# 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 "error.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 "newgrf_sound.h"
    00021 #include "newgrf_text.h"
    00022 #include "strings_func.h"
    00023 #include "viewport_func.h"
    00024 #include "vehicle_func.h"
    00025 #include "sound_func.h"
    00026 #include "ai/ai.hpp"
    00027 #include "game/game.hpp"
    00028 #include "newgrf_station.h"
    00029 #include "effectvehicle_func.h"
    00030 #include "network/network.h"
    00031 #include "spritecache.h"
    00032 #include "core/random_func.hpp"
    00033 #include "company_base.h"
    00034 #include "newgrf.h"
    00035 #include "order_backup.h"
    00036 #include "zoom_func.h"
    00037
    00038 #include "table/strings.h"
    00039 #include "table/train_cmd.h"
    00040
    00041 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
    00042 static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
    00043 bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
    00044 static TileIndex TrainApproachingCrossingTile(const Train *v);
    00045 static void CheckIfTrainNeedsService(Train *v);
    00046 static void CheckNextTrainTile(Train *v);
    00047
    00048 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
    00049 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
    00050
    00051
    00059 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
    00060 {
    00061   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
    00062
    00063   DiagDirection diagdir = DirToDiagDir(direction);
    00064
    00065   /* Determine the diagonal direction in which we will exit this tile */
    00066   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
    00067     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
    00068   }
    00069
    00070   return diagdir;
    00071 }
    00072
    00073
    00079 byte FreightWagonMult(CargoID cargo)
    00080 {
    00081   if (!CargoSpec::Get(cargo)->is_freight) return 1;
    00082   return _settings_game.vehicle.freight_trains;
    00083 }
    00084
    00086 void CheckTrainsLengths()
    00087 {
    00088   const Train *v;
    00089   bool first = true;
    00090
    00091   FOR_ALL_TRAINS(v) {
    00092     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
    00093       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
    00094         if (u->track != TRACK_BIT_DEPOT) {
    00095           if ((w->track != TRACK_BIT_DEPOT &&
    00096               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
    00097               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
    00098             SetDParam(0, v->index);
    00099             SetDParam(1, v->owner);
    00100             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
    00101
    00102             if (!_networking && first) {
    00103               first = false;
    00104               DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
    00105             }
    00106             /* Break so we warn only once for each train. */
    00107             break;
    00108           }
    00109         }
    00110       }
    00111     }
    00112   }
    00113 }
    00114
    00121 void Train::ConsistChanged(bool same_length)
    00122 {
    00123   uint16 max_speed = UINT16_MAX;
    00124
    00125   assert(this->IsFrontEngine() || this->IsFreeWagon());
    00126
    00127   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
    00128   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
    00129   this->gcache.cached_total_length = 0;
    00130   this->compatible_railtypes = RAILTYPES_NONE;
    00131
    00132   bool train_can_tilt = true;
    00133
    00134   for (Train *u = this; u != NULL; u = u->Next()) {
    00135     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00136
    00137     /* Check the this->first cache. */
    00138     assert(u->First() == this);
    00139
    00140     /* update the 'first engine' */
    00141     u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
    00142     u->railtype = rvi_u->railtype;
    00143
    00144     if (u->IsEngine()) first_engine = u->engine_type;
    00145
    00146     /* Set user defined data to its default value */
    00147     u->tcache.user_def_data = rvi_u->user_def_data;
    00148     this->InvalidateNewGRFCache();
    00149     u->InvalidateNewGRFCache();
    00150   }
    00151
    00152   for (Train *u = this; u != NULL; u = u->Next()) {
    00153     /* Update user defined data (must be done before other properties) */
    00154     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
    00155     this->InvalidateNewGRFCache();
    00156     u->InvalidateNewGRFCache();
    00157   }
    00158
    00159   for (Train *u = this; u != NULL; u = u->Next()) {
    00160     const Engine *e_u = u->GetEngine();
    00161     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00162
    00163     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00164
    00165     /* Cache wagon override sprite group. NULL is returned if there is none */
    00166     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
    00167
    00168     /* Reset colour map */
    00169     u->colourmap = PAL_NONE;
    00170
    00171     /* Update powered-wagon-status and visual effect */
    00172     u->UpdateVisualEffect(true);
    00173
    00174     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00175         UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
    00176       /* wagon is powered */
    00177       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
    00178     } else {
    00179       ClrBit(u->flags, VRF_POWEREDWAGON);
    00180     }
    00181
    00182     if (!u->IsArticulatedPart()) {
    00183       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00184          have railtype normal */
    00185       if (rvi_u->power > 0) {
    00186         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
    00187       }
    00188
    00189       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00190        * existing electric engines when elrails are disabled and then re-enabled */
    00191       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00192         u->railtype = RAILTYPE_RAIL;
    00193         u->compatible_railtypes |= RAILTYPES_RAIL;
    00194       }
    00195
    00196       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00197       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00198         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
    00199         if (speed != 0) max_speed = min(speed, max_speed);
    00200       }
    00201     }
    00202
    00203     uint16 new_cap = e_u->DetermineCapacity(u);
    00204     u->refit_cap = min(new_cap, u->refit_cap);
    00205     u->cargo_cap = new_cap;
    00206     u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
    00207
    00208     /* check the vehicle length (callback) */
    00209     uint16 veh_len = CALLBACK_FAILED;
    00210     if (e_u->GetGRF() != NULL && e_u->GetGRF()->grf_version >= 8) {
    00211       /* Use callback 36 */
    00212       veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
    00213
    00214       if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
    00215         ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
    00216       }
    00217     } else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
    00218       /* Use callback 11 */
    00219       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00220     }
    00221     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00222     veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
    00223
    00224     /* verify length hasn't changed */
    00225     if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
    00226
    00227     /* update vehicle length? */
    00228     if (!same_length) u->gcache.cached_veh_length = veh_len;
    00229
    00230     this->gcache.cached_total_length += u->gcache.cached_veh_length;
    00231     this->InvalidateNewGRFCache();
    00232     u->InvalidateNewGRFCache();
    00233   }
    00234
    00235   /* store consist weight/max speed in cache */
    00236   this->vcache.cached_max_speed = max_speed;
    00237   this->tcache.cached_tilt = train_can_tilt;
    00238   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
    00239
    00240   /* 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) */
    00241   this->CargoChanged();
    00242
    00243   if (this->IsFrontEngine()) {
    00244     this->UpdateAcceleration();
    00245     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    00246     InvalidateWindowData(WC_VEHICLE_REFIT, this->index, VIWD_CONSIST_CHANGED);
    00247     InvalidateWindowData(WC_VEHICLE_ORDERS, this->index, VIWD_CONSIST_CHANGED);
    00248   }
    00249 }
    00250
    00261 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
    00262 {
    00263   const Station *st = Station::Get(station_id);
    00264   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
    00265   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
    00266
    00267   /* Default to the middle of the station for stations stops that are not in
    00268    * the order list like intermediate stations when non-stop is disabled */
    00269   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
    00270   if (v->gcache.cached_total_length >= *station_length) {
    00271     /* The train is longer than the station, make it stop at the far end of the platform */
    00272     osl = OSL_PLATFORM_FAR_END;
    00273   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
    00274     osl = v->current_order.GetStopLocation();
    00275   }
    00276
    00277   /* The stop location of the FRONT! of the train */
    00278   int stop;
    00279   switch (osl) {
    00280     default: NOT_REACHED();
    00281
    00282     case OSL_PLATFORM_NEAR_END:
    00283       stop = v->gcache.cached_total_length;
    00284       break;
    00285
    00286     case OSL_PLATFORM_MIDDLE:
    00287       stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
    00288       break;
    00289
    00290     case OSL_PLATFORM_FAR_END:
    00291       stop = *station_length;
    00292       break;
    00293   }
    00294
    00295   /* Subtract half the front vehicle length of the train so we get the real
    00296    * stop location of the train. */
    00297   return stop - (v->gcache.cached_veh_length + 1) / 2;
    00298 }
    00299
    00300
    00305 int Train::GetCurveSpeedLimit() const
    00306 {
    00307   assert(this->First() == this);
    00308
    00309   static const int absolute_max_speed = UINT16_MAX;
    00310   int max_speed = absolute_max_speed;
    00311
    00312   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
    00313
    00314   int curvecount[2] = {0, 0};
    00315
    00316   /* first find the curve speed limit */
    00317   int numcurve = 0;
    00318   int sum = 0;
    00319   int pos = 0;
    00320   int lastpos = -1;
    00321   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
    00322     Direction this_dir = u->direction;
    00323     Direction next_dir = u->Next()->direction;
    00324
    00325     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00326     if (dirdiff == DIRDIFF_SAME) continue;
    00327
    00328     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00329     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00330     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00331       if (lastpos != -1) {
    00332         numcurve++;
    00333         sum += pos - lastpos;
    00334         if (pos - lastpos == 1 && max_speed > 88) {
    00335           max_speed = 88;
    00336         }
    00337       }
    00338       lastpos = pos;
    00339     }
    00340
    00341     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00342     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00343       max_speed = 61;
    00344     }
    00345   }
    00346
    00347   if (numcurve > 0 && max_speed > 88) {
    00348     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00349       max_speed = absolute_max_speed;
    00350     } else {
    00351       sum /= numcurve;
    00352       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00353     }
    00354   }
    00355
    00356   if (max_speed != absolute_max_speed) {
    00357     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00358     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
    00359     max_speed += (max_speed / 2) * rti->curve_speed;
    00360
    00361     if (this->tcache.cached_tilt) {
    00362       /* Apply max_speed bonus of 20% for a tilting train */
    00363       max_speed += max_speed / 5;
    00364     }
    00365   }
    00366
    00367   return max_speed;
    00368 }
    00369
    00374 int Train::GetCurrentMaxSpeed() const
    00375 {
    00376   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return min(this->gcache.cached_max_track_speed, this->current_order.max_speed);
    00377
    00378   int max_speed = this->tcache.cached_max_curve_speed;
    00379   if (IsRailStationTile(this->tile)) {
    00380     StationID sid = GetStationIndex(this->tile);
    00381     if (this->current_order.ShouldStopAtStation(this, sid)) {
    00382       int station_ahead;
    00383       int station_length;
    00384       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
    00385
    00386       /* The distance to go is whatever is still ahead of the train minus the
    00387        * distance from the train's stop location to the end of the platform */
    00388       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
    00389
    00390       if (distance_to_go > 0) {
    00391         int st_max_speed = 120;
    00392
    00393         int delta_v = this->cur_speed / (distance_to_go + 1);
    00394         if (max_speed > (this->cur_speed - delta_v)) {
    00395           st_max_speed = this->cur_speed - (delta_v / 10);
    00396         }
    00397
    00398         st_max_speed = max(st_max_speed, 25 * distance_to_go);
    00399         max_speed = min(max_speed, st_max_speed);
    00400       }
    00401     }
    00402   }
    00403
    00404   for (const Train *u = this; u != NULL; u = u->Next()) {
    00405     if (u->track == TRACK_BIT_DEPOT) {
    00406       max_speed = min(max_speed, 61);
    00407       break;
    00408     }
    00409
    00410     /* Vehicle is on the middle part of a bridge. */
    00411     if (u->track == TRACK_BIT_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
    00412       max_speed = min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
    00413     }
    00414   }
    00415
    00416   max_speed = min(max_speed, this->current_order.max_speed);
    00417   return min(max_speed, this->gcache.cached_max_track_speed);
    00418 }
    00419
    00421 void Train::UpdateAcceleration()
    00422 {
    00423   assert(this->IsFrontEngine());
    00424
    00425   uint power = this->gcache.cached_power;
    00426   uint weight = this->gcache.cached_weight;
    00427   assert(weight != 0);
    00428   this->acceleration = Clamp(power / weight * 4, 1, 255);
    00429 }
    00430
    00436 int Train::GetDisplayImageWidth(Point *offset) const
    00437 {
    00438   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
    00439   int vehicle_pitch = 0;
    00440
    00441   const Engine *e = this->GetEngine();
    00442   if (e->GetGRF() != NULL && is_custom_sprite(e->u.rail.image_index)) {
    00443     reference_width = e->GetGRF()->traininfo_vehicle_width;
    00444     vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
    00445   }
    00446
    00447   if (offset != NULL) {
    00448     offset->x = reference_width / 2;
    00449     offset->y = vehicle_pitch;
    00450   }
    00451   return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
