /* Next tile is not reserved. */
    01977     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    01978       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    01979         /* If the next tile is a PBS signal, try to make a reservation. */
    01980         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    01981         if (_settings_game.pf.forbid_90_deg) {
    01982           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    01983         }
    01984         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    01985       }
    01986     }
    01987   }
    01988 }
    01989
    01990 static bool CheckTrainStayInDepot(Train *v)
    01991 {
    01992   /* bail out if not all wagons are in the same depot or not in a depot at all */
    01993   for (const Train *u = v; u != NULL; u = u->Next()) {
    01994     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    01995   }
    01996
    01997   /* if the train got no power, then keep it in the depot */
    01998   if (v->gcache.cached_power == 0) {
    01999     v->vehstatus |= VS_STOPPED;
    02000     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    02001     return true;
    02002   }
    02003
    02004   SigSegState seg_state;
    02005
    02006   if (v->force_proceed == TFP_NONE) {
    02007     /* force proceed was not pressed */
    02008     if (++v->wait_counter < 37) {
    02009       SetWindowClassesDirty(WC_TRAINS_LIST);
    02010       return true;
    02011     }
    02012
    02013     v->wait_counter = 0;
    02014
    02015     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02016     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02017       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02018       SetWindowClassesDirty(WC_TRAINS_LIST);
    02019       return true;
    02020     }
    02021   } else {
    02022     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02023   }
    02024
    02025   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02026   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02027     /* We need to have a reservation for this to work. */
    02028     if (HasDepotReservation(v->tile)) return true;
    02029     SetDepotReservation(v->tile, true);
    02030     VehicleEnterDepot(v);
    02031     return true;
    02032   }
    02033
    02034   /* Only leave when we can reserve a path to our destination. */
    02035   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
    02036     /* No path and no force proceed. */
    02037     SetWindowClassesDirty(WC_TRAINS_LIST);
    02038     MarkTrainAsStuck(v);
    02039     return true;
    02040   }
    02041
    02042   SetDepotReservation(v->tile, true);
    02043   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02044
    02045   VehicleServiceInDepot(v);
    02046   SetWindowClassesDirty(WC_TRAINS_LIST);
    02047   v->PlayLeaveStationSound();
    02048
    02049   v->track = TRACK_BIT_X;
    02050   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02051
    02052   v->vehstatus &= ~VS_HIDDEN;
    02053   v->cur_speed = 0;
    02054
    02055   v->UpdateDeltaXY(v->direction);
    02056   v->cur_image = v->GetImage(v->direction);
    02057   VehicleMove(v, false);
    02058   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02059   v->UpdateAcceleration();
    02060   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02061
    02062   return false;
    02063 }
    02064
    02066 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02067 {
    02068   DiagDirection dir = TrackdirToExitdir(track_dir);
    02069
    02070   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02071     /* Are we just leaving a tunnel/bridge? */
    02072     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02073       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02074
    02075       if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
    02076         /* Free the reservation only if no other train is on the tiles. */
    02077         SetTunnelBridgeReservation(tile, false);
    02078         SetTunnelBridgeReservation(end, false);
    02079
    02080         if (_settings_client.gui.show_track_reservation) {
    02081           MarkTileDirtyByTile(tile);
    02082           MarkTileDirtyByTile(end);
    02083         }
    02084       }
    02085     }
    02086   } else if (IsRailStationTile(tile)) {
    02087     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02088     /* If the new tile is not a further tile of the same station, we
    02089      * clear the reservation for the whole platform. */
    02090     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02091       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02092     }
    02093   } else {
    02094     /* Any other tile */
    02095     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02096   }
    02097 }
    02098
    02100 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02101 {
    02102   assert(v->IsFrontEngine());
    02103
    02104   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02105   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02106   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02107   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02108
    02109   /* Don't free reservation if it's not ours. */
    02110   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02111
    02112   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02113   while (ft.Follow(tile, td)) {
    02114     tile = ft.m_new_tile;
    02115     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02116     td = RemoveFirstTrackdir(&bits);
    02117     assert(bits == TRACKDIR_BIT_NONE);
    02118
    02119     if (!IsValidTrackdir(td)) break;
    02120
    02121     if (IsTileType(tile, MP_RAILWAY)) {
    02122       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02123         /* Conventional signal along trackdir: remove reservation and stop. */
    02124         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02125         break;
    02126       }
    02127       if (HasPbsSignalOnTrackdir(tile, td)) {
    02128         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02129           /* Red PBS signal? Can't be our reservation, would be green then. */
    02130           break;
    02131         } else {
    02132           /* Turn the signal back to red. */
    02133           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02134           MarkTileDirtyByTile(tile);
    02135         }
    02136       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02137         break;
    02138       }
    02139     }
    02140
    02141     /* Don't free first station/bridge/tunnel if we are on it. */
    02142     if (free_tile || (!(ft.m_is_station && GetStationIndex(ft.m_new_tile) == station_id) && !ft.m_is_tunnel && !ft.m_is_bridge)) ClearPathReservation(v, tile, td);
    02143
    02144     free_tile = true;
    02145   }
    02146 }
    02147
    02148 static const byte _initial_tile_subcoord[6][4][3] = {
    02149 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02150 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02151 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02152 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02153 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02154 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02155 };
    02156
    02169 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
    02170 {
    02171   switch (_settings_game.pf.pathfinder_for_trains) {
    02172     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02173     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02174
    02175     default: NOT_REACHED();
    02176   }
    02177 }
    02178
    02184 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02185 {
    02186   PBSTileInfo origin = FollowTrainReservation(v);
    02187
    02188   CFollowTrackRail ft(v);
    02189
    02190   TileIndex tile = origin.tile;
    02191   Trackdir  cur_td = origin.trackdir;
    02192   while (ft.Follow(tile, cur_td)) {
    02193     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02194       /* Possible signal tile. */
    02195       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02196     }
    02197
    02198     if (_settings_game.pf.forbid_90_deg) {
    02199       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02200       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02201     }
    02202
    02203     /* Station, depot or waypoint are a possible target. */
    02204     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02205     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02206       /* Choice found or possible target encountered.