    00452 }
    00453
    00454 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
    00455 {
    00456   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00457 }
    00458
    00465 SpriteID Train::GetImage(Direction direction, EngineImageType image_type) const
    00466 {
    00467   uint8 spritenum = this->spritenum;
    00468   SpriteID sprite;
    00469
    00470   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00471
    00472   if (is_custom_sprite(spritenum)) {
    00473     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type);
    00474     if (sprite != 0) return sprite;
    00475
    00476     spritenum = this->GetEngine()->original_image_index;
    00477   }
    00478
    00479   sprite = GetDefaultTrainSprite(spritenum, direction);
    00480
    00481   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00482
    00483   return sprite;
    00484 }
    00485
    00486 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type)
    00487 {
    00488   const Engine *e = Engine::Get(engine);
    00489   Direction dir = rear_head ? DIR_E : DIR_W;
    00490   uint8 spritenum = e->u.rail.image_index;
    00491
    00492   if (is_custom_sprite(spritenum)) {
    00493     SpriteID sprite = GetCustomVehicleIcon(engine, dir, image_type);
    00494     if (sprite != 0) {
    00495       if (e->GetGRF() != NULL) {
    00496         y += e->GetGRF()->traininfo_vehicle_pitch;
    00497       }
    00498       return sprite;
    00499     }
    00500
    00501     spritenum = Engine::Get(engine)->original_image_index;
    00502   }
    00503
    00504   if (rear_head) spritenum++;
    00505
    00506   return GetDefaultTrainSprite(spritenum, DIR_W);
    00507 }
    00508
    00509 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
    00510 {
    00511   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00512     int yf = y;
    00513     int yr = y;
    00514
    00515     SpriteID spritef = GetRailIcon(engine, false, yf, image_type);
    00516     SpriteID spriter = GetRailIcon(engine, true, yr, image_type);
    00517     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
    00518     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
    00519
    00520     preferred_x = Clamp(preferred_x, left - UnScaleByZoom(real_spritef->x_offs, ZOOM_LVL_GUI) + 14, right - UnScaleByZoom(real_spriter->width, ZOOM_LVL_GUI) - UnScaleByZoom(real_spriter->x_offs, ZOOM_LVL_GUI) - 15);
    00521
    00522     DrawSprite(spritef, pal, preferred_x - 14, yf);
    00523     DrawSprite(spriter, pal, preferred_x + 15, yr);
    00524   } else {
    00525     SpriteID sprite = GetRailIcon(engine, false, y, image_type);
    00526     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00527     preferred_x = Clamp(preferred_x, left - UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI), right - UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI) - UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI));
    00528     DrawSprite(sprite, pal, preferred_x, y);
    00529   }
    00530 }
    00531
    00541 void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
    00542 {
    00543   int y = 0;
    00544
    00545   SpriteID sprite = GetRailIcon(engine, false, y, image_type);
    00546   const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00547
    00548   width  = UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI);
    00549   height = UnScaleByZoom(real_sprite->height, ZOOM_LVL_GUI);
    00550   xoffs  = UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI);
    00551   yoffs  = UnScaleByZoom(real_sprite->y_offs, ZOOM_LVL_GUI);
    00552
    00553   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00554     sprite = GetRailIcon(engine, true, y, image_type);
    00555     real_sprite = GetSprite(sprite, ST_NORMAL);
    00556
    00557     /* Calculate values relative to an imaginary center between the two sprites. */
    00558     width = TRAININFO_DEFAULT_VEHICLE_WIDTH + UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI) + UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI) - xoffs;
    00559     height = max<uint>(height, UnScaleByZoom(real_sprite->height, ZOOM_LVL_GUI));
    00560     xoffs  = xoffs - TRAININFO_DEFAULT_VEHICLE_WIDTH / 2;
    00561     yoffs  = min(yoffs, UnScaleByZoom(real_sprite->y_offs, ZOOM_LVL_GUI));
    00562   }
    00563 }
    00564
    00573 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
    00574 {
    00575   const RailVehicleInfo *rvi = &e->u.rail;
    00576
    00577   /* Check that the wagon can drive on the track in question */
    00578   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00579
    00580   if (flags & DC_EXEC) {
    00581     Train *v = new Train();
    00582     *ret = v;
    00583     v->spritenum = rvi->image_index;
    00584
    00585     v->engine_type = e->index;
    00586     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00587
    00588     DiagDirection dir = GetRailDepotDirection(tile);
    00589
    00590     v->direction = DiagDirToDir(dir);
    00591     v->tile = tile;
    00592
    00593     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00594     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00595
    00596     v->x_pos = x;
    00597     v->y_pos = y;
    00598     v->z_pos = GetSlopePixelZ(x, y);
    00599     v->owner = _current_company;
    00600     v->track = TRACK_BIT_DEPOT;
    00601     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00602
    00603     v->SetWagon();
    00604
    00605     v->SetFreeWagon();
    00606     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00607
    00608     v->cargo_type = e->GetDefaultCargoType();
    00609     v->cargo_cap = rvi->capacity;
    00610     v->refit_cap = 0;
    00611
    00612     v->railtype = rvi->railtype;
    00613
    00614     v->build_year = _cur_year;
    00615     v->cur_image = SPR_IMG_QUERY;
    00616     v->random_bits = VehicleRandomBits();
    00617
    00618     v->group_id = DEFAULT_GROUP;
    00619
    00620     AddArticulatedParts(v);
    00621
    00622     _new_vehicle_id = v->index;
    00623
    00624     VehicleUpdatePosition(v);
    00625     v->First()->ConsistChanged(false);
    00626     UpdateTrainGroupID(v->First());
    00627
    00628     CheckConsistencyOfArticulatedVehicle(v);
    00629
    00630     /* Try to connect the vehicle to one of free chains of wagons. */
    00631     Train *w;
    00632     FOR_ALL_TRAINS(w) {
    00633       if (w->tile == tile &&
    00634           w->IsFreeWagon() &&
    00635           w->engine_type == e->index &&
    00636           w->First() != v &&
    00637           !(w->vehstatus & VS_CRASHED)) {
    00638         DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00639         break;
    00640       }
    00641     }
    00642   }
    00643
    00644   return CommandCost();
    00645 }
    00646
    00648 static void NormalizeTrainVehInDepot(const Train *u)
    00649 {
    00650   const Train *v;
    00651   FOR_ALL_TRAINS(v) {
    00652     if (v->IsFreeWagon() && v->tile == u->tile &&
    00653         v->track == TRACK_BIT_DEPOT) {
    00654       if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
    00655           CMD_MOVE_RAIL_VEHICLE).Failed())
    00656         break;
    00657     }
    00658   }
    00659 }
    00660
    00661 static void AddRearEngineToMultiheadedTrain(Train *v)
    00662 {
    00663   Train *u = new Train();
    00664   v->value >>= 1;
    00665   u->value = v->value;
    00666   u->direction = v->direction;
    00667   u->owner = v->owner;
    00668   u->tile = v->tile;
    00669   u->x_pos = v->x_pos;
    00670   u->y_pos = v->y_pos;
    00671   u->z_pos = v->z_pos;
    00672   u->track = TRACK_BIT_DEPOT;
    00673   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00674   u->spritenum = v->spritenum + 1;
    00675   u->cargo_type = v->cargo_type;
    00676   u->cargo_subtype = v->cargo_subtype;
    00677   u->cargo_cap = v->cargo_cap;
    00678   u->refit_cap = v->refit_cap;
    00679   u->railtype = v->railtype;
    00680   u->engine_type = v->engine_type;
    00681   u->build_year = v->build_year;
    00682   u->cur_image = SPR_IMG_QUERY;
    00683   u->random_bits = VehicleRandomBits();
    00684   v->SetMultiheaded();
    00685   u->SetMultiheaded();
    00686   v->SetNext(u);
    00687   VehicleUpdatePosition(u);
    00688
    00689   /* Now we need to link the front and rear engines together */
    00690   v->other_multiheaded_part = u;
    00691   u->other_multiheaded_part = v;
    00692 }
    00693
    00703 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
    00704 {
    00705   const RailVehicleInfo *rvi = &e->u.rail;
    00706
    00707   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
    00708
    00709   /* Check if depot and new engine uses the same kind of tracks *
    00710    * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
    00711   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00712
    00713   if (flags & DC_EXEC) {
    00714     DiagDirection dir = GetRailDepotDirection(tile);
    00715     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00716     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00717
    00718     Train *v = new Train();
    00719     *ret = v;
    00720     v->direction = DiagDirToDir(dir);
    00721     v->tile = tile;
    00722     v->owner = _current_company;
    00723     v->x_pos = x;
    00724     v->y_pos = y;
    00725     v->z_pos = GetSlopePixelZ(x, y);
    00726     v->track = TRACK_BIT_DEPOT;
    00727     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00728     v->spritenum = rvi->image_index;
    00729     v->cargo_type = e->GetDefaultCargoType();
    00730     v->cargo_cap = rvi->capacity;
    00731     v->refit_cap = 0;
    00732     v->last_station_visited = INVALID_STATION;
    00733     v->last_loading_station = INVALID_STATION;
    00734
    00735     v->engine_type = e->index;
    00736     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00737
    00738     v->reliability = e->reliability;
    00739     v->reliability_spd_dec = e->reliability_spd_dec;
    00740     v->max_age = e->GetLifeLengthInDays();
    00741
    00742     v->railtype = rvi->railtype;
    00743     _new_vehicle_id = v->index;
    00744
    00745     v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
    00746     v->date_of_last_service = _date;
    00747     v->build_year = _cur_year;
    00748     v->cur_image = SPR_IMG_QUERY;
    00749     v->random_bits = VehicleRandomBits();
    00750
    00751     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00752     v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
    00753
    00754     v->group_id = DEFAULT_GROUP;
    00755
    00756     v->SetFrontEngine();
    00757     v->SetEngine();
    00758
    00759     VehicleUpdatePosition(v);
    00760
    00761     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00762       AddRearEngineToMultiheadedTrain(v);
    00763     } else {
    00764       AddArticulatedParts(v);
    00765     }
    00766
    00767     v->ConsistChanged(false);
    00768     UpdateTrainGroupID(v);
    00769
    00770     if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00771       NormalizeTrainVehInDepot(v);
    00772     }
    00773
    00774     CheckConsistencyOfArticulatedVehicle(v);
    00775   }
    00776
    00777   return CommandCost();
    00778 }
    00779
    00780 static Train *FindGoodVehiclePos(const Train *src)
    00781 {
    00782   EngineID eng = src->engine_type;
    00783   TileIndex tile = src->tile;
    00784
    00785   Train *dst;
    00786   FOR_ALL_TRAINS(dst) {
    00787     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00788       /* check so all vehicles in the line have the same engine. */
    00789       Train *t = dst;
    00790       while (t->engine_type == eng) {
    00791         t = t->Next();
    00792         if (t == NULL) return dst;
    00793       }
    00794     }
    00795   }
    00796
    00797   return NULL;
    00798 }
    00799
    00801 typedef SmallVector<Train *, 16> TrainList;
    00802
    00808 static void MakeTrainBackup(TrainList &list, Train *t)
    00809 {
    00810   for (; t != NULL; t = t->Next()) *list.Append() = t;
    00811 }
    00812
    00817 static void RestoreTrainBackup(TrainList &list)
    00818 {
    00819   /* No train, nothing to do. */
    00820   if (list.Length() == 0) return;
    00821
    00822   Train *prev = NULL;
    00823   /* Iterate over the list and rebuild it. */
    00824   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    00825     Train *t = *iter;
    00826     if (prev != NULL) {
    00827       prev->SetNext(t);
    00828     } else if (t->Previous() != NULL) {
    00829       /* Make sure the head of the train is always the first in the chain. */
    00830       t->Previous()->SetNext(NULL);
    00831     }
    00832     prev = t;
    00833   }
    00834 }
    00835
    00841 static void RemoveFromConsist(Train *part, bool chain = false)
    00842 {
    00843   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    00844
    00845   /* Unlink at the front, but make it point to the next
    00846    * vehicle after the to be remove part. */
    00847   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    00848
    00849   /* Unlink at the back */
    00850   tail->SetNext(NULL);
    00851 }
    00852
    00858 static void InsertInConsist(Train *dst, Train *chain)
    00859 {
    00860   /* We do not want to add something in the middle of an articulated part. */
    00861   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    00862
    00863   chain->Last()->SetNext(dst->Next());
    00864   dst->SetNext(chain);
    00865 }
    00866
    00872 static void NormaliseDualHeads(Train *t)
    00873 {
    00874   for (; t != NULL; t = t->GetNextVehicle()) {
    00875     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    00876
    00877     /* Make sure that there are no free cars before next engine */
    00878     Train *u;
    00879     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    00880
    00881     if (u == t->other_multiheaded_part) continue;
    00882
    00883     /* Remove the part from the 'wrong' train */
    00884     RemoveFromConsist(t->other_multiheaded_part);
    00885     /* And add it to the 'right' train */
    00886     InsertInConsist(u, t->other_multiheaded_part);
    00887   }
    00888 }
    00889
    00894 static void NormaliseSubtypes(Train *chain)
    00895 {
    00896   /* Nothing to do */
    00897   if (chain == NULL) return;
    00898
    00899   /* We must be the first in the chain. */
    00900   assert(chain->Previous() == NULL);
    00901
    00902   /* Set the appropriate bits for the first in the chain. */
    00903   if (chain->IsWagon()) {
    00904     chain->SetFreeWagon();
    00905   } else {
    00906     assert(chain->IsEngine());
    00907     chain->SetFrontEngine();
    00908   }
    00909
    00910   /* Now clear the bits for the rest of the chain */
    00911   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    00912     t->ClearFreeWagon();
    00913     t->ClearFrontEngine();
    00914   }
    00915 }
    00916
    00926 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    00927 {
    00928   /* Just add 'new' engines and subtract the original ones.
    00929    * If that's less than or equal to 0 we can be sure we did
    00930    * not add any engines (read: trains) along the way. */
    00931   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    00932       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    00933       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    00934       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    00935     return CommandCost();
    00936   }
    00937
    00938   /* Get a free unit number and check whether it's within the bounds.
    00939    * There will always be a maximum of one new train. */
    00940   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    00941
    00942   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00943 }
    00944
    00950 static CommandCost CheckTrainAttachment(Train *t)
    00951 {
    00952   /* No multi-part train, no need to check. */
    00953   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    00954
    00955   /* The maximum length for a train. For each part we decrease this by one
    00956    * and if the result is negative the train is simply too long. */
    00957   int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
    00958
    00959   Train *head = t;
    00960   Train *prev = t;
    00961
    00962   /* Break the prev -> t link so it always holds within the loop. */
    00963   t = t->Next();
    00964   prev->SetNext(NULL);
    00965
    00966   /* Make sure the cache is cleared. */
    00967   head->InvalidateNewGRFCache();
    00968
    00969   while (t != NULL) {
    00970     allowed_len -= t->gcache.cached_veh_length;
    00971
    00972     Train *next = t->Next();
    00973
    00974     /* Unlink the to-be-added piece; it is already unlinked from the previous
    00975      * part due to the fact that the prev -> t link is broken. */
    00976     t->SetNext(NULL);
    00977
    00978     /* Don't check callback for articulated or rear dual headed parts */
    00979     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    00980       /* Back up and clear the first_engine data to avoid using wagon override group */
    00981       EngineID first_engine = t->gcache.first_engine;
    00982       t->gcache.first_engine = INVALID_ENGINE;
    00983
    00984       /* We don't want the cache to interfere. head's cache is cleared before
    00985        * the loop and after each callback does not need to be cleared here. */
    00986       t->InvalidateNewGRFCache();
    00987
    00988       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    00989
    00990       /* Restore original first_engine data */
    00991       t->gcache.first_engine = first_engine;
    00992
    00993       /* We do not want to remember any cached variables from the test run */
    00994       t->InvalidateNewGRFCache();
    00995       head->InvalidateNewGRFCache();
    00996
    00997       if (callback != CALLBACK_FAILED) {
    00998         /* A failing callback means everything is okay */
    00999         StringID error = STR_NULL;
    01000
    01001         if (head->GetGRF()->grf_version < 8) {
    01002           if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    01003           if (callback  < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    01004           if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
    01005         } else {
    01006           if (callback < 0x400) {
    01007             error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    01008           } else {
    01009             switch (callback) {
    01010               case 0x400: // allow if railtypes match (always the case for OpenTTD)
    01011               case 0x401: // allow
    01012                 break;
    01013
    01014               default:    // unknown reason -> disallow
    01015               case 0x402: // disallow attaching
    01016                 error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    01017                 break;
    01018             }
    01019           }
    01020         }
    01021
    01022         if (error != STR_NULL) return_cmd_error(error);
    01023       }
    01024     }
    01025
    01026     /* And link it to the new part. */
    01027     prev->SetNext(t);
    01028     prev = t;
    01029     t = next;
    01030   }
    01031
    01032   if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    01033   return CommandCost();
    01034 }
    01035
    01046 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
    01047 {
    01048   /* Check whether we may actually construct the trains. */
    01049   CommandCost ret = CheckTrainAttachment(src);
    01050   if (ret.Failed()) return ret;
    01051   ret = CheckTrainAttachment(dst);
    01052   if (ret.Failed()) return ret;
    01053
    01054   /* Check whether we need to build a new train. */
    01055   return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
    01056 }
    01057
    01066 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01067 {
    01068   /* First determine the front of the two resulting trains */
    01069   if (*src_head == *dst_head) {
    01070     /* If we aren't moving part(s) to a new train, we are just moving the
    01071      * front back and there is not destination head. */
    01072     *dst_head = NULL;
    01073   } else if (*dst_head == NULL) {
    01074     /* If we are moving to a new train the head of the move train would become
    01075      * the head of the new vehicle. */
    01076     *dst_head = src;
    01077   }
    01078
    01079   if (src == *src_head) {
    01080     /* If we are moving the front of a train then we are, in effect, creating
    01081      * a new head for the train. Point to that. Unless we are moving the whole
    01082      * train in which case there is not 'source' train anymore.
    01083      * In case we are a multiheaded part we want the complete thing to come
    01084      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01085      * that is followed by a rear multihead we do not want to include that. */
    01086     *src_head = move_chain ? NULL :
    01087         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01088   }
    01089
    01090   /* Now it's just simply removing the part that we are going to move from the
    01091    * source train and *if* the destination is a not a new train add the chain
    01092    * at the destination location. */
    01093   RemoveFromConsist(src, move_chain);
    01094   if (*dst_head != src) InsertInConsist(dst, src);
    01095
    01096   /* Now normalise the dual heads, that is move the dual heads around in such
    01097    * a way that the head and rear of a dual head are in the same train */
    01098   NormaliseDualHeads(*src_head);
    01099   NormaliseDualHeads(*dst_head);
    01100 }
    01101
    01107 static void NormaliseTrainHead(Train *head)
    01108 {
    01109   /* Not much to do! */
    01110   if (head == NULL) return;
    01111
    01112   /* Tell the 'world' the train changed. */
    01113   head->ConsistChanged(false);
    01114   UpdateTrainGroupID(head);
    01115
    01116   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01117   if (!head->IsFrontEngine()) return;
    01118
    01119   /* Update the refit button and window */
    01120   InvalidateWindowData(WC_VEHICLE_REFIT, head->index, VIWD_CONSIST_CHANGED);
    01121   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
    01122
    01123   /* If we don't have a unit number yet, set one. */
    01124   if (head->unitnumber != 0) return;
    01125   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01126 }
    01127
    01140 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01141 {
    01142   VehicleID s = GB(p1, 0, 20);
    01143   VehicleID d = GB(p2, 0, 20);
    01144   bool move_chain = HasBit(p1, 20);
    01145
    01146   Train *src = Train::GetIfValid(s);
    01147   if (src == NULL) return CMD_ERROR;
    01148
    01149   CommandCost ret = CheckOwnership(src->owner);
    01150   if (ret.Failed()) return ret;
    01151
    01152   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01153   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01154
    01155   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01156   Train *dst;
    01157   if (d == INVALID_VEHICLE) {
    01158     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01159   } else {
    01160     dst = Train::GetIfValid(d);
    01161     if (dst == NULL) return CMD_ERROR;
    01162
    01163     CommandCost ret = CheckOwnership(dst->owner);
    01164     if (ret.Failed()) return ret;
    01165
    01166     /* Do not allow appending to crashed vehicles, too */
    01167     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01168   }
    01169
    01170   /* if an articulated part is being handled, deal with its parent vehicle */
    01171   src = src->GetFirstEnginePart();
    01172   if (dst != NULL) {
    01173     dst = dst->GetFirstEnginePart();
    01174   }
    01175
    01176   /* don't move the same vehicle.. */
    01177   if (src == dst) return CommandCost();
    01178
    01179   /* locate the head of the two chains */
    01180   Train *src_head = src->First();
    01181   Train *dst_head;
    01182   if (dst != NULL) {
    01183     dst_head = dst->First();
    01184     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01185     /* Now deal with articulated part of destination wagon */
    01186     dst = dst->GetLastEnginePart();
    01187   } else {
    01188     dst_head = NULL;
    01189   }
    01190
    01191   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01192
    01193   /* When moving all wagons, we can't have the same src_head and dst_head */
    01194   if (move_chain && src_head == dst_head) return CommandCost();
    01195
    01196   /* When moving a multiheaded part to be place after itself, bail out. */
    01197   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01198
    01199   /* Check if all vehicles in the source train are stopped inside a depot. */
    01200   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01201
    01202   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01203   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01204
    01205   /* First make a backup of the order of the trains. That way we can do
    01206    * whatever we want with the order and later on easily revert. */
    01207   TrainList original_src;
    01208   TrainList original_dst;
    01209
    01210   MakeTrainBackup(original_src, src_head);
    01211   MakeTrainBackup(original_dst, dst_head);
    01212
    01213   /* Also make backup of the original heads as ArrangeTrains can change them.
    01214    * For the destination head we do not care if it is the same as the source
    01215    * head because in that case it's just a copy. */
    01216   Train *original_src_head = src_head;
    01217   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01218
    01219   /* We want this information from before the rearrangement, but execute this after the validation. */
    01220   bool original_src_head_front_engine = original_src_head != NULL && original_src_head->IsFrontEngine();
    01221   bool original_dst_head_front_engine = original_dst_head != NULL && original_dst_head->IsFrontEngine();
    01222
    01223   /* (Re)arrange the trains in the wanted arrangement. */
    01224   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01225
    01226   if ((flags & DC_AUTOREPLACE) == 0) {
    01227     /* If the autoreplace flag is set we do not need to test for the validity
    01228      * because we are going to revert the train to its original state. As we
    01229      * assume the original state was correct autoreplace can skip this. */
    01230     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
    01231     if (ret.Failed()) {
    01232       /* Restore the train we had. */
    01233       RestoreTrainBackup(original_src);
    01234       RestoreTrainBackup(original_dst);
    01235       return ret;
    01236     }
    01237   }
    01238
    01239   /* do it? */
    01240   if (flags & DC_EXEC) {
    01241     /* Remove old heads from the statistics */
    01242     if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
    01243     if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
    01244
    01245     /* First normalise the sub types of the chains. */
    01246     NormaliseSubtypes(src_head);
    01247     NormaliseSubtypes(dst_head);
    01248
    01249     /* There are 14 different cases:
    01250      *  1) front engine gets moved to a new train, it stays a front engine.
    01251      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01252      *     b) the 'next' part is an engine that becomes a front engine.
    01253      *     c) there is no 'next' part, nothing else happens
    01254      *  2) front engine gets moved to another train, it is not a front engine anymore
    01255      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01256      *     b) the 'next' part is an engine that becomes a front engine.
    01257      *     c) there is no 'next' part, nothing else happens
    01258      *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
    01259      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01260      *     b) the 'next' part is an engine that becomes a front engine.
    01261      *  4) free wagon gets moved
    01262      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01263      *     b) the 'next' part is an engine that becomes a front engine.
    01264      *     c) there is no 'next' part, nothing else happens
    01265      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01266      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01267      *  7) wagon gets moved, nothing happens
    01268      */
    01269     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01270       /* Cases #2 and #3: the front engine gets trashed. */
    01271       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01272       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01273       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01274       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01275       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01276       SetWindowDirty(WC_COMPANY, _current_company);
    01277
    01278       /* Delete orders, group stuff and the unit number as we're not the
    01279        * front of any vehicle anymore. */
    01280       DeleteVehicleOrders(src);
    01281       RemoveVehicleFromGroup(src);
    01282       src->unitnumber = 0;
    01283     }
    01284
    01285     /* We weren't a front engine but are becoming one. So
    01286      * we should be put in the default group. */
    01287     if (original_src_head != src && dst_head == src) {
    01288       SetTrainGroupID(src, DEFAULT_GROUP);
    01289       SetWindowDirty(WC_COMPANY, _current_company);
    01290     }
    01291
    01292     /* Add new heads to statistics */
    01293     if (src_head != NULL && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
    01294     if (dst_head != NULL && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
    01295
    01296     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01297     NormaliseTrainHead(src_head);
    01298     NormaliseTrainHead(dst_head);
    01299
    01300     if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
    01301       CheckCargoCapacity(src_head);
    01302       CheckCargoCapacity(dst_head);
    01303     }
    01304
    01305     /* We are undoubtedly changing something in the depot and train list. */
    01306     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01307     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01308   } else {
    01309     /* We don't want to execute what we're just tried. */
    01310     RestoreTrainBackup(original_src);
    01311     RestoreTrainBackup(original_dst);
    01312   }
    01313
    01314   return CommandCost();
    01315 }
    01316
    01328 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
    01329 {
    01330   /* Check if we deleted a vehicle window */
    01331   Window *w = NULL;
    01332
    01333   /* Sell a chain of vehicles or not? */
    01334   bool sell_chain = HasBit(data, 0);
    01335
    01336   Train *v = Train::From(t)->GetFirstEnginePart();
    01337   Train *first = v->First();
    01338
    01339   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01340
    01341   /* First make a backup of the order of the train. That way we can do
    01342    * whatever we want with the order and later on easily revert. */
    01343   TrainList original;
    01344   MakeTrainBackup(original, first);
    01345
    01346   /* We need to keep track of the new head and the head of what we're going to sell. */
    01347   Train *new_head = first;
    01348   Train *sell_head = NULL;
    01349
    01350   /* Split the train in the wanted way. */
    01351   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01352
    01353   /* We don't need to validate the second train; it's going to be sold. */
    01354   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
    01355   if (ret.Failed()) {
    01356     /* Restore the train we had. */
    01357     RestoreTrainBackup(original);
    01358     return ret;
    01359   }
    01360
    01361   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01362   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01363
    01364   if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
    01365     return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
    01366   }
    01367
    01368   /* do it? */
    01369   if (flags & DC_EXEC) {
    01370     /* First normalise the sub types of the chain. */
    01371     NormaliseSubtypes(new_head);
    01372
    01373     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01374       /* We are selling the front engine. In this case we want to
    01375        * 'give' the order, unit number and such to the new head. */
    01376       new_head->orders.list = first->orders.list;
    01377       new_head->AddToShared(first);
    01378       DeleteVehicleOrders(first);
    01379
    01380       /* Copy other important data from the front engine */
    01381       new_head->CopyVehicleConfigAndStatistics(first);
    01382       GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
    01383
    01384       /* If we deleted a window then open a new one for the 'new' train */
    01385       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
    01386     } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
    01387       OrderBackup::Backup(v, user);
    01388     }
    01389
    01390     /* We need to update the information about the train. */
    01391     NormaliseTrainHead(new_head);
    01392
    01393     /* We are undoubtedly changing something in the depot and train list. */
    01394     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01395     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01396
    01397     /* Actually delete the sold 'goods' */
    01398     delete sell_head;