    02207        * On finding a possible target, we need to stop and let the pathfinder handle the
    02208        * remaining path. This is because we don't know if this target is in one of our
    02209        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02210        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02211        * a wrong path not leading to our next destination. */
    02212       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02213
    02214       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02215        * actually starts its search at the first unreserved tile. */
    02216       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02217
    02218       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02219       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02220       if (enterdir) *enterdir = ft.m_exitdir;
    02221       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02222     }
    02223
    02224     tile = ft.m_new_tile;
    02225     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02226
    02227     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02228       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02229       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02230       /* Safe position is all good, path valid and okay. */
    02231       return PBSTileInfo(tile, cur_td, true);
    02232     }
    02233
    02234     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02235   }
    02236
    02237   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02238     /* End of line, path valid and okay. */
    02239     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02240   }
    02241
    02242   /* Sorry, can't reserve path, back out. */
    02243   tile = origin.tile;
    02244   cur_td = origin.trackdir;
    02245   TileIndex stopped = ft.m_old_tile;
    02246   Trackdir  stopped_td = ft.m_old_td;
    02247   while (tile != stopped || cur_td != stopped_td) {
    02248     if (!ft.Follow(tile, cur_td)) break;
    02249
    02250     if (_settings_game.pf.forbid_90_deg) {
    02251       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02252       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02253     }
    02254     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02255
    02256     tile = ft.m_new_tile;
    02257     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02258
    02259     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02260   }
    02261
    02262   /* Path invalid. */
    02263   return PBSTileInfo();
    02264 }
    02265
    02276 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02277 {
    02278   switch (_settings_game.pf.pathfinder_for_trains) {
    02279     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02280     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02281
    02282     default: NOT_REACHED();
    02283   }
    02284 }
    02285
    02287 class VehicleOrderSaver
    02288 {
    02289 private:
    02290   Vehicle        *v;
    02291   Order          old_order;
    02292   TileIndex      old_dest_tile;
    02293   StationID      old_last_station_visited;
    02294   VehicleOrderID index;
    02295
    02296 public:
    02297   VehicleOrderSaver(Vehicle *_v) :
    02298     v(_v),
    02299     old_order(_v->current_order),
    02300     old_dest_tile(_v->dest_tile),
    02301     old_last_station_visited(_v->last_station_visited),
    02302     index(_v->cur_real_order_index)
    02303   {
    02304   }
    02305
    02306   ~VehicleOrderSaver()
    02307   {
    02308     this->v->current_order = this->old_order;
    02309     this->v->dest_tile = this->old_dest_tile;
    02310     this->v->last_station_visited = this->old_last_station_visited;
    02311   }
    02312
    02318   bool SwitchToNextOrder(bool skip_first)
    02319   {
    02320     if (this->v->GetNumOrders() == 0) return false;
    02321
    02322     if (skip_first) ++this->index;
    02323
    02324     int conditional_depth = 0;
    02325
    02326     do {
    02327       /* Wrap around. */
    02328       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02329
    02330       Order *order = this->v->GetOrder(this->index);
    02331       assert(order != NULL);
    02332
    02333       switch (order->GetType()) {
    02334         case OT_GOTO_DEPOT:
    02335           /* Skip service in depot orders when the train doesn't need service. */
    02336           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02337         case OT_GOTO_STATION:
    02338         case OT_GOTO_WAYPOINT:
    02339           this->v->current_order = *order;
    02340           UpdateOrderDest(this->v, order);
    02341           return true;
    02342         case OT_CONDITIONAL: {
    02343           if (conditional_depth > this->v->GetNumOrders()) return false;
    02344           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02345           if (next != INVALID_VEH_ORDER_ID) {
    02346             conditional_depth++;
    02347             this->index = next;
    02348             /* Don't increment next, so no break here. */
    02349             continue;
    02350           }
    02351           break;
    02352         }
    02353         default:
    02354           break;
    02355       }
    02356       /* Don't increment inside the while because otherwise conditional
    02357        * orders can lead to an infinite loop. */
    02358       ++this->index;
    02359     } while (this->index != this->v->cur_real_order_index);
    02360
    02361     return false;
    02362   }
    02363 };
    02364
    02365 /* choose a track */
    02366 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02367 {
    02368   Track best_track = INVALID_TRACK;
    02369   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02370   bool changed_signal = false;
    02371
    02372   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02373
    02374   if (got_reservation != NULL) *got_reservation = false;
    02375
    02376   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02377   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02378   /* Do we have a suitable reserved track? */
    02379   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02380
    02381   /* Quick return in case only one possible track is available */
    02382   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02383     Track track = FindFirstTrack(tracks);
    02384     /* We need to check for signals only here, as a junction tile can't have signals. */
    02385     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02386       do_track_reservation = true;
    02387       changed_signal = true;
    02388       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02389     } else if (!do_track_reservation) {
    02390       return track;
    02391     }
    02392     best_track = track;
    02393   }
    02394
    02395   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02396   DiagDirection dest_enterdir = enterdir;
    02397   if (do_track_reservation) {
    02398     /* Check if the train needs service here, so it has a chance to always find a depot.
    02399      * Also check if the current order is a service order so we don't reserve a path to
    02400      * the destination but instead to the next one if service isn't needed. */
    02401     CheckIfTrainNeedsService(v);
    02402     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02403
    02404     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02405     if (res_dest.tile == INVALID_TILE) {
    02406       /* Reservation failed? */
    02407       if (mark_stuck) MarkTrainAsStuck(v);
    02408       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02409       return FindFirstTrack(tracks);
    02410     }
    02411   }
    02412
    02413   /* Save the current train order. The destructor will restore the old order on function exit. */
    02414   VehicleOrderSaver orders(v);
    02415
    02416   /* If the current tile is the destination of the current order and
    02417    * a reservation was requested, advance to the next order.
    02418    * Don't advance on a depot order as depots are always safe end points
    02419    * for a path and no look-ahead is necessary. This also avoids a
    02420    * problem with depot orders not part of the order list when the
    02421    * order list itself is empty. */
    02422   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02423     orders.SwitchToNextOrder(false);
    02424   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02425       v->current_order.IsType(OT_GOTO_STATION) ?