    01399   } else {
    01400     /* We don't want to execute what we're just tried. */
    01401     RestoreTrainBackup(original);
    01402   }
    01403
    01404   return cost;
    01405 }
    01406
    01407 void Train::UpdateDeltaXY(Direction direction)
    01408 {
    01409   /* Set common defaults. */
    01410   this->x_offs    = -1;
    01411   this->y_offs    = -1;
    01412   this->x_extent  =  3;
    01413   this->y_extent  =  3;
    01414   this->z_extent  =  6;
    01415   this->x_bb_offs =  0;
    01416   this->y_bb_offs =  0;
    01417
    01418   if (!IsDiagonalDirection(direction)) {
    01419     static const int _sign_table[] =
    01420     {
    01421       // x, y
    01422       -1, -1, // DIR_N
    01423       -1,  1, // DIR_E
    01424        1,  1, // DIR_S
    01425        1, -1, // DIR_W
    01426     };
    01427
    01428     int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
    01429
    01430     /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
    01431     this->x_offs -= half_shorten * _sign_table[direction];
    01432     this->y_offs -= half_shorten * _sign_table[direction + 1];
    01433     this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
    01434     this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
    01435   } else {
    01436     switch (direction) {
    01437         /* Shorten southern corner of the bounding box according the vehicle length
    01438          * and center the bounding box on the vehicle. */
    01439       case DIR_NE:
    01440         this->x_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01441         this->x_extent  = this->gcache.cached_veh_length - 1;
    01442         this->x_bb_offs = -1;
    01443         break;
    01444
    01445       case DIR_NW:
    01446         this->y_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01447         this->y_extent  = this->gcache.cached_veh_length - 1;
    01448         this->y_bb_offs = -1;
    01449         break;
    01450
    01451         /* Move northern corner of the bounding box down according to vehicle length
    01452          * and center the bounding box on the vehicle. */
    01453       case DIR_SW:
    01454         this->x_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01455         this->x_extent  = VEHICLE_LENGTH - 1;
    01456         this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01457         break;
    01458
    01459       case DIR_SE:
    01460         this->y_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01461         this->y_extent  = VEHICLE_LENGTH - 1;
    01462         this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01463         break;
    01464
    01465       default:
    01466         NOT_REACHED();
    01467     }
    01468   }
    01469 }
    01470
    01475 static void MarkTrainAsStuck(Train *v)
    01476 {
    01477   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01478     /* It is the first time the problem occurred, set the "train stuck" flag. */
    01479     SetBit(v->flags, VRF_TRAIN_STUCK);
    01480
    01481     v->wait_counter = 0;
    01482
    01483     /* Stop train */
    01484     v->cur_speed = 0;
    01485     v->subspeed = 0;
    01486     v->SetLastSpeed();
    01487
    01488     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01489   }
    01490 }
    01491
    01499 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01500 {
    01501   uint16 flag1 = *swap_flag1;
    01502   uint16 flag2 = *swap_flag2;
    01503
    01504   /* Clear the flags */
    01505   ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
    01506   ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01507   ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
    01508   ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01509
    01510   /* Reverse the rail-flags (if needed) */
    01511   if (HasBit(flag1, GVF_GOINGUP_BIT)) {
    01512     SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01513   } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
    01514     SetBit(*swap_flag2, GVF_GOINGUP_BIT);
    01515   }
    01516   if (HasBit(flag2, GVF_GOINGUP_BIT)) {
    01517     SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01518   } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
    01519     SetBit(*swap_flag1, GVF_GOINGUP_BIT);
    01520   }
    01521 }
    01522
    01527 static void UpdateStatusAfterSwap(Train *v)
    01528 {
    01529   /* Reverse the direction. */
    01530   if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
    01531
    01532   /* Call the proper EnterTile function unless we are in a wormhole. */
    01533   if (v->track != TRACK_BIT_WORMHOLE) {
    01534     VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
    01535   } else {
    01536     /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
    01537      * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
    01538      * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
    01539      * when we shouldn't have. Check if this is the case. */
    01540     TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
    01541     if (IsTileType(vt, MP_TUNNELBRIDGE)) {
    01542       VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
    01543       if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
    01544         /* We have just left the wormhole, possibly set the
    01545          * "goingdown" bit. UpdateInclination() can be used
    01546          * because we are at the border of the tile. */
    01547         VehicleUpdatePosition(v);
    01548         v->UpdateInclination(true, true);
    01549         return;
    01550       }
    01551     }
    01552   }
    01553
    01554   VehicleUpdatePosition(v);
    01555   v->UpdateViewport(true, true);
    01556 }
    01557
    01564 void ReverseTrainSwapVeh(Train *v, int l, int r)
    01565 {
    01566   Train *a, *b;
    01567
    01568   /* locate vehicles to swap */
    01569   for (a = v; l != 0; l--) a = a->Next();
    01570   for (b = v; r != 0; r--) b = b->Next();
    01571
    01572   if (a != b) {
    01573     /* swap the hidden bits */
    01574     {
    01575       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
    01576       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
    01577       a->vehstatus = tmp;
    01578     }
    01579
    01580     Swap(a->track, b->track);
    01581     Swap(a->direction, b->direction);
    01582     Swap(a->x_pos, b->x_pos);
    01583     Swap(a->y_pos, b->y_pos);
    01584     Swap(a->tile,  b->tile);
    01585     Swap(a->z_pos, b->z_pos);
    01586
    01587     SwapTrainFlags(&a->gv_flags, &b->gv_flags);
    01588
    01589     UpdateStatusAfterSwap(a);
    01590     UpdateStatusAfterSwap(b);
    01591   } else {
    01592     /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
    01593      * This is a little bit redundant way, a->gv_flags will
    01594      * be (re)set twice, but it reduces code duplication */
    01595     SwapTrainFlags(&a->gv_flags, &a->gv_flags);
    01596     UpdateStatusAfterSwap(a);
    01597   }
    01598 }
    01599
    01600
    01606 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01607 {
    01608   return (v->type == VEH_TRAIN) ? v : NULL;
    01609 }
    01610
    01611
    01618 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01619 {
    01620   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01621
    01622   Train *t = Train::From(v);
    01623   if (!t->IsFrontEngine()) return NULL;
    01624
    01625   TileIndex tile = *(TileIndex *)data;
    01626
    01627   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01628
    01629   return t;
    01630 }
    01631
    01632
    01639 static bool TrainApproachingCrossing(TileIndex tile)
    01640 {
    01641   assert(IsLevelCrossingTile(tile));
    01642
    01643   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01644   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01645
    01646   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01647
    01648   dir = ReverseDiagDir(dir);
    01649   tile_from = tile + TileOffsByDiagDir(dir);
    01650
    01651   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01652 }
    01653
    01654
    01661 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01662 {
    01663   assert(IsLevelCrossingTile(tile));
    01664
    01665   /* train on crossing || train approaching crossing || reserved */
    01666   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
    01667
    01668   if (new_state != IsCrossingBarred(tile)) {
    01669     if (new_state && sound) {
    01670       if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01671     }
    01672     SetCrossingBarred(tile, new_state);
    01673     MarkTileDirtyByTile(tile);
    01674   }
    01675 }
    01676
    01677
    01683 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01684 {
    01685   if (!IsCrossingBarred(tile)) {
    01686     BarCrossing(tile);
    01687     if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01688     MarkTileDirtyByTile(tile);
    01689   }
    01690 }
    01691
    01692
    01698 static void AdvanceWagonsBeforeSwap(Train *v)
    01699 {
    01700   Train *base = v;
    01701   Train *first = base; // first vehicle to move
    01702   Train *last = v->Last(); // last vehicle to move
    01703   uint length = CountVehiclesInChain(v);
    01704
    01705   while (length > 2) {
    01706     last = last->Previous();
    01707     first = first->Next();
    01708
    01709     int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
    01710
    01711     /* do not update images now
    01712      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01713     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01714
    01715     base = first; // == base->Next()
    01716     length -= 2;
    01717   }
    01718 }
    01719
    01720
    01726 static void AdvanceWagonsAfterSwap(Train *v)
    01727 {
    01728   /* first of all, fix the situation when the train was entering a depot */
    01729   Train *dep = v; // last vehicle in front of just left depot
    01730   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01731     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01732   }
    01733
    01734   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01735
    01736   if (leave != NULL) {
    01737     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01738     int d = TicksToLeaveDepot(dep);
    01739
    01740     if (d <= 0) {
    01741       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01742       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01743       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01744     }
    01745   } else {
    01746     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01747   }
    01748
    01749   Train *base = v;
    01750   Train *first = base; // first vehicle to move
    01751   Train *last = v->Last(); // last vehicle to move
    01752   uint length = CountVehiclesInChain(v);
    01753
    01754   /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
    01755    * they have already correct spacing, so we have to make sure they are moved how they should */
    01756   bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
    01757
    01758   while (length > 2) {
    01759     /* we reached vehicle (originally) in front of a depot, stop now
    01760      * (we would move wagons that are already moved with new wagon length). */
    01761     if (base == dep) break;
    01762
    01763     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01764     if (last == dep) nomove = true;
    01765
    01766     last = last->Previous();
    01767     first = first->Next();
    01768
    01769     int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
    01770
    01771     /* do not update images now */
    01772     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01773
    01774     base = first; // == base->Next()
    01775     length -= 2;
    01776   }
    01777 }
    01778
    01783 void ReverseTrainDirection(Train *v)
    01784 {
    01785   if (IsRailDepotTile(v->tile)) {
    01786     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01787   }
    01788
    01789   /* Clear path reservation in front if train is not stuck. */
    01790   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01791
    01792   /* Check if we were approaching a rail/road-crossing */
    01793   TileIndex crossing = TrainApproachingCrossingTile(v);
    01794
    01795   /* count number of vehicles */
    01796   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01797
    01798   AdvanceWagonsBeforeSwap(v);
    01799
    01800   /* swap start<>end, start+1<>end-1, ... */
    01801   int l = 0;
    01802   do {
    01803     ReverseTrainSwapVeh(v, l++, r--);
    01804   } while (l <= r);
    01805
    01806   AdvanceWagonsAfterSwap(v);
    01807
    01808   if (IsRailDepotTile(v->tile)) {
    01809     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01810   }
    01811
    01812   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01813
    01814   ClrBit(v->flags, VRF_REVERSING);
    01815
    01816   /* recalculate cached data */
    01817   v->ConsistChanged(true);
    01818
    01819   /* update all images */
    01820   for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01821
    01822   /* update crossing we were approaching */
    01823   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01824
    01825   /* maybe we are approaching crossing now, after reversal */
    01826   crossing = TrainApproachingCrossingTile(v);
    01827   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01828
    01829   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01830   if (v->track == TRACK_BIT_DEPOT) {
    01831     /* Can't be stuck here as inside a depot is always a safe tile. */
    01832     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01833     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01834     return;
    01835   }
    01836
    01837   /* TrainExitDir does not always produce the desired dir for depots and
    01838    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01839   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01840   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01841
    01842   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01843     /* If we are currently on a tile with conventional signals, we can't treat the
    01844      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01845     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01846       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01847       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01848
    01849     /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
    01850     if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
    01851
    01852     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01853     if (TryPathReserve(v, false, first_tile_okay)) {
    01854       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01855       CheckNextTrainTile(v);
    01856     } else if (v->current_order.GetType() != OT_LOADING) {
    01857       /* Do not wait for a way out when we're still loading */
    01858       MarkTrainAsStuck(v);
    01859     }
    01860   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01861     /* A train not inside a PBS block can't be stuck. */
    01862     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01863     v->wait_counter = 0;
    01864   }
    01865 }
    01866
    01876 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01877 {
    01878   Train *v = Train::GetIfValid(p1);
    01879   if (v == NULL) return CMD_ERROR;
    01880
    01881   CommandCost ret = CheckOwnership(v->owner);
    01882   if (ret.Failed()) return ret;
    01883
    01884   if (p2 != 0) {
    01885     /* turn a single unit around */
    01886
    01887     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01888       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01889     }
    01890     if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
    01891
    01892     Train *front = v->First();
    01893     /* make sure the vehicle is stopped in the depot */
    01894     if (!front->IsStoppedInDepot()) {
    01895       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01896     }
    01897
    01898     if (flags & DC_EXEC) {
    01899       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01900
    01901       front->ConsistChanged(false);
    01902       SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    01903       SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01904       SetWindowDirty(WC_VEHICLE_VIEW, front->index);
    01905       SetWindowClassesDirty(WC_TRAINS_LIST);
    01906     }
    01907   } else {
    01908     /* turn the whole train around */
    01909     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
    01910
    01911     if (flags & DC_EXEC) {
    01912       /* Properly leave the station if we are loading and won't be loading anymore */
    01913       if (v->current_order.IsType(OT_LOADING)) {
    01914         const Vehicle *last = v;
    01915         while (last->Next() != NULL) last = last->Next();
    01916
    01917         /* not a station || different station --> leave the station */
    01918         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    01919           v->LeaveStation();
    01920         }
    01921       }
    01922
    01923       /* We cancel any 'skip signal at dangers' here */
    01924       v->force_proceed = TFP_NONE;
    01925       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01926
    01927       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
    01928         ToggleBit(v->flags, VRF_REVERSING);
    01929       } else {
    01930         v->cur_speed = 0;
    01931         v->SetLastSpeed();
    01932         HideFillingPercent(&v->fill_percent_te_id);
    01933         ReverseTrainDirection(v);
    01934       }
    01935     }
    01936   }
    01937   return CommandCost();
    01938 }
    01939
    01949 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01950 {
    01951   Train *t = Train::GetIfValid(p1);
    01952   if (t == NULL) return CMD_ERROR;
    01953
    01954   if (!t->IsPrimaryVehicle()) return CMD_ERROR;
    01955
    01956   CommandCost ret = CheckOwnership(t->owner);
    01957   if (ret.Failed()) return ret;
    01958
    01959
    01960   if (flags & DC_EXEC) {
    01961     /* If we are forced to proceed, cancel that order.