    02426       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02427       v->tile == v->dest_tile))) {
    02428     orders.SwitchToNextOrder(true);
    02429   }
    02430
    02431   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02432     /* Pathfinders are able to tell that route was only 'guessed'. */
    02433     bool      path_found = true;
    02434     TileIndex new_tile = res_dest.tile;
    02435
    02436     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
    02437     if (new_tile == tile) best_track = next_track;
    02438     v->HandlePathfindingResult(path_found);
    02439   }
    02440
    02441   /* No track reservation requested -> finished. */
    02442   if (!do_track_reservation) return best_track;
    02443
    02444   /* A path was found, but could not be reserved. */
    02445   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02446     if (mark_stuck) MarkTrainAsStuck(v);
    02447     FreeTrainTrackReservation(v);
    02448     return best_track;
    02449   }
    02450
    02451   /* No possible reservation target found, we are probably lost. */
    02452   if (res_dest.tile == INVALID_TILE) {
    02453     /* Try to find any safe destination. */
    02454     PBSTileInfo origin = FollowTrainReservation(v);
    02455     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02456       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02457       best_track = FindFirstTrack(res);
    02458       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02459       if (got_reservation != NULL) *got_reservation = true;
    02460       if (changed_signal) MarkTileDirtyByTile(tile);
    02461     } else {
    02462       FreeTrainTrackReservation(v);
    02463       if (mark_stuck) MarkTrainAsStuck(v);
    02464     }
    02465     return best_track;
    02466   }
    02467
    02468   if (got_reservation != NULL) *got_reservation = true;
    02469
    02470   /* Reservation target found and free, check if it is safe. */
    02471   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02472     /* Extend reservation until we have found a safe position. */
    02473     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02474     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02475     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02476     if (_settings_game.pf.forbid_90_deg) {
    02477       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02478     }
    02479
    02480     /* Get next order with destination. */
    02481     if (orders.SwitchToNextOrder(true)) {
    02482       PBSTileInfo cur_dest;
    02483       bool path_found;
    02484       DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
    02485       if (cur_dest.tile != INVALID_TILE) {
    02486         res_dest = cur_dest;
    02487         if (res_dest.okay) continue;
    02488         /* Path found, but could not be reserved. */
    02489         FreeTrainTrackReservation(v);
    02490         if (mark_stuck) MarkTrainAsStuck(v);
    02491         if (got_reservation != NULL) *got_reservation = false;
    02492         changed_signal = false;
    02493         break;
    02494       }
    02495     }
    02496     /* No order or no safe position found, try any position. */
    02497     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02498       FreeTrainTrackReservation(v);
    02499       if (mark_stuck) MarkTrainAsStuck(v);
    02500       if (got_reservation != NULL) *got_reservation = false;
    02501       changed_signal = false;
    02502     }
    02503     break;
    02504   }
    02505
    02506   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02507
    02508   if (changed_signal) MarkTileDirtyByTile(tile);
    02509
    02510   return best_track;
    02511 }
    02512
    02521 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02522 {
    02523   assert(v->IsFrontEngine());
    02524
    02525   /* We have to handle depots specially as the track follower won't look
    02526    * at the depot tile itself but starts from the next tile. If we are still
    02527    * inside the depot, a depot reservation can never be ours. */
    02528   if (v->track == TRACK_BIT_DEPOT) {
    02529     if (HasDepotReservation(v->tile)) {
    02530       if (mark_as_stuck) MarkTrainAsStuck(v);
    02531       return false;
    02532     } else {
    02533       /* Depot not reserved, but the next tile might be. */
    02534       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02535       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02536     }
    02537   }
    02538
    02539   Vehicle *other_train = NULL;
    02540   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02541   /* The path we are driving on is already blocked by some other train.
    02542    * This can only happen in certain situations when mixing path and
    02543    * block signals or when changing tracks and/or signals.
    02544    * Exit here as doing any further reservations will probably just
    02545    * make matters worse. */
    02546   if (other_train != NULL && other_train->index != v->index) {
    02547     if (mark_as_stuck) MarkTrainAsStuck(v);
    02548     return false;
    02549   }
    02550   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02551   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02552     /* Can't be stuck then. */
    02553     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    02554     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02555     return true;
    02556   }
    02557
    02558   /* If we are in a depot, tentatively reserve the depot. */
    02559   if (v->track == TRACK_BIT_DEPOT) {
    02560     SetDepotReservation(v->tile, true);
    02561     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02562   }
    02563
    02564   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02565   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02566   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02567
    02568   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02569
    02570   bool res_made = false;
    02571   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02572
    02573   if (!res_made) {
    02574     /* Free the depot reservation as well. */
    02575     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02576     return false;
    02577   }
    02578
    02579   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02580     v->wait_counter = 0;
    02581     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    02582   }
    02583   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02584   return true;
    02585 }
    02586
    02587
    02588 static bool CheckReverseTrain(const Train *v)
    02589 {
    02590   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02591       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02592       !(v->direction & 1)) {
    02593     return false;
    02594   }
    02595
    02596   assert(v->track != TRACK_BIT_NONE);
    02597
    02598   switch (_settings_game.pf.pathfinder_for_trains) {
    02599     case VPF_NPF: return NPFTrainCheckReverse(v);
    02600     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02601
    02602     default: NOT_REACHED();
    02603   }
    02604 }
    02605
    02606 TileIndex Train::GetOrderStationLocation(StationID station)
    02607 {
    02608   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02609
    02610   const Station *st = Station::Get(station);
    02611   if (!(st->facilities & FACIL_TRAIN)) {
    02612     /* The destination station has no trainstation tiles. */
    02613     this->IncrementRealOrderIndex();
    02614     return 0;
    02615   }
    02616
    02617   return st->xy;
    02618 }
    02619
    02620 void Train::MarkDirty()
    02621 {
    02622   Train *v = this;
    02623   do {
    02624     v->UpdateViewport(false, false);
    02625   } while ((v = v->Next()) != NULL);
    02626
    02627   /* need to update acceleration and cached values since the goods on the train changed. */
    02628   this->CargoChanged();
    02629   this->UpdateAcceleration();
    02630 }
    02631
    02639 int Train::UpdateSpeed()
    02640 {
    02641   switch (_settings_game.vehicle.train_acceleration_model) {
    02642     default: NOT_REACHED();
    02643     case AM_ORIGINAL:
    02644       return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->gcache.cached_max_track_speed);
    02645
    02646     case AM_REALISTIC:
    02647       return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
    02648   }
    02649 }
    02650
    02656 static void TrainEnterStation(Train *v, StationID station)
    02657 {
    02658   v->last_station_visited = station;
    02659
    02660   /* check if a train ever visited this station before */
    02661   Station *st = Station::Get(station);
    02662   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    02663     st->had_vehicle_of_type |= HVOT_TRAIN;
    02664     SetDParam(0, st->index);