    01962      * If we are marked stuck we would want to force the train
    01963      * to proceed to the next signal. In the other cases we
    01964      * would like to pass the signal at danger and run till the
    01965      * next signal we encounter. */
    01966     t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
    01967     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    01968   }
    01969
    01970   return CommandCost();
    01971 }
    01972
    01980 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    01981 {
    01982   assert(!(v->vehstatus & VS_CRASHED));
    01983
    01984   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    01985
    01986   PBSTileInfo origin = FollowTrainReservation(v);
    01987   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    01988
    01989   switch (_settings_game.pf.pathfinder_for_trains) {
    01990     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    01991     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    01992
    01993     default: NOT_REACHED();
    01994   }
    01995 }
    01996
    02004 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    02005 {
    02006   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    02007   if (tfdd.best_length == UINT_MAX) return false;
    02008
    02009   if (location    != NULL) *location    = tfdd.tile;
    02010   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    02011   if (reverse     != NULL) *reverse     = tfdd.reverse;
    02012
    02013   return true;
    02014 }
    02015
    02017 void Train::PlayLeaveStationSound() const
    02018 {
    02019   static const SoundFx sfx[] = {
    02020     SND_04_TRAIN,
    02021     SND_0A_TRAIN_HORN,
    02022     SND_0A_TRAIN_HORN,
    02023     SND_47_MAGLEV_2,
    02024     SND_41_MAGLEV
    02025   };
    02026
    02027   if (PlayVehicleSound(this, VSE_START)) return;
    02028
    02029   EngineID engtype = this->engine_type;
    02030   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    02031 }
    02032
    02037 static void CheckNextTrainTile(Train *v)
    02038 {
    02039   /* Don't do any look-ahead if path_backoff_interval is 255. */
    02040   if (_settings_game.pf.path_backoff_interval == 255) return;
    02041
    02042   /* Exit if we are inside a depot. */
    02043   if (v->track == TRACK_BIT_DEPOT) return;
    02044
    02045   switch (v->current_order.GetType()) {
    02046     /* Exit if we reached our destination depot. */
    02047     case OT_GOTO_DEPOT:
    02048       if (v->tile == v->dest_tile) return;
    02049       break;
    02050
    02051     case OT_GOTO_WAYPOINT:
    02052       /* If we reached our waypoint, make sure we see that. */
    02053       if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
    02054       break;
    02055
    02056     case OT_NOTHING:
    02057     case OT_LEAVESTATION:
    02058     case OT_LOADING:
    02059       /* Exit if the current order doesn't have a destination, but the train has orders. */
    02060       if (v->GetNumOrders() > 0) return;
    02061       break;
    02062
    02063     default:
    02064       break;
    02065   }
    02066   /* Exit if we are on a station tile and are going to stop. */
    02067   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    02068
    02069   Trackdir td = v->GetVehicleTrackdir();
    02070
    02071   /* On a tile with a red non-pbs signal, don't look ahead. */
    02072   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    02073       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    02074       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    02075
    02076   CFollowTrackRail ft(v);
    02077   if (!ft.Follow(v->tile, td)) return;
    02078
    02079   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    02080     /* Next tile is not reserved. */
    02081     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02082       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    02083         /* If the next tile is a PBS signal, try to make a reservation. */
    02084         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02085         if (_settings_game.pf.forbid_90_deg) {
    02086           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    02087         }
    02088         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    02089       }
    02090     }
    02091   }
    02092 }
    02093
    02099 static bool CheckTrainStayInDepot(Train *v)
    02100 {
    02101   /* bail out if not all wagons are in the same depot or not in a depot at all */
    02102   for (const Train *u = v; u != NULL; u = u->Next()) {
    02103     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    02104   }
    02105
    02106   /* if the train got no power, then keep it in the depot */
    02107   if (v->gcache.cached_power == 0) {
    02108     v->vehstatus |= VS_STOPPED;
    02109     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    02110     return true;
    02111   }
    02112
    02113   SigSegState seg_state;
    02114
    02115   if (v->force_proceed == TFP_NONE) {
    02116     /* force proceed was not pressed */
    02117     if (++v->wait_counter < 37) {
    02118       SetWindowClassesDirty(WC_TRAINS_LIST);
    02119       return true;
    02120     }
    02121
    02122     v->wait_counter = 0;
    02123
    02124     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02125     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02126       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02127       SetWindowClassesDirty(WC_TRAINS_LIST);
    02128       return true;
    02129     }
    02130   } else {
    02131     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02132   }
    02133
    02134   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02135   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02136     /* We need to have a reservation for this to work. */
    02137     if (HasDepotReservation(v->tile)) return true;
    02138     SetDepotReservation(v->tile, true);
    02139     VehicleEnterDepot(v);
    02140     return true;
    02141   }
    02142
    02143   /* Only leave when we can reserve a path to our destination. */
    02144   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
    02145     /* No path and no force proceed. */
    02146     SetWindowClassesDirty(WC_TRAINS_LIST);
    02147     MarkTrainAsStuck(v);
    02148     return true;
    02149   }
    02150
    02151   SetDepotReservation(v->tile, true);
    02152   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02153
    02154   VehicleServiceInDepot(v);
    02155   SetWindowClassesDirty(WC_TRAINS_LIST);
    02156   v->PlayLeaveStationSound();
    02157
    02158   v->track = TRACK_BIT_X;
    02159   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02160
    02161   v->vehstatus &= ~VS_HIDDEN;
    02162   v->cur_speed = 0;
    02163
    02164   v->UpdateViewport(true, true);
    02165   VehicleUpdatePosition(v);
    02166   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02167   v->UpdateAcceleration();
    02168   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02169
    02170   return false;
    02171 }
    02172
    02179 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02180 {
    02181   DiagDirection dir = TrackdirToExitdir(track_dir);
    02182
    02183   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02184     /* Are we just leaving a tunnel/bridge? */
    02185     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02186       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02187
    02188       if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
    02189         /* Free the reservation only if no other train is on the tiles. */
    02190         SetTunnelBridgeReservation(tile, false);
    02191         SetTunnelBridgeReservation(end, false);
    02192
    02193         if (_settings_client.gui.show_track_reservation) {
    02194           MarkTileDirtyByTile(tile);
    02195           MarkTileDirtyByTile(end);
    02196         }
    02197       }
    02198     }
    02199   } else if (IsRailStationTile(tile)) {
    02200     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02201     /* If the new tile is not a further tile of the same station, we
    02202      * clear the reservation for the whole platform. */
    02203     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02204       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02205     }
    02206   } else {
    02207     /* Any other tile */
    02208     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02209   }
    02210 }
    02211
    02218 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02219 {
    02220   assert(v->IsFrontEngine());
    02221
    02222   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02223   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02224   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02225   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02226
    02227   /* Can't be holding a reservation if we enter a depot. */
    02228   if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
    02229   if (v->track == TRACK_BIT_DEPOT) {
    02230     /* Front engine is in a depot. We enter if some part is not in the depot. */
    02231     for (const Train *u = v; u != NULL; u = u->Next()) {
    02232       if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
    02233     }
    02234   }
    02235   /* Don't free reservation if it's not ours. */
    02236   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02237
    02238   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02239   while (ft.Follow(tile, td)) {
    02240     tile = ft.m_new_tile;
    02241     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02242     td = RemoveFirstTrackdir(&bits);
    02243     assert(bits == TRACKDIR_BIT_NONE);
    02244
    02245     if (!IsValidTrackdir(td)) break;
    02246
    02247     if (IsTileType(tile, MP_RAILWAY)) {
    02248       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02249         /* Conventional signal along trackdir: remove reservation and stop. */
    02250         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02251         break;
    02252       }
    02253       if (HasPbsSignalOnTrackdir(tile, td)) {
    02254         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02255           /* Red PBS signal? Can't be our reservation, would be green then. */
    02256           break;
    02257         } else {
    02258           /* Turn the signal back to red. */
    02259           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02260           MarkTileDirtyByTile(tile);
    02261         }
    02262       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02263         break;
    02264       }
    02265     }
    02266
    02267     /* Don't free first station/bridge/tunnel if we are on it. */
    02268     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);
    02269
    02270     free_tile = true;
    02271   }
    02272 }
    02273
    02274 static const byte _initial_tile_subcoord[6][4][3] = {
    02275 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02276 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02277 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02278 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02279 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02280 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02281 };
    02282
    02295 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
    02296 {
    02297   switch (_settings_game.pf.pathfinder_for_trains) {
    02298     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02299     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02300
    02301     default: NOT_REACHED();
    02302   }
    02303 }
    02304
    02310 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02311 {
    02312   PBSTileInfo origin = FollowTrainReservation(v);
    02313
    02314   CFollowTrackRail ft(v);
    02315
    02316   TileIndex tile = origin.tile;
    02317   Trackdir  cur_td = origin.trackdir;
    02318   while (ft.Follow(tile, cur_td)) {
    02319     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02320       /* Possible signal tile. */
    02321       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02322     }
    02323
    02324     if (_settings_game.pf.forbid_90_deg) {
    02325       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02326       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02327     }
    02328
    02329     /* Station, depot or waypoint are a possible target. */
    02330     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02331     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02332       /* Choice found or possible target encountered.
    02333        * On finding a possible target, we need to stop and let the pathfinder handle the
    02334        * remaining path. This is because we don't know if this target is in one of our
    02335        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02336        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02337        * a wrong path not leading to our next destination. */
    02338       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02339
    02340       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02341        * actually starts its search at the first unreserved tile. */
    02342       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02343
    02344       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02345       if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02346       if (enterdir != NULL) *enterdir = ft.m_exitdir;
    02347       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02348     }
    02349
    02350     tile = ft.m_new_tile;
    02351     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02352
    02353     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02354       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02355       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02356       /* Safe position is all good, path valid and okay. */
    02357       return PBSTileInfo(tile, cur_td, true);
    02358     }
    02359
    02360     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02361   }
    02362
    02363   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02364     /* End of line, path valid and okay. */
    02365     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02366   }
    02367
    02368   /* Sorry, can't reserve path, back out. */
    02369   tile = origin.tile;
    02370   cur_td = origin.trackdir;
    02371   TileIndex stopped = ft.m_old_tile;
    02372   Trackdir  stopped_td = ft.m_old_td;
    02373   while (tile != stopped || cur_td != stopped_td) {
    02374     if (!ft.Follow(tile, cur_td)) break;
    02375
    02376     if (_settings_game.pf.forbid_90_deg) {
    02377       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02378       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02379     }
    02380     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02381
    02382     tile = ft.m_new_tile;
    02383     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02384
    02385     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02386   }
    02387
    02388   /* Path invalid. */
    02389   return PBSTileInfo();
    02390 }
    02391
    02402 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02403 {
    02404   switch (_settings_game.pf.pathfinder_for_trains) {
    02405     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02406     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02407
    02408     default: NOT_REACHED();
    02409   }
    02410 }
    02411
    02413 class VehicleOrderSaver {
    02414 private:
    02415   Train          *v;
    02416   Order          old_order;
    02417   TileIndex      old_dest_tile;
    02418   StationID      old_last_station_visited;
    02419   VehicleOrderID index;
    02420   bool           suppress_implicit_orders;
    02421
    02422 public:
    02423   VehicleOrderSaver(Train *_v) :
    02424     v(_v),
    02425     old_order(_v->current_order),
    02426     old_dest_tile(_v->dest_tile),
    02427     old_last_station_visited(_v->last_station_visited),
    02428     index(_v->cur_real_order_index),
    02429     suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
    02430   {
    02431   }
    02432
    02433   ~VehicleOrderSaver()
    02434   {
    02435     this->v->current_order = this->old_order;
    02436     this->v->dest_tile = this->old_dest_tile;
    02437     this->v->last_station_visited = this->old_last_station_visited;
    02438     SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
    02439   }
    02440
    02446   bool SwitchToNextOrder(bool skip_first)
    02447   {
    02448     if (this->v->GetNumOrders() == 0) return false;
    02449
    02450     if (skip_first) ++this->index;
    02451
    02452     int depth = 0;
    02453
    02454     do {
    02455       /* Wrap around. */
    02456       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02457
    02458       Order *order = this->v->GetOrder(this->index);
    02459       assert(order != NULL);
    02460
    02461       switch (order->GetType()) {
    02462         case OT_GOTO_DEPOT:
    02463           /* Skip service in depot orders when the train doesn't need service. */
    02464           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02465         case OT_GOTO_STATION:
    02466         case OT_GOTO_WAYPOINT:
    02467           this->v->current_order = *order;
    02468           return UpdateOrderDest(this->v, order, 0, true);
    02469         case OT_CONDITIONAL: {
    02470           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02471           if (next != INVALID_VEH_ORDER_ID) {
    02472             depth++;
    02473             this->index = next;
    02474             /* Don't increment next, so no break here. */
    02475             continue;
    02476           }
    02477           break;
    02478         }
    02479         default:
    02480           break;
    02481       }
    02482       /* Don't increment inside the while because otherwise conditional
    02483        * orders can lead to an infinite loop. */
    02484       ++this->index;
    02485       depth++;
    02486     } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
    02487
    02488     return false;
    02489   }
    02490 };
    02491
    02492 /* choose a track */
    02493 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02494 {
    02495   Track best_track = INVALID_TRACK;
    02496   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02497   bool changed_signal = false;
    02498
    02499   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02500
    02501   if (got_reservation != NULL) *got_reservation = false;
    02502
    02503   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02504   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02505   /* Do we have a suitable reserved track? */
    02506   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02507
    02508   /* Quick return in case only one possible track is available */
    02509   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02510     Track track = FindFirstTrack(tracks);
    02511     /* We need to check for signals only here, as a junction tile can't have signals. */
    02512     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02513       do_track_reservation = true;
    02514       changed_signal = true;
    02515       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02516     } else if (!do_track_reservation) {
    02517       return track;
    02518     }
    02519     best_track = track;
    02520   }
    02521
    02522   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02523   DiagDirection dest_enterdir = enterdir;
    02524   if (do_track_reservation) {
    02525     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02526     if (res_dest.tile == INVALID_TILE) {
    02527       /* Reservation failed? */
    02528       if (mark_stuck) MarkTrainAsStuck(v);
    02529       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02530       return FindFirstTrack(tracks);
    02531     }
    02532     if (res_dest.okay) {
    02533       /* Got a valid reservation that ends at a safe target, quick exit. */
    02534       if (got_reservation != NULL) *got_reservation = true;
    02535       if (changed_signal) MarkTileDirtyByTile(tile);
    02536       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02537       return best_track;
    02538     }
    02539
    02540     /* Check if the train needs service here, so it has a chance to always find a depot.
    02541      * Also check if the current order is a service order so we don't reserve a path to
    02542      * the destination but instead to the next one if service isn't needed. */
    02543     CheckIfTrainNeedsService(v);
    02544     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02545   }
    02546
    02547   /* Save the current train order. The destructor will restore the old order on function exit. */
    02548   VehicleOrderSaver orders(v);
    02549
    02550   /* If the current tile is the destination of the current order and
    02551    * a reservation was requested, advance to the next order.
    02552    * Don't advance on a depot order as depots are always safe end points
    02553    * for a path and no look-ahead is necessary. This also avoids a
    02554    * problem with depot orders not part of the order list when the
    02555    * order list itself is empty. */
    02556   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02557     orders.SwitchToNextOrder(false);
    02558   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02559       v->current_order.IsType(OT_GOTO_STATION) ?
    02560       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02561       v->tile == v->dest_tile))) {
    02562     orders.SwitchToNextOrder(true);
    02563   }
    02564
    02565   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02566     /* Pathfinders are able to tell that route was only 'guessed'. */
    02567     bool      path_found = true;
    02568     TileIndex new_tile = res_dest.tile;
    02569
    02570     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
    02571     if (new_tile == tile) best_track = next_track;
    02572     v->HandlePathfindingResult(path_found);
    02573   }
    02574
    02575   /* No track reservation requested -> finished. */
    02576   if (!do_track_reservation) return best_track;
    02577
    02578   /* A path was found, but could not be reserved. */
    02579   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02580     if (mark_stuck) MarkTrainAsStuck(v);
    02581     FreeTrainTrackReservation(v);
    02582     return best_track;
    02583   }
    02584
    02585   /* No possible reservation target found, we are probably lost. */
    02586   if (res_dest.tile == INVALID_TILE) {
    02587     /* Try to find any safe destination. */
    02588     PBSTileInfo origin = FollowTrainReservation(v);
    02589     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02590       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02591       best_track = FindFirstTrack(res);
    02592       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02593       if (got_reservation != NULL) *got_reservation = true;
    02594       if (changed_signal) MarkTileDirtyByTile(tile);
    02595     } else {
    02596       FreeTrainTrackReservation(v);
    02597       if (mark_stuck) MarkTrainAsStuck(v);
    02598     }
    02599     return best_track;
    02600   }
    02601
    02602   if (got_reservation != NULL) *got_reservation = true;
    02603
    02604   /* Reservation target found and free, check if it is safe. */
    02605   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02606     /* Extend reservation until we have found a safe position. */
    02607     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02608     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02609     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02610     if (_settings_game.pf.forbid_90_deg) {
    02611       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02612     }
    02613
    02614     /* Get next order with destination. */
    02615     if (orders.SwitchToNextOrder(true)) {
    02616       PBSTileInfo cur_dest;
    02617       bool path_found;
    02618       DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
    02619       if (cur_dest.tile != INVALID_TILE) {
    02620         res_dest = cur_dest;
    02621         if (res_dest.okay) continue;
    02622         /* Path found, but could not be reserved. */
    02623         FreeTrainTrackReservation(v);
    02624         if (mark_stuck) MarkTrainAsStuck(v);
    02625         if (got_reservation != NULL) *got_reservation = false;
    02626         changed_signal = false;
    02627         break;
    02628       }
    02629     }
    02630     /* No order or no safe position found, try any position. */
    02631     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02632       FreeTrainTrackReservation(v);
    02633       if (mark_stuck) MarkTrainAsStuck(v);
    02634       if (got_reservation != NULL) *got_reservation = false;
    02635       changed_signal = false;
    02636     }
    02637     break;
    02638   }
    02639
    02640   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02641
    02642   if (changed_signal) MarkTileDirtyByTile(tile);
    02643
    02644   return best_track;
    02645 }
    02646
    02655 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02656 {
    02657   assert(v->IsFrontEngine());
    02658
    02659   /* We have to handle depots specially as the track follower won't look
    02660    * at the depot tile itself but starts from the next tile. If we are still
    02661    * inside the depot, a depot reservation can never be ours. */
    02662   if (v->track == TRACK_BIT_DEPOT) {
    02663     if (HasDepotReservation(v->tile)) {
    02664       if (mark_as_stuck) MarkTrainAsStuck(v);
    02665       return false;
    02666     } else {
    02667       /* Depot not reserved, but the next tile might be. */
    02668       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02669       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02670     }
    02671   }
    02672
    02673   Vehicle *other_train = NULL;
    02674   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02675   /* The path we are driving on is already blocked by some other train.
    02676    * This can only happen in certain situations when mixing path and
    02677    * block signals or when changing tracks and/or signals.
    02678    * Exit here as doing any further reservations will probably just
    02679    * make matters worse. */
    02680   if (other_train != NULL && other_train->index != v->index) {
    02681     if (mark_as_stuck) MarkTrainAsStuck(v);
    02682     return false;
    02683   }
    02684   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02685   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02686     /* Can't be stuck then. */
    02687     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02688     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02689     return true;
    02690   }
    02691
    02692   /* If we are in a depot, tentatively reserve the depot. */
    02693   if (v->track == TRACK_BIT_DEPOT) {
    02694     SetDepotReservation(v->tile, true);
    02695     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02696   }
    02697
    02698   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02699   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02700   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02701
    02702   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02703
    02704   bool res_made = false;
    02705   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02706
    02707   if (!res_made) {
    02708     /* Free the depot reservation as well. */
    02709     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02710     return false;
    02711   }
    02712
    02713   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02714     v->wait_counter = 0;
    02715     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02716   }
    02717   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02718   return true;
    02719 }
    02720
    02721
    02722 static bool CheckReverseTrain(const Train *v)
    02723 {
    02724   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02725       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02726       !(v->direction & 1)) {
    02727     return false;
    02728   }
    02729
    02730   assert(v->track != TRACK_BIT_NONE);
    02731
    02732   switch (_settings_game.pf.pathfinder_for_trains) {
    02733     case VPF_NPF: return NPFTrainCheckReverse(v);
    02734     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02735
    02736     default: NOT_REACHED();
    02737   }
    02738 }
    02739
    02745 TileIndex Train::GetOrderStationLocation(StationID station)
    02746 {
    02747   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02748
    02749   const Station *st = Station::Get(station);
    02750   if (!(st->facilities & FACIL_TRAIN)) {
    02751     /* The destination station has no trainstation tiles. */
    02752     this->IncrementRealOrderIndex();
    02753     return 0;
    02754   }
    02755
    02756   return st->xy;
    02757 }
    02758
    02760 void Train::MarkDirty()
    02761 {
    02762   Train *v = this;
    02763   do {
    02764     v->UpdateViewport(false, false);
    02765   } while ((v = v->Next()) != NULL);
    02766
    02767   /* need to update acceleration and cached values since the goods on the train changed. */
    02768   this->CargoChanged();
    02769   this->UpdateAcceleration();
    02770 }
    02771
    02779 int Train::UpdateSpeed()
    02780 {
    02781   switch (_settings_game.vehicle.train_acceleration_model) {
    02782     default: NOT_REACHED();
    02783     case AM_ORIGINAL:
    02784       return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, min(this->gcache.cached_max_track_speed, this->current_order.max_speed));
    02785
    02786     case AM_REALISTIC:
    02787       return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
    02788   }
    02789 }
    02790
    02796 static void TrainEnterStation(Train *v, StationID station)
    02797 {
    02798   v->last_station_visited = station;
    02799
    02800   /* check if a train ever visited this station before */
    02801   Station *st = Station::Get(station);
    02802   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    02803     st->had_vehicle_of_type |= HVOT_TRAIN;
    02804     SetDParam(0, st->index);
    02805     AddVehicleNewsItem(
    02806       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    02807       v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
    02808       v->index,
    02809       st->index
    02810     );
    02811     AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
    02812     Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
    02813   }
    02814
    02815   v->force_proceed = TFP_NONE;
    02816   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02817
    02818   v->BeginLoading();
    02819
    02820   TriggerStationRandomisation(st, v->tile, SRT_TRAIN_ARRIVES);
    02821   TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
    02822 }
    02823
    02824 /* Check if the vehicle is compatible with the specified tile */
    02825 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    02826 {
    02827   return IsTileOwner(tile, v->owner) &&
    02828       (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
    02829 }
    02830
    02832 struct AccelerationSlowdownParams {
    02833   byte small_turn;
    02834   byte large_turn;
    02835   byte z_up;
    02836   byte z_down;
    02837 };
    02838
    02840 static const AccelerationSlowdownParams _accel_slowdown[] = {
    02841   /* normal accel */
    02842   {256 / 4, 256 / 2, 256 / 4, 2},
    02843   {256 / 4, 256 / 2, 256 / 4, 2},
    02844   {0,       256 / 2, 256 / 4, 2},
    02845 };
    02846
    02852 static inline void AffectSpeedByZChange(Train *v, int old_z)
    02853 {
    02854   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
    02855
    02856   const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
    02857
    02858   if (old_z < v->z_pos) {
    02859     v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
    02860   } else {
    02861     uint16 spd = v->cur_speed + asp->z_down;
    02862     if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
    02863   }
    02864 }
    02865
    02866 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    02867 {
    02868   if (IsTileType(tile, MP_RAILWAY) &&
    02869       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    02870     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    02871     Trackdir trackdir = FindFirstTrackdir(tracks);
    02872     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    02873       /* A PBS block with a non-PBS signal facing us? */
    02874       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    02875     }
    02876   }
    02877   return false;
    02878 }
    02879
    02881 void Train::ReserveTrackUnderConsist() const
    02882 {
    02883   for (const Train *u = this; u != NULL; u = u->Next()) {
    02884     switch (u->track) {
    02885       case TRACK_BIT_WORMHOLE:
    02886         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    02887         break;
    02888       case TRACK_BIT_DEPOT:
    02889         break;
    02890       default:
    02891         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    02892         break;
    02893     }
    02894   }
    02895 }
    02896
    02903 uint Train::Crash(bool flooded)
    02904 {
    02905   uint pass = 0;
    02906   if (this->IsFrontEngine()) {
    02907     pass += 2; // driver
    02908
    02909     /* Remove the reserved path in front of the train if it is not stuck.
    02910      * Also clear all reserved tracks the train is currently on. */
    02911     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    02912     for (const Train *v = this; v != NULL; v = v->Next()) {
    02913       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    02914       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    02915         /* ClearPathReservation will not free the wormhole exit
    02916          * if the train has just entered the wormhole. */
    02917         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    02918       }
    02919     }
    02920
    02921     /* we may need to update crossing we were approaching,
    02922      * but must be updated after the train has been marked crashed */
    02923     TileIndex crossing = TrainApproachingCrossingTile(this);
    02924     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    02925
    02926     /* Remove the loading indicators (if any) */
    02927     HideFillingPercent(&this->fill_percent_te_id);
    02928   }
    02929
    02930   pass += this->GroundVehicleBase::Crash(flooded);
    02931
    02932   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    02933   return pass;
    02934 }
    02935
    02942 static uint TrainCrashed(Train *v)
    02943 {
    02944   uint num = 0;
    02945
    02946   /* do not crash train twice */
    02947   if (!(v->vehstatus & VS_CRASHED)) {
    02948     num = v->Crash();
    02949     AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02950     Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02951   }
    02952
    02953   /* Try to re-reserve track under already crashed train too.
    02954    * Crash() clears the reservation! */
    02955   v->ReserveTrackUnderConsist();
    02956
    02957   return num;
    02958 }
    02959
    02961 struct TrainCollideChecker {
    02962   Train *v;
    02963   uint num;
    02964 };
    02965
    02972 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    02973 {
    02974   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    02975
    02976   /* not a train or in depot */
    02977   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    02978
    02979   /* do not crash into trains of another company. */
    02980   if (v->owner != tcc->v->owner) return NULL;
    02981
    02982   /* get first vehicle now to make most usual checks faster */
    02983   Train *coll = Train::From(v)->First();
    02984
    02985   /* can't collide with own wagons */
    02986   if (coll == tcc->v) return NULL;
    02987
    02988   int x_diff = v->x_pos - tcc->v->x_pos;
    02989   int y_diff = v->y_pos - tcc->v->y_pos;
    02990
    02991   /* Do fast calculation to check whether trains are not in close vicinity
    02992    * and quickly reject trains distant enough for any collision.