    02665     AddVehicleNewsItem(
    02666       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    02667       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
    02668       v->index,
    02669       st->index
    02670     );
    02671     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
    02672   }
    02673
    02674   v->force_proceed = TFP_NONE;
    02675   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02676
    02677   v->BeginLoading();
    02678
    02679   TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
    02680 }
    02681
    02682 /* Check if the vehicle is compatible with the specified tile */
    02683 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    02684 {
    02685   return IsTileOwner(tile, v->owner) &&
    02686       (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
    02687 }
    02688
    02689 struct RailtypeSlowdownParams {
    02690   byte small_turn, large_turn;
    02691   byte z_up; // fraction to remove when moving up
    02692   byte z_down; // fraction to remove when moving down
    02693 };
    02694
    02695 static const RailtypeSlowdownParams _railtype_slowdown[] = {
    02696   /* normal accel */
    02697   {256 / 4, 256 / 2, 256 / 4, 2},
    02698   {256 / 4, 256 / 2, 256 / 4, 2},
    02699   {256 / 4, 256 / 2, 256 / 4, 2},
    02700   {0,       256 / 2, 256 / 4, 2},
    02701 };
    02702
    02704 static inline void AffectSpeedByZChange(Train *v, byte old_z)
    02705 {
    02706   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
    02707
    02708   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    02709
    02710   if (old_z < v->z_pos) {
    02711     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
    02712   } else {
    02713     uint16 spd = v->cur_speed + rsp->z_down;
    02714     if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
    02715   }
    02716 }
    02717
    02718 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    02719 {
    02720   if (IsTileType(tile, MP_RAILWAY) &&
    02721       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    02722     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    02723     Trackdir trackdir = FindFirstTrackdir(tracks);
    02724     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    02725       /* A PBS block with a non-PBS signal facing us? */
    02726       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    02727     }
    02728   }
    02729   return false;
    02730 }
    02731
    02735 void Train::ReserveTrackUnderConsist() const
    02736 {
    02737   for (const Train *u = this; u != NULL; u = u->Next()) {
    02738     switch (u->track) {
    02739       case TRACK_BIT_WORMHOLE:
    02740         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    02741         break;
    02742       case TRACK_BIT_DEPOT:
    02743         break;
    02744       default:
    02745         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    02746         break;
    02747     }
    02748   }
    02749 }
    02750
    02751 uint Train::Crash(bool flooded)
    02752 {
    02753   uint pass = 0;
    02754   if (this->IsFrontEngine()) {
    02755     pass += 2; // driver
    02756
    02757     /* Remove the reserved path in front of the train if it is not stuck.
    02758      * Also clear all reserved tracks the train is currently on. */
    02759     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    02760     for (const Train *v = this; v != NULL; v = v->Next()) {
    02761       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    02762       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    02763         /* ClearPathReservation will not free the wormhole exit
    02764          * if the train has just entered the wormhole. */
    02765         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    02766       }
    02767     }
    02768
    02769     /* we may need to update crossing we were approaching,
    02770      * but must be updated after the train has been marked crashed */
    02771     TileIndex crossing = TrainApproachingCrossingTile(this);
    02772     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    02773
    02774     /* Remove the loading indicators (if any) */
    02775     HideFillingPercent(&this->fill_percent_te_id);
    02776   }
    02777
    02778   pass += this->GroundVehicleBase::Crash(flooded);
    02779
    02780   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    02781   return pass;
    02782 }
    02783
    02790 static uint TrainCrashed(Train *v)
    02791 {
    02792   uint num = 0;
    02793
    02794   /* do not crash train twice */
    02795   if (!(v->vehstatus & VS_CRASHED)) {
    02796     num = v->Crash();
    02797     AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
    02798   }
    02799
    02800   /* Try to re-reserve track under already crashed train too.
    02801    * Crash() clears the reservation! */
    02802   v->ReserveTrackUnderConsist();
    02803
    02804   return num;
    02805 }
    02806
    02807 struct TrainCollideChecker {
    02808   Train *v;
    02809   uint num;
    02810 };
    02811
    02812 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    02813 {
    02814   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    02815
    02816   /* not a train or in depot */
    02817   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    02818
    02819   /* do not crash into trains of another company. */
    02820   if (v->owner != tcc->v->owner) return NULL;
    02821
    02822   /* get first vehicle now to make most usual checks faster */
    02823   Train *coll = Train::From(v)->First();
    02824
    02825   /* can't collide with own wagons */
    02826   if (coll == tcc->v) return NULL;
    02827
    02828   int x_diff = v->x_pos - tcc->v->x_pos;
    02829   int y_diff = v->y_pos - tcc->v->y_pos;
    02830
    02831   /* Do fast calculation to check whether trains are not in close vicinity
    02832    * and quickly reject trains distant enough for any collision.
    02833    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    02834    * Differences are then ORed and then we check for any higher bits */
    02835   uint hash = (y_diff + 7) | (x_diff + 7);
    02836   if (hash & ~15) return NULL;
    02837
    02838   /* Slower check using multiplication */
    02839   if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
    02840
    02841   /* Happens when there is a train under bridge next to bridge head */
    02842   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    02843
    02844   /* crash both trains */
    02845   tcc->num += TrainCrashed(tcc->v);
    02846   tcc->num += TrainCrashed(coll);
    02847
    02848   return NULL; // continue searching
    02849 }
    02850
    02857 static bool CheckTrainCollision(Train *v)
    02858 {
    02859   /* can't collide in depot */
    02860   if (v->track == TRACK_BIT_DEPOT) return false;
    02861
    02862   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    02863
    02864   TrainCollideChecker tcc;
    02865   tcc.v = v;
    02866   tcc.num = 0;
    02867
    02868   /* find colliding vehicles */
    02869   if (v->track == TRACK_BIT_WORMHOLE) {
    02870     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    02871     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    02872   } else {
    02873     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    02874   }
    02875
    02876   /* any dead -> no crash */
    02877   if (tcc.num == 0) return false;
    02878
    02879   SetDParam(0, tcc.num);
    02880   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
    02881     NS_ACCIDENT,
    02882     v->index
    02883   );
    02884
    02885   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    02886   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    02887   return true;
    02888 }
    02889
    02890 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    02891 {
    02892   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    02893
    02894   Train *t = Train::From(v);
    02895   DiagDirection exitdir = *(DiagDirection *)data;
    02896
    02897   /* not front engine of a train, inside wormhole or depot, crashed */
    02898   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    02899
    02900   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    02901
    02902   return t;
    02903 }
    02904
    02905 static void TrainController(Train *v, Vehicle *nomove)
    02906 {
    02907   Train *first = v->First();
    02908   Train *prev;
    02909   bool direction_changed = false; // has direction of any part changed?
    02910
    02911   /* For every vehicle after and including the given vehicle */
    02912   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    02913     DiagDirection enterdir = DIAGDIR_BEGIN;
    02914     bool update_signals_crossing = false; // will we update signals or crossing state?