    02993    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    02994    * Differences are then ORed and then we check for any higher bits */
    02995   uint hash = (y_diff + 7) | (x_diff + 7);
    02996   if (hash & ~15) return NULL;
    02997
    02998   /* Slower check using multiplication */
    02999   int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
    03000   if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return NULL;
    03001
    03002   /* Happens when there is a train under bridge next to bridge head */
    03003   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    03004
    03005   /* crash both trains */
    03006   tcc->num += TrainCrashed(tcc->v);
    03007   tcc->num += TrainCrashed(coll);
    03008
    03009   return NULL; // continue searching
    03010 }
    03011
    03019 static bool CheckTrainCollision(Train *v)
    03020 {
    03021   /* can't collide in depot */
    03022   if (v->track == TRACK_BIT_DEPOT) return false;
    03023
    03024   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    03025
    03026   TrainCollideChecker tcc;
    03027   tcc.v = v;
    03028   tcc.num = 0;
    03029
    03030   /* find colliding vehicles */
    03031   if (v->track == TRACK_BIT_WORMHOLE) {
    03032     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    03033     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    03034   } else {
    03035     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    03036   }
    03037
    03038   /* any dead -> no crash */
    03039   if (tcc.num == 0) return false;
    03040
    03041   SetDParam(0, tcc.num);
    03042   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->index);
    03043
    03044   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    03045   if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    03046   return true;
    03047 }
    03048
    03049 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    03050 {
    03051   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    03052
    03053   Train *t = Train::From(v);
    03054   DiagDirection exitdir = *(DiagDirection *)data;
    03055
    03056   /* not front engine of a train, inside wormhole or depot, crashed */
    03057   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    03058
    03059   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    03060
    03061   return t;
    03062 }
    03063
    03071 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
    03072 {
    03073   Train *first = v->First();
    03074   Train *prev;
    03075   bool direction_changed = false; // has direction of any part changed?
    03076
    03077   /* For every vehicle after and including the given vehicle */
    03078   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    03079     DiagDirection enterdir = DIAGDIR_BEGIN;
    03080     bool update_signals_crossing = false; // will we update signals or crossing state?
    03081
    03082     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    03083     if (v->track != TRACK_BIT_WORMHOLE) {
    03084       /* Not inside tunnel */
    03085       if (gp.old_tile == gp.new_tile) {
    03086         /* Staying in the old tile */
    03087         if (v->track == TRACK_BIT_DEPOT) {
    03088           /* Inside depot */
    03089           gp.x = v->x_pos;
    03090           gp.y = v->y_pos;
    03091         } else {
    03092           /* Not inside depot */
    03093
    03094           /* Reverse when we are at the end of the track already, do not move to the new position */
    03095           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
    03096
    03097           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03098           if (HasBit(r, VETS_CANNOT_ENTER)) {
    03099             goto invalid_rail;
    03100           }
    03101           if (HasBit(r, VETS_ENTERED_STATION)) {
    03102             /* The new position is the end of the platform */
    03103             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03104           }
    03105         }
    03106       } else {
    03107         /* A new tile is about to be entered. */
    03108
    03109         /* Determine what direction we're entering the new tile from */
    03110         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    03111         assert(IsValidDiagDirection(enterdir));
    03112
    03113         /* Get the status of the tracks in the new tile and mask
    03114          * away the bits that aren't reachable. */
    03115         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    03116         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    03117
    03118         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03119         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    03120
    03121         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03122         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    03123           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    03124            * can be switched on halfway a turn */
    03125           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03126         }
    03127
    03128         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    03129
    03130         /* Check if the new tile constrains tracks that are compatible
    03131          * with the current train, if not, bail out. */
    03132         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    03133
    03134         TrackBits chosen_track;
    03135         if (prev == NULL) {
    03136           /* Currently the locomotive is active. Determine which one of the
    03137            * available tracks to choose */
    03138           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    03139           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    03140
    03141           if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    03142             /* For each signal we find decrease the counter by one.
    03143              * We start at two, so the first signal we pass decreases
    03144              * this to one, then if we reach the next signal it is
    03145              * decreased to zero and we won't pass that new signal. */
    03146             Trackdir dir = FindFirstTrackdir(trackdirbits);
    03147             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
    03148                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
    03149               /* However, we do not want to be stopped by PBS signals
    03150                * entered via the back. */
    03151               v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
    03152               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03153             }
    03154           }
    03155
    03156           /* Check if it's a red signal and that force proceed is not clicked. */
    03157           if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
    03158             /* In front of a red signal */
    03159             Trackdir i = FindFirstTrackdir(trackdirbits);
    03160
    03161             /* Don't handle stuck trains here. */
    03162             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
    03163
    03164             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03165               v->cur_speed = 0;
    03166               v->subspeed = 0;
    03167               v->progress = 255 - 100;
    03168               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return false;
    03169             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03170               v->cur_speed = 0;
    03171               v->subspeed = 0;
    03172               v->progress = 255 - 10;
    03173               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03174                 DiagDirection exitdir = TrackdirToExitdir(i);
    03175                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03176
    03177                 exitdir = ReverseDiagDir(exitdir);
    03178
    03179                 /* check if a train is waiting on the other side */
    03180                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
    03181               }
    03182             }
    03183
    03184             /* If we would reverse but are currently in a PBS block and
    03185              * reversing of stuck trains is disabled, don't reverse.
    03186              * This does not apply if the reason for reversing is a one-way
    03187              * signal blocking us, because a train would then be stuck forever. */
    03188             if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
    03189                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03190               v->wait_counter = 0;
    03191               return false;
    03192             }
    03193             goto reverse_train_direction;
    03194           } else {
    03195             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
    03196           }
    03197         } else {
    03198           /* The wagon is active, simply follow the prev vehicle. */
    03199           if (prev->tile == gp.new_tile) {
    03200             /* Choose the same track as prev */
    03201             if (prev->track == TRACK_BIT_WORMHOLE) {
    03202               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03203                * However, just choose the track into the wormhole. */
    03204               assert(IsTunnel(prev->tile));
    03205               chosen_track = bits;
    03206             } else {
    03207               chosen_track = prev->track;
    03208             }
    03209           } else {
    03210             /* Choose the track that leads to the tile where prev is.
    03211              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03212              * I.e. when the tile between them has only space for a single vehicle like
    03213              *  1) horizontal/vertical track tiles and
    03214              *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
    03215              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
    03216              */
    03217             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03218               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03219               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03220               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03221               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03222             };
    03223             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03224             assert(IsValidDiagDirection(exitdir));
    03225             chosen_track = _connecting_track[enterdir][exitdir];
    03226           }
    03227           chosen_track &= bits;
    03228         }
    03229
    03230         /* Make sure chosen track is a valid track */
    03231         assert(
    03232             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03233             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03234             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03235
    03236         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03237         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03238         gp.x = (gp.x & ~0xF) | b[0];
    03239         gp.y = (gp.y & ~0xF) | b[1];
    03240         Direction chosen_dir = (Direction)b[2];
    03241
    03242         /* Call the landscape function and tell it that the vehicle entered the tile */
    03243         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03244         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03245           goto invalid_rail;
    03246         }
    03247
    03248         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03249           Track track = FindFirstTrack(chosen_track);
    03250           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03251           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03252             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03253             MarkTileDirtyByTile(gp.new_tile);
    03254           }
    03255
    03256           /* Clear any track reservation when the last vehicle leaves the tile */
    03257           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03258
    03259           v->tile = gp.new_tile;
    03260
    03261           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03262             v->First()->ConsistChanged(true);
    03263           }
    03264
    03265           v->track = chosen_track;
    03266           assert(v->track);
    03267         }
    03268
    03269         /* We need to update signal status, but after the vehicle position hash
    03270          * has been updated by UpdateInclination() */
    03271         update_signals_crossing = true;
    03272
    03273         if (chosen_dir != v->direction) {
    03274           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
    03275             const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
    03276             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03277             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
    03278           }
    03279           direction_changed = true;
    03280           v->direction = chosen_dir;
    03281         }
    03282
    03283         if (v->IsFrontEngine()) {
    03284           v->wait_counter = 0;
    03285
    03286           /* If we are approaching a crossing that is reserved, play the sound now. */
    03287           TileIndex crossing = TrainApproachingCrossingTile(v);
    03288           if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.new_year) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03289
    03290           /* Always try to extend the reservation when entering a tile. */
    03291           CheckNextTrainTile(v);
    03292         }
    03293
    03294         if (HasBit(r, VETS_ENTERED_STATION)) {
    03295           /* The new position is the location where we want to stop */
    03296           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03297         }
    03298       }
    03299     } else {
    03300       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03301         /* Perform look-ahead on tunnel exit. */
    03302         if (v->IsFrontEngine()) {
    03303           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03304           CheckNextTrainTile(v);
    03305         }
    03306         /* Prevent v->UpdateInclination() being called with wrong parameters.
    03307          * This could happen if the train was reversed inside the tunnel/bridge. */
    03308         if (gp.old_tile == gp.new_tile) {
    03309           gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
    03310         }
    03311       } else {
    03312         v->x_pos = gp.x;
    03313         v->y_pos = gp.y;
    03314         VehicleUpdatePosition(v);
    03315         if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true);
    03316         continue;
    03317       }
    03318     }
    03319
    03320     /* update image of train, as well as delta XY */
    03321     v->UpdateDeltaXY(v->direction);
    03322
    03323     v->x_pos = gp.x;
    03324     v->y_pos = gp.y;
    03325     VehicleUpdatePosition(v);
    03326
    03327     /* update the Z position of the vehicle */
    03328     int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
    03329
    03330     if (prev == NULL) {
    03331       /* This is the first vehicle in the train */
    03332       AffectSpeedByZChange(v, old_z);
    03333     }
    03334
    03335     if (update_signals_crossing) {
    03336       if (v->IsFrontEngine()) {
    03337         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03338           /* We are entering a block with PBS signals right now, but
    03339            * not through a PBS signal. This means we don't have a
    03340            * reservation right now. As a conventional signal will only
    03341            * ever be green if no other train is in the block, getting
    03342            * a path should always be possible. If the player built
    03343            * such a strange network that it is not possible, the train
    03344            * will be marked as stuck and the player has to deal with
    03345            * the problem. */
    03346           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03347               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03348               !TryPathReserve(v)) {
    03349             MarkTrainAsStuck(v);
    03350           }
    03351         }
    03352       }
    03353
    03354       /* Signals can only change when the first
    03355        * (above) or the last vehicle moves. */
    03356       if (v->Next() == NULL) {
    03357         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03358         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03359       }
    03360     }
    03361
    03362     /* Do not check on every tick to save some computing time. */
    03363     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03364   }
    03365
    03366   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
    03367
    03368   return true;
    03369
    03370 invalid_rail:
    03371   /* We've reached end of line?? */
    03372   if (prev != NULL) error("Disconnecting train");
    03373
    03374 reverse_train_direction:
    03375   if (reverse) {
    03376     v->wait_counter = 0;
    03377     v->cur_speed = 0;
    03378     v->subspeed = 0;
    03379     ReverseTrainDirection(v);
    03380   }
    03381
    03382   return false;
    03383 }
    03384
    03391 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03392 {
    03393   TrackBits *trackbits = (TrackBits *)data;
    03394
    03395   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03396     TrackBits train_tbits = Train::From(v)->track;
    03397     if (train_tbits == TRACK_BIT_WORMHOLE) {
    03398       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03399       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03400     } else if (train_tbits != TRACK_BIT_DEPOT) {
    03401       *trackbits |= train_tbits;
    03402     }
    03403   }
    03404
    03405   return NULL;
    03406 }
    03407
    03415 static void DeleteLastWagon(Train *v)
    03416 {
    03417   Train *first = v->First();
    03418
    03419   /* Go to the last wagon and delete the link pointing there
    03420    * *u is then the one-before-last wagon, and *v the last
    03421    * one which will physically be removed */
    03422   Train *u = v;
    03423   for (; v->Next() != NULL; v = v->Next()) u = v;
    03424   u->SetNext(NULL);
    03425
    03426   if (first != v) {
    03427     /* Recalculate cached train properties */
    03428     first->ConsistChanged(false);
    03429     /* Update the depot window if the first vehicle is in depot -
    03430      * if v == first, then it is updated in PreDestructor() */
    03431     if (first->track == TRACK_BIT_DEPOT) {
    03432       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03433     }
    03434   }
    03435
    03436   /* 'v' shouldn't be accessed after it has been deleted */
    03437   TrackBits trackbits = v->track;
    03438   TileIndex tile = v->tile;
    03439   Owner owner = v->owner;
    03440
    03441   delete v;
    03442   v = NULL; // make sure nobody will try to read 'v' anymore
    03443
    03444   if (trackbits == TRACK_BIT_WORMHOLE) {
    03445     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03446     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03447   }
    03448
    03449   Track track = TrackBitsToTrack(trackbits);
    03450   if (HasReservedTracks(tile, trackbits)) {
    03451     UnreserveRailTrack(tile, track);
    03452
    03453     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03454     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03455     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03456
    03457     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03458     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03459     Track t;
    03460     FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
    03461   }
    03462
    03463   /* check if the wagon was on a road/rail-crossing */
    03464   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03465
    03466   /* Update signals */
    03467   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03468     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03469   } else {
    03470     SetSignalsOnBothDir(tile, track, owner);
    03471   }
    03472 }
    03473
    03478 static void ChangeTrainDirRandomly(Train *v)
    03479 {
    03480   static const DirDiff delta[] = {
    03481     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03482   };
    03483
    03484   do {
    03485     /* We don't need to twist around vehicles if they're not visible */
    03486     if (!(v->vehstatus & VS_HIDDEN)) {
    03487       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03488       v->UpdateDeltaXY(v->direction);
    03489       v->cur_image = v->GetImage(v->direction, EIT_ON_MAP);
    03490       /* Refrain from updating the z position of the vehicle when on
    03491        * a bridge, because UpdateInclination() will put the vehicle under
    03492        * the bridge in that case */
    03493       if (v->track != TRACK_BIT_WORMHOLE) {
    03494         VehicleUpdatePosition(v);
    03495         v->UpdateInclination(false, false);
    03496       }
    03497     }
    03498   } while ((v = v->Next()) != NULL);
    03499 }
    03500
    03506 static bool HandleCrashedTrain(Train *v)
    03507 {
    03508   int state = ++v->crash_anim_pos;
    03509
    03510   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03511     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03512   }
    03513
    03514   uint32 r;
    03515   if (state <= 200 && Chance16R(1, 7, r)) {
    03516     int index = (r * 10 >> 16);
    03517
    03518     Vehicle *u = v;
    03519     do {
    03520       if (--index < 0) {
    03521         r = Random();
    03522
    03523         CreateEffectVehicleRel(u,
    03524           GB(r,  8, 3) + 2,
    03525           GB(r, 16, 3) + 2,
    03526           GB(r,  0, 3) + 5,
    03527           EV_EXPLOSION_SMALL);
    03528         break;
    03529       }
    03530     } while ((u = u->Next()) != NULL);
    03531   }
    03532
    03533   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03534
    03535   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03536     bool ret = v->Next() != NULL;
    03537     DeleteLastWagon(v);
    03538     return ret;
    03539   }
    03540
    03541   return true;
    03542 }
    03543
    03545 static const uint16 _breakdown_speeds[16] = {
    03546   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03547 };
    03548
    03549
    03558 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
    03559 {
    03560   /* Calc position within the current tile */
    03561   uint x = v->x_pos & 0xF;
    03562   uint y = v->y_pos & 0xF;
    03563
    03564   /* for diagonal directions, 'x' will be 0..15 -
    03565    * for other directions, it will be 1, 3, 5, ..., 15 */
    03566   switch (v->direction) {
    03567     case DIR_N : x = ~x + ~y + 25; break;
    03568     case DIR_NW: x = y;            // FALL THROUGH
    03569     case DIR_NE: x = ~x + 16;      break;
    03570     case DIR_E : x = ~x + y + 9;   break;
    03571     case DIR_SE: x = y;            break;
    03572     case DIR_S : x = x + y - 7;    break;
    03573     case DIR_W : x = ~y + x + 9;   break;
    03574     default: break;
    03575   }
    03576
    03577   /* Do not reverse when approaching red signal. Make sure the vehicle's front
    03578    * does not cross the tile boundary when we do reverse, but as the vehicle's
    03579    * location is based on their center, use half a vehicle's length as offset.