    02915
    02916     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    02917     if (v->track != TRACK_BIT_WORMHOLE) {
    02918       /* Not inside tunnel */
    02919       if (gp.old_tile == gp.new_tile) {
    02920         /* Staying in the old tile */
    02921         if (v->track == TRACK_BIT_DEPOT) {
    02922           /* Inside depot */
    02923           gp.x = v->x_pos;
    02924           gp.y = v->y_pos;
    02925         } else {
    02926           /* Not inside depot */
    02927
    02928           /* Reverse when we are at the end of the track already, do not move to the new position */
    02929           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
    02930
    02931           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    02932           if (HasBit(r, VETS_CANNOT_ENTER)) {
    02933             goto invalid_rail;
    02934           }
    02935           if (HasBit(r, VETS_ENTERED_STATION)) {
    02936             /* The new position is the end of the platform */
    02937             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    02938           }
    02939         }
    02940       } else {
    02941         /* A new tile is about to be entered. */
    02942
    02943         /* Determine what direction we're entering the new tile from */
    02944         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    02945         assert(IsValidDiagDirection(enterdir));
    02946
    02947         /* Get the status of the tracks in the new tile and mask
    02948          * away the bits that aren't reachable. */
    02949         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    02950         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    02951
    02952         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    02953         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    02954
    02955         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    02956         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    02957           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    02958            * can be switched on halfway a turn */
    02959           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    02960         }
    02961
    02962         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    02963
    02964         /* Check if the new tile constrains tracks that are compatible
    02965          * with the current train, if not, bail out. */
    02966         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    02967
    02968         TrackBits chosen_track;
    02969         if (prev == NULL) {
    02970           /* Currently the locomotive is active. Determine which one of the
    02971            * available tracks to choose */
    02972           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    02973           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    02974
    02975           if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    02976             /* For each signal we find decrease the counter by one.
    02977              * We start at two, so the first signal we pass decreases
    02978              * this to one, then if we reach the next signal it is
    02979              * decreased to zero and we won't pass that new signal. */
    02980             Trackdir dir = FindFirstTrackdir(trackdirbits);
    02981             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
    02982                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
    02983               /* However, we do not want to be stopped by PBS signals
    02984                * entered via the back. */
    02985               v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
    02986               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02987             }
    02988           }
    02989
    02990           /* Check if it's a red signal and that force proceed is not clicked. */
    02991           if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
    02992             /* In front of a red signal */
    02993             Trackdir i = FindFirstTrackdir(trackdirbits);
    02994
    02995             /* Don't handle stuck trains here. */
    02996             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
    02997
    02998             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    02999               v->cur_speed = 0;
    03000               v->subspeed = 0;
    03001               v->progress = 255 - 100;
    03002               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
    03003             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03004               v->cur_speed = 0;
    03005               v->subspeed = 0;
    03006               v->progress = 255 - 10;
    03007               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03008                 DiagDirection exitdir = TrackdirToExitdir(i);
    03009                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03010
    03011                 exitdir = ReverseDiagDir(exitdir);
    03012
    03013                 /* check if a train is waiting on the other side */
    03014                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
    03015               }
    03016             }
    03017
    03018             /* If we would reverse but are currently in a PBS block and
    03019              * reversing of stuck trains is disabled, don't reverse.
    03020              * This does not apply if the reason for reversing is a one-way
    03021              * signal blocking us, because a train would then be stuck forever. */
    03022             if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
    03023                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03024               v->wait_counter = 0;
    03025               return;
    03026             }
    03027             goto reverse_train_direction;
    03028           } else {
    03029             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
    03030           }
    03031         } else {
    03032           /* The wagon is active, simply follow the prev vehicle. */
    03033           if (prev->tile == gp.new_tile) {
    03034             /* Choose the same track as prev */
    03035             if (prev->track == TRACK_BIT_WORMHOLE) {
    03036               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03037                * However, just choose the track into the wormhole. */
    03038               assert(IsTunnel(prev->tile));
    03039               chosen_track = bits;
    03040             } else {
    03041               chosen_track = prev->track;
    03042             }
    03043           } else {
    03044             /* Choose the track that leads to the tile where prev is.
    03045              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03046              * I.e. when the tile between them has only space for a single vehicle like
    03047              *  1) horizontal/vertical track tiles and
    03048              *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
    03049              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
    03050              */
    03051             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03052               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03053               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03054               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03055               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03056             };
    03057             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03058             assert(IsValidDiagDirection(exitdir));
    03059             chosen_track = _connecting_track[enterdir][exitdir];
    03060           }
    03061           chosen_track &= bits;
    03062         }
    03063
    03064         /* Make sure chosen track is a valid track */
    03065         assert(
    03066             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03067             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03068             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03069
    03070         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03071         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03072         gp.x = (gp.x & ~0xF) | b[0];
    03073         gp.y = (gp.y & ~0xF) | b[1];
    03074         Direction chosen_dir = (Direction)b[2];
    03075
    03076         /* Call the landscape function and tell it that the vehicle entered the tile */
    03077         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03078         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03079           goto invalid_rail;
    03080         }
    03081
    03082         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03083           Track track = FindFirstTrack(chosen_track);
    03084           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03085           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03086             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03087             MarkTileDirtyByTile(gp.new_tile);
    03088           }
    03089
    03090           /* Clear any track reservation when the last vehicle leaves the tile */
    03091           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03092
    03093           v->tile = gp.new_tile;
    03094
    03095           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03096             v->First()->RailtypeChanged();
    03097           }
    03098
    03099           v->track = chosen_track;
    03100           assert(v->track);
    03101         }
    03102
    03103         /* We need to update signal status, but after the vehicle position hash
    03104          * has been updated by UpdateInclination() */
    03105         update_signals_crossing = true;
    03106
    03107         if (chosen_dir != v->direction) {
    03108           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
    03109             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    03110             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03111             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
    03112           }
    03113           direction_changed = true;
    03114           v->direction = chosen_dir;
    03115         }
    03116
    03117         if (v->IsFrontEngine()) {
    03118           v->wait_counter = 0;
    03119
    03120           /* If we are approaching a crossing that is reserved, play the sound now. */
    03121           TileIndex crossing = TrainApproachingCrossingTile(v);
    03122           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03123
    03124           /* Always try to extend the reservation when entering a tile. */
    03125           CheckNextTrainTile(v);
    03126         }
    03127
    03128         if (HasBit(r, VETS_ENTERED_STATION)) {
    03129           /* The new position is the location where we want to stop */
    03130           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03131         }
    03132       }
    03133     } else {
    03134       /* In a tunnel or on a bridge
    03135        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
    03136        * - for bridges, only the middle part - without the bridge heads */
    03137       if (!(v->vehstatus & VS_HIDDEN)) {
    03138         Train *first = v->First();
    03139         first->cur_speed = min(first->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
    03140       }
    03141
    03142       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03143         /* Perform look-ahead on tunnel exit. */
    03144         if (v->IsFrontEngine()) {
    03145           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03146           CheckNextTrainTile(v);
    03147         }
    03148         /* Prevent v->UpdateInclination() being called with wrong parameters.
    03149          * This could happen if the train was reversed inside the tunnel/bridge. */
    03150         if (gp.old_tile == gp.new_tile) {
    03151           gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
    03152         }
    03153       } else {
    03154         v->x_pos = gp.x;
    03155         v->y_pos = gp.y;
    03156         VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
    03157         continue;
    03158       }
    03159     }
    03160
    03161     /* update image of train, as well as delta XY */
    03162     v->UpdateDeltaXY(v->direction);
    03163
    03164     v->x_pos = gp.x;
    03165     v->y_pos = gp.y;
    03166
    03167     /* update the Z position of the vehicle */
    03168     byte old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
    03169
    03170     if (prev == NULL) {
    03171       /* This is the first vehicle in the train */
    03172       AffectSpeedByZChange(v, old_z);
    03173     }
    03174
    03175     if (update_signals_crossing) {
    03176       if (v->IsFrontEngine()) {
    03177         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03178           /* We are entering a block with PBS signals right now, but
    03179            * not through a PBS signal. This means we don't have a
    03180            * reservation right now. As a conventional signal will only
    03181            * ever be green if no other train is in the block, getting
    03182            * a path should always be possible. If the player built
    03183            * such a strange network that it is not possible, the train
    03184            * will be marked as stuck and the player has to deal with
    03185            * the problem. */
    03186           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03187               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03188               !TryPathReserve(v)) {
    03189             MarkTrainAsStuck(v);
    03190           }
    03191         }
    03192       }
    03193
    03194       /* Signals can only change when the first
    03195        * (above) or the last vehicle moves. */
    03196       if (v->Next() == NULL) {
    03197         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03198         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03199       }
    03200     }
    03201
    03202     /* Do not check on every tick to save some computing time. */
    03203     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03204   }
    03205
    03206   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
    03207
    03208   return;
    03209
    03210 invalid_rail:
    03211   /* We've reached end of line?? */
    03212   if (prev != NULL) error("Disconnecting train");
    03213
    03214 reverse_train_direction:
    03215   v->wait_counter = 0;
    03216   v->cur_speed = 0;
    03217   v->subspeed = 0;
    03218   ReverseTrainDirection(v);
    03219 }
    03220
    03227 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03228 {
    03229   TrackBits *trackbits = (TrackBits *)data;
    03230
    03231   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03232     TrackBits train_tbits = Train::From(v)->track;
    03233     if (train_tbits == TRACK_BIT_WORMHOLE) {
    03234       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03235       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03236     } else if (train_tbits != TRACK_BIT_DEPOT) {
    03237       *trackbits |= train_tbits;
    03238     }
    03239   }
    03240
    03241   return NULL;
    03242 }
    03243
    03251 static void DeleteLastWagon(Train *v)
    03252 {
    03253   Train *first = v->First();
    03254
    03255   /* Go to the last wagon and delete the link pointing there
    03256    * *u is then the one-before-last wagon, and *v the last
    03257    * one which will physically be removed */
    03258   Train *u = v;
    03259   for (; v->Next() != NULL; v = v->Next()) u = v;
    03260   u->SetNext(NULL);
    03261
    03262   if (first != v) {
    03263     /* Recalculate cached train properties */
    03264     first->ConsistChanged(false);
    03265     /* Update the depot window if the first vehicle is in depot -
    03266      * if v == first, then it is updated in PreDestructor() */
    03267     if (first->track == TRACK_BIT_DEPOT) {
    03268       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03269     }
    03270   }
    03271
    03272   /* 'v' shouldn't be accessed after it has been deleted */
    03273   TrackBits trackbits = v->track;
    03274   TileIndex tile = v->tile;
    03275   Owner owner = v->owner;
    03276
    03277   delete v;
    03278   v = NULL; // make sure nobody will try to read 'v' anymore
    03279
    03280   if (trackbits == TRACK_BIT_WORMHOLE) {
    03281     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03282     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03283   }
    03284
    03285   Track track = TrackBitsToTrack(trackbits);
    03286   if (HasReservedTracks(tile, trackbits)) {
    03287     UnreserveRailTrack(tile, track);
    03288
    03289     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03290     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03291     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03292
    03293     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03294     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03295     Track t;
    03296     FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
    03297   }
    03298
    03299   /* check if the wagon was on a road/rail-crossing */
    03300   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03301
    03302   /* Update signals */
    03303   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03304     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03305   } else {
    03306     SetSignalsOnBothDir(tile, track, owner);
    03307   }
    03308 }
    03309
    03314 static void ChangeTrainDirRandomly(Train *v)
    03315 {
    03316   static const DirDiff delta[] = {
    03317     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03318   };
    03319
    03320   do {
    03321     /* We don't need to twist around vehicles if they're not visible */
    03322     if (!(v->vehstatus & VS_HIDDEN)) {
    03323       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03324       v->UpdateDeltaXY(v->direction);
    03325       v->cur_image = v->GetImage(v->direction);
    03326       /* Refrain from updating the z position of the vehicle when on
    03327        * a bridge, because UpdateInclination() will put the vehicle under
    03328        * the bridge in that case */
    03329       if (v->track != TRACK_BIT_WORMHOLE) v->UpdateInclination(false, false);
    03330     }
    03331   } while ((v = v->Next()) != NULL);
    03332 }
    03333
    03339 static bool HandleCrashedTrain(Train *v)
    03340 {
    03341   int state = ++v->crash_anim_pos;
    03342
    03343   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03344     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03345   }
    03346
    03347   uint32 r;
    03348   if (state <= 200 && Chance16R(1, 7, r)) {
    03349     int index = (r * 10 >> 16);
    03350
    03351     Vehicle *u = v;
    03352     do {
    03353       if (--index < 0) {
    03354         r = Random();
    03355
    03356         CreateEffectVehicleRel(u,
    03357           GB(r,  8, 3) + 2,
    03358           GB(r, 16, 3) + 2,
    03359           GB(r,  0, 3) + 5,
    03360           EV_EXPLOSION_SMALL);
    03361         break;
    03362       }
    03363     } while ((u = u->Next()) != NULL);
    03364   }
    03365
    03366   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03367
    03368   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03369     bool ret = v->Next() != NULL;
    03370     DeleteLastWagon(v);
    03371     return ret;
    03372   }
    03373
    03374   return true;
    03375 }
    03376
    03378 static const uint16 _breakdown_speeds[16] = {
    03379   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03380 };
    03381
    03382
    03390 static bool TrainApproachingLineEnd(Train *v, bool signal)
    03391 {
    03392   /* Calc position within the current tile */
    03393   uint x = v->x_pos & 0xF;
    03394   uint y = v->y_pos & 0xF;
    03395
    03396   /* for diagonal directions, 'x' will be 0..15 -
    03397    * for other directions, it will be 1, 3, 5, ..., 15 */
    03398   switch (v->direction) {
    03399     case DIR_N : x = ~x + ~y + 25; break;
    03400     case DIR_NW: x = y;            // FALL THROUGH
    03401     case DIR_NE: x = ~x + 16;      break;
    03402     case DIR_E : x = ~x + y + 9;   break;
    03403     case DIR_SE: x = y;            break;
    03404     case DIR_S : x = x + y - 7;    break;
    03405     case DIR_W : x = ~y + x + 9;   break;
    03406     default: break;
    03407   }
    03408
    03409   /* Do not reverse when approaching red signal. Make sure the vehicle's front
    03410    * does not cross the tile boundary when we do reverse, but as the vehicle's
    03411    * location is based on their center, use half a vehicle's length as offset.