    03580    * Multiply the half-length by two for straight directions to compensate that
    03581    * we only get odd x offsets there. */
    03582   if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
    03583     /* we are too near the tile end, reverse now */
    03584     v->cur_speed = 0;
    03585     if (reverse) ReverseTrainDirection(v);
    03586     return false;
    03587   }
    03588
    03589   /* slow down */
    03590   v->vehstatus |= VS_TRAIN_SLOWING;
    03591   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03592   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03593
    03594   return true;
    03595 }
    03596
    03597
    03603 static bool TrainCanLeaveTile(const Train *v)
    03604 {
    03605   /* Exit if inside a tunnel/bridge or a depot */
    03606   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03607
    03608   TileIndex tile = v->tile;
    03609
    03610   /* entering a tunnel/bridge? */
    03611   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03612     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03613     if (DiagDirToDir(dir) == v->direction) return false;
    03614   }
    03615
    03616   /* entering a depot? */
    03617   if (IsRailDepotTile(tile)) {
    03618     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03619     if (DiagDirToDir(dir) == v->direction) return false;
    03620   }
    03621
    03622   return true;
    03623 }
    03624
    03625
    03633 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03634 {
    03635   assert(v->IsFrontEngine());
    03636   assert(!(v->vehstatus & VS_CRASHED));
    03637
    03638   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03639
    03640   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03641   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03642
    03643   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03644   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03645       !CheckCompatibleRail(v, tile)) {
    03646     return INVALID_TILE;
    03647   }
    03648
    03649   return tile;
    03650 }
    03651
    03652
    03660 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
    03661 {
    03662   /* First, handle broken down train */
    03663
    03664   int t = v->breakdown_ctr;
    03665   if (t > 1) {
    03666     v->vehstatus |= VS_TRAIN_SLOWING;
    03667
    03668     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    03669     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03670   } else {
    03671     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03672   }
    03673
    03674   if (!TrainCanLeaveTile(v)) return true;
    03675
    03676   /* Determine the non-diagonal direction in which we will exit this tile */
    03677   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03678   /* Calculate next tile */
    03679   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03680
    03681   /* Determine the track status on the next tile */
    03682   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03683   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03684
    03685   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03686   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03687
    03688   /* We are sure the train is not entering a depot, it is detected above */
    03689
    03690   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03691   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03692   if (_settings_game.pf.forbid_90_deg) {
    03693     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03694   }
    03695
    03696   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03697   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03698     return TrainApproachingLineEnd(v, false, reverse);
    03699   }
    03700
    03701   /* approaching red signal */
    03702   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
    03703
    03704   /* approaching a rail/road crossing? then make it red */
    03705   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03706
    03707   return true;
    03708 }
    03709
    03710
    03711 static bool TrainLocoHandler(Train *v, bool mode)
    03712 {
    03713   /* train has crashed? */
    03714   if (v->vehstatus & VS_CRASHED) {
    03715     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03716   }
    03717
    03718   if (v->force_proceed != TFP_NONE) {
    03719     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03720     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03721   }
    03722
    03723   /* train is broken down? */
    03724   if (v->HandleBreakdown()) return true;
    03725
    03726   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03727     ReverseTrainDirection(v);
    03728   }
    03729
    03730   /* exit if train is stopped */
    03731   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03732
    03733   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03734   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03735     v->wait_counter = 0;
    03736     v->cur_speed = 0;
    03737     v->subspeed = 0;
    03738     ClrBit(v->flags, VRF_LEAVING_STATION);
    03739     ReverseTrainDirection(v);
    03740     return true;
    03741   } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
    03742     /* Try to reserve a path when leaving the station as we
    03743      * might not be marked as wanting a reservation, e.g.
    03744      * when an overlength train gets turned around in a station. */
    03745     DiagDirection dir = TrainExitDir(v->direction, v->track);
    03746     if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    03747
    03748     if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    03749       TryPathReserve(v, true, true);
    03750     }
    03751     ClrBit(v->flags, VRF_LEAVING_STATION);
    03752   }
    03753
    03754   v->HandleLoading(mode);
    03755
    03756   if (v->current_order.IsType(OT_LOADING)) return true;
    03757
    03758   if (CheckTrainStayInDepot(v)) return true;
    03759
    03760   if (!mode) v->ShowVisualEffect();
    03761
    03762   /* We had no order but have an order now, do look ahead. */
    03763   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    03764     CheckNextTrainTile(v);
    03765   }
    03766
    03767   /* Handle stuck trains. */
    03768   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    03769     ++v->wait_counter;
    03770
    03771     /* Should we try reversing this tick if still stuck? */
    03772     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
    03773
    03774     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
    03775     if (!TryPathReserve(v)) {
    03776       /* Still stuck. */
    03777       if (turn_around) ReverseTrainDirection(v);
    03778
    03779       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    03780         /* Show message to player. */
    03781         if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
    03782           SetDParam(0, v->index);
    03783           AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
    03784         }
    03785         v->wait_counter = 0;
    03786       }
    03787       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    03788       if (v->force_proceed == TFP_NONE) return true;
    03789       ClrBit(v->flags, VRF_TRAIN_STUCK);
    03790       v->wait_counter = 0;
    03791       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03792     }
    03793   }
    03794
    03795   if (v->current_order.IsType(OT_LEAVESTATION)) {
    03796     v->current_order.Free();
    03797     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03798     return true;
    03799   }
    03800
    03801   int j = v->UpdateSpeed();
    03802
    03803   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    03804   if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    03805     /* If we manually stopped, we're not force-proceeding anymore. */
    03806     v->force_proceed = TFP_NONE;
    03807     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03808   }
    03809
    03810   int adv_spd = v->GetAdvanceDistance();
    03811   if (j < adv_spd) {
    03812     /* if the vehicle has speed 0, update the last_speed field. */
    03813     if (v->cur_speed == 0) v->SetLastSpeed();
    03814   } else {
    03815     TrainCheckIfLineEnds(v);
    03816     /* Loop until the train has finished moving. */
    03817     for (;;) {
    03818       j -= adv_spd;
    03819       TrainController(v, NULL);
    03820       /* Don't continue to move if the train crashed. */
    03821       if (CheckTrainCollision(v)) break;
    03822       /* Determine distance to next map position */
    03823       adv_spd = v->GetAdvanceDistance();
    03824
    03825       /* No more moving this tick */
    03826       if (j < adv_spd || v->cur_speed == 0) break;
    03827
    03828       OrderType order_type = v->current_order.GetType();
    03829       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    03830       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    03831             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    03832             IsTileType(v->tile, MP_STATION) &&
    03833             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    03834         ProcessOrders(v);
    03835       }
    03836     }
    03837     v->SetLastSpeed();
    03838   }
    03839
    03840   for (Train *u = v; u != NULL; u = u->Next()) {
    03841     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    03842
    03843     u->UpdateViewport(false, false);
    03844   }
    03845
    03846   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    03847
    03848   return true;
    03849 }
    03850
    03855 Money Train::GetRunningCost() const
    03856 {
    03857   Money cost = 0;
    03858   const Train *v = this;
    03859
    03860   do {
    03861     const Engine *e = v->GetEngine();
    03862     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    03863
    03864     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    03865     if (cost_factor == 0) continue;
    03866
    03867     /* Halve running cost for multiheaded parts */
    03868     if (v->IsMultiheaded()) cost_factor /= 2;
    03869
    03870     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
    03871   } while ((v = v->GetNextVehicle()) != NULL);
    03872
    03873   return cost;
    03874 }
    03875
    03880 bool Train::Tick()
    03881 {
    03882   this->tick_counter++;
    03883
    03884   if (this->IsFrontEngine()) {
    03885     if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
    03886
    03887     this->current_order_time++;
    03888
    03889     if (!TrainLocoHandler(this, false)) return false;
    03890
    03891     return TrainLocoHandler(this, true);
    03892   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    03893     /* Delete flooded standalone wagon chain */
    03894     if (++this->crash_anim_pos >= 4400) {
    03895       delete this;
    03896       return false;
    03897     }
    03898   }
    03899
    03900   return true;
    03901 }
    03902
    03907 static void CheckIfTrainNeedsService(Train *v)
    03908 {
    03909   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    03910   if (v->IsChainInDepot()) {
    03911     VehicleServiceInDepot(v);
    03912     return;
    03913   }
    03914
    03915   uint max_penalty;
    03916   switch (_settings_game.pf.pathfinder_for_trains) {
    03917     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    03918     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    03919     default: NOT_REACHED();
    03920   }
    03921
    03922   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    03923   /* Only go to the depot if it is not too far out of our way. */
    03924   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    03925     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    03926       /* If we were already heading for a depot but it has
    03927        * suddenly moved farther away, we continue our normal
    03928        * schedule? */
    03929       v->current_order.MakeDummy();
    03930       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03931     }
    03932     return;
    03933   }
    03934
    03935   DepotID depot = GetDepotIndex(tfdd.tile);
    03936
    03937   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    03938       v->current_order.GetDestination() != depot &&
    03939       !Chance16(3, 16)) {
    03940     return;
    03941   }
    03942
    03943   SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
    03944   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    03945   v->dest_tile = tfdd.tile;
    03946   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03947 }
    03948
    03950 void Train::OnNewDay()
    03951 {
    03952   AgeVehicle(this);
    03953
    03954   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    03955
    03956   if (this->IsFrontEngine()) {
    03957     CheckVehicleBreakdown(this);
    03958
    03959     CheckIfTrainNeedsService(this);
    03960
    03961     CheckOrders(this);
    03962
    03963     /* update destination */
    03964     if (this->current_order.IsType(OT_GOTO_STATION)) {
    03965       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    03966       if (tile != INVALID_TILE) this->dest_tile = tile;
    03967     }
    03968
    03969     if (this->running_ticks != 0) {
    03970       /* running costs */
    03971       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    03972
    03973       this->profit_this_year -= cost.GetCost();
    03974       this->running_ticks = 0;
    03975
    03976       SubtractMoneyFromCompanyFract(this->owner, cost);
    03977
    03978       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    03979       SetWindowClassesDirty(WC_TRAINS_LIST);
    03980     }
    03981   }
    03982 }
    03983
    03988 Trackdir Train::GetVehicleTrackdir() const
    03989 {
    03990   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    03991
    03992   if (this->track == TRACK_BIT_DEPOT) {
    03993     /* We'll assume the train is facing outwards */
    03994     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    03995   }
    03996
    03997   if (this->track == TRACK_BIT_WORMHOLE) {
    03998     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    03999     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    04000   }
    04001
    04002   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    04003 }