    03412    * Actually, the center of all vehicles is half a normal vehicle's length
    03413    * from the front of the vehicle, so even in case the vehicle is 1/8th
    03414    * long, the center is still at 1/2 of VEHICLE_LENGTH. Basically FS#3569. */
    03415   if (!signal && x + VEHICLE_LENGTH / 2 >= TILE_SIZE) {
    03416     /* we are too near the tile end, reverse now */
    03417     v->cur_speed = 0;
    03418     ReverseTrainDirection(v);
    03419     return false;
    03420   }
    03421
    03422   /* slow down */
    03423   v->vehstatus |= VS_TRAIN_SLOWING;
    03424   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03425   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03426
    03427   return true;
    03428 }
    03429
    03430
    03436 static bool TrainCanLeaveTile(const Train *v)
    03437 {
    03438   /* Exit if inside a tunnel/bridge or a depot */
    03439   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03440
    03441   TileIndex tile = v->tile;
    03442
    03443   /* entering a tunnel/bridge? */
    03444   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03445     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03446     if (DiagDirToDir(dir) == v->direction) return false;
    03447   }
    03448
    03449   /* entering a depot? */
    03450   if (IsRailDepotTile(tile)) {
    03451     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03452     if (DiagDirToDir(dir) == v->direction) return false;
    03453   }
    03454
    03455   return true;
    03456 }
    03457
    03458
    03466 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03467 {
    03468   assert(v->IsFrontEngine());
    03469   assert(!(v->vehstatus & VS_CRASHED));
    03470
    03471   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03472
    03473   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03474   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03475
    03476   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03477   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03478       !CheckCompatibleRail(v, tile)) {
    03479     return INVALID_TILE;
    03480   }
    03481
    03482   return tile;
    03483 }
    03484
    03485
    03492 static bool TrainCheckIfLineEnds(Train *v)
    03493 {
    03494   /* First, handle broken down train */
    03495
    03496   int t = v->breakdown_ctr;
    03497   if (t > 1) {
    03498     v->vehstatus |= VS_TRAIN_SLOWING;
    03499
    03500     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    03501     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03502   } else {
    03503     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03504   }
    03505
    03506   if (!TrainCanLeaveTile(v)) return true;
    03507
    03508   /* Determine the non-diagonal direction in which we will exit this tile */
    03509   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03510   /* Calculate next tile */
    03511   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03512
    03513   /* Determine the track status on the next tile */
    03514   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03515   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03516
    03517   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03518   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03519
    03520   /* We are sure the train is not entering a depot, it is detected above */
    03521
    03522   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03523   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03524   if (_settings_game.pf.forbid_90_deg) {
    03525     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03526   }
    03527
    03528   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03529   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03530     return TrainApproachingLineEnd(v, false);
    03531   }
    03532
    03533   /* approaching red signal */
    03534   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
    03535
    03536   /* approaching a rail/road crossing? then make it red */
    03537   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03538
    03539   return true;
    03540 }
    03541
    03542
    03543 static bool TrainLocoHandler(Train *v, bool mode)
    03544 {
    03545   /* train has crashed? */
    03546   if (v->vehstatus & VS_CRASHED) {
    03547     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03548   }
    03549
    03550   if (v->force_proceed != TFP_NONE) {
    03551     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03552     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03553   }
    03554
    03555   /* train is broken down? */
    03556   if (v->HandleBreakdown()) return true;
    03557
    03558   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03559     ReverseTrainDirection(v);
    03560   }
    03561
    03562   /* exit if train is stopped */
    03563   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03564
    03565   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03566   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03567     v->wait_counter = 0;
    03568     v->cur_speed = 0;
    03569     v->subspeed = 0;
    03570     ClrBit(v->flags, VRF_LEAVING_STATION);
    03571     ReverseTrainDirection(v);
    03572     return true;
    03573   } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
    03574     /* Try to reserve a path when leaving the station as we
    03575      * might not be marked as wanting a reservation, e.g.
    03576      * when an overlength train gets turned around in a station. */
    03577     DiagDirection dir = TrainExitDir(v->direction, v->track);
    03578     if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    03579
    03580     if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    03581       TryPathReserve(v, true, true);
    03582     }
    03583     ClrBit(v->flags, VRF_LEAVING_STATION);
    03584   }
    03585
    03586   v->HandleLoading(mode);
    03587
    03588   if (v->current_order.IsType(OT_LOADING)) return true;
    03589
    03590   if (CheckTrainStayInDepot(v)) return true;
    03591
    03592   if (!mode) v->ShowVisualEffect();
    03593
    03594   /* We had no order but have an order now, do look ahead. */
    03595   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    03596     CheckNextTrainTile(v);
    03597   }
    03598
    03599   /* Handle stuck trains. */
    03600   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    03601     ++v->wait_counter;
    03602
    03603     /* Should we try reversing this tick if still stuck? */
    03604     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
    03605
    03606     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
    03607     if (!TryPathReserve(v)) {
    03608       /* Still stuck. */
    03609       if (turn_around) ReverseTrainDirection(v);
    03610
    03611       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    03612         /* Show message to player. */
    03613         if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
    03614           SetDParam(0, v->index);
    03615           AddVehicleNewsItem(
    03616             STR_NEWS_TRAIN_IS_STUCK,
    03617             NS_ADVICE,
    03618             v->index
    03619           );
    03620         }
    03621         v->wait_counter = 0;
    03622       }
    03623       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    03624       if (v->force_proceed == TFP_NONE) return true;
    03625       ClrBit(v->flags, VRF_TRAIN_STUCK);
    03626       v->wait_counter = 0;
    03627       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03628     }
    03629   }
    03630
    03631   if (v->current_order.IsType(OT_LEAVESTATION)) {
    03632     v->current_order.Free();
    03633     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03634     return true;
    03635   }
    03636
    03637   int j = v->UpdateSpeed();
    03638
    03639   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    03640   if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    03641     /* If we manually stopped, we're not force-proceeding anymore. */
    03642     v->force_proceed = TFP_NONE;
    03643     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03644   }
    03645
    03646   int adv_spd = v->GetAdvanceDistance();
    03647   if (j < adv_spd) {
    03648     /* if the vehicle has speed 0, update the last_speed field. */
    03649     if (v->cur_speed == 0) v->SetLastSpeed();
    03650   } else {
    03651     TrainCheckIfLineEnds(v);
    03652     /* Loop until the train has finished moving. */
    03653     for (;;) {
    03654       j -= adv_spd;
    03655       TrainController(v, NULL);
    03656       /* Don't continue to move if the train crashed. */
    03657       if (CheckTrainCollision(v)) break;
    03658       /* Determine distance to next map position */
    03659       adv_spd = v->GetAdvanceDistance();
    03660
    03661       /* No more moving this tick */
    03662       if (j < adv_spd || v->cur_speed == 0) break;
    03663
    03664       OrderType order_type = v->current_order.GetType();
    03665       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    03666       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    03667             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    03668             IsTileType(v->tile, MP_STATION) &&
    03669             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    03670         ProcessOrders(v);
    03671       }
    03672     }
    03673     v->SetLastSpeed();
    03674   }
    03675
    03676   for (Train *u = v; u != NULL; u = u->Next()) {
    03677     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    03678
    03679     u->UpdateViewport(false, false);
    03680   }
    03681
    03682   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    03683
    03684   return true;
    03685 }
    03686
    03687
    03688
    03689 Money Train::GetRunningCost() const
    03690 {
    03691   Money cost = 0;
    03692   const Train *v = this;
    03693
    03694   do {
    03695     const Engine *e = Engine::Get(v->engine_type);
    03696     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    03697
    03698     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    03699     if (cost_factor == 0) continue;
    03700
    03701     /* Halve running cost for multiheaded parts */
    03702     if (v->IsMultiheaded()) cost_factor /= 2;
    03703
    03704     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grf_prop.grffile);
    03705   } while ((v = v->GetNextVehicle()) != NULL);
    03706
    03707   return cost;
    03708 }
    03709
    03710
    03711 bool Train::Tick()
    03712 {
    03713   this->tick_counter++;
    03714
    03715   if (this->IsFrontEngine()) {
    03716     if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
    03717
    03718     this->current_order_time++;
    03719
    03720     if (!TrainLocoHandler(this, false)) return false;
    03721
    03722     return TrainLocoHandler(this, true);
    03723   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    03724     /* Delete flooded standalone wagon chain */
    03725     if (++this->crash_anim_pos >= 4400) {
    03726       delete this;
    03727       return false;
    03728     }
    03729   }
    03730
    03731   return true;
    03732 }
    03733
    03734 static void CheckIfTrainNeedsService(Train *v)
    03735 {
    03736   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    03737   if (v->IsInDepot()) {
    03738     VehicleServiceInDepot(v);
    03739     return;
    03740   }
    03741
    03742   uint max_penalty;
    03743   switch (_settings_game.pf.pathfinder_for_trains) {
    03744     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    03745     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    03746     default: NOT_REACHED();
    03747   }
    03748
    03749   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    03750   /* Only go to the depot if it is not too far out of our way. */
    03751   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    03752     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    03753       /* If we were already heading for a depot but it has
    03754        * suddenly moved farther away, we continue our normal
    03755        * schedule? */
    03756       v->current_order.MakeDummy();
    03757       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03758     }
    03759     return;
    03760   }
    03761
    03762   DepotID depot = GetDepotIndex(tfdd.tile);
    03763
    03764   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    03765       v->current_order.GetDestination() != depot &&
    03766       !Chance16(3, 16)) {
    03767     return;
    03768   }
    03769
    03770   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    03771   v->dest_tile = tfdd.tile;
    03772   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03773 }
    03774
    03775 void Train::OnNewDay()
    03776 {
    03777   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    03778
    03779   if (this->IsFrontEngine()) {
    03780     CheckVehicleBreakdown(this);
    03781     AgeVehicle(this);
    03782
    03783     CheckIfTrainNeedsService(this);
    03784
    03785     CheckOrders(this);
    03786
    03787     /* update destination */
    03788     if (this->current_order.IsType(OT_GOTO_STATION)) {
    03789       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    03790       if (tile != INVALID_TILE) this->dest_tile = tile;
    03791     }
    03792
    03793     if (this->running_ticks != 0) {
    03794       /* running costs */
    03795       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    03796
    03797       this->profit_this_year -= cost.GetCost();
    03798       this->running_ticks = 0;
    03799
    03800       SubtractMoneyFromCompanyFract(this->owner, cost);
    03801
    03802       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    03803       SetWindowClassesDirty(WC_TRAINS_LIST);
    03804     }
    03805   } else if (this->IsEngine()) {
    03806     /* Also age engines that aren't front engines */
    03807     AgeVehicle(this);
    03808   }
    03809 }
    03810
    03811 Trackdir Train::GetVehicleTrackdir() const
    03812 {
    03813   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    03814
    03815   if (this->track == TRACK_BIT_DEPOT) {
    03816     /* We'll assume the train is facing outwards */
    03817     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    03818   }
    03819
    03820   if (this->track == TRACK_BIT_WORMHOLE) {
    03821     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    03822     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    03823   }
    03824
    03825   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    03826 }