# 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     u->cargo_cap = e_u->DetermineCapacity(u);
    00204     u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
    00205
    00206     /* check the vehicle length (callback) */
    00207     uint16 veh_len = CALLBACK_FAILED;
    00208     if (e_u->GetGRF() != NULL && e_u->GetGRF()->grf_version >= 8) {
    00209       /* Use callback 36 */
    00210       veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
    00211     } else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
    00212       /* Use callback 11 */
    00213       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00214     }
    00215     if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
    00216       ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
    00217     }
    00218     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00219     veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
    00220
    00221     /* verify length hasn't changed */
    00222     if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
    00223
    00224     /* update vehicle length? */
    00225     if (!same_length) u->gcache.cached_veh_length = veh_len;
    00226
    00227     this->gcache.cached_total_length += u->gcache.cached_veh_length;
    00228     this->InvalidateNewGRFCache();
    00229     u->InvalidateNewGRFCache();
    00230   }
    00231
    00232   /* store consist weight/max speed in cache */
    00233   this->vcache.cached_max_speed = max_speed;
    00234   this->tcache.cached_tilt = train_can_tilt;
    00235   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
    00236
    00237   /* 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) */
    00238   this->CargoChanged();
    00239
    00240   if (this->IsFrontEngine()) {
    00241     this->UpdateAcceleration();
    00242     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    00243     InvalidateWindowData(WC_VEHICLE_REFIT, this->index);
    00244   }
    00245 }
    00246
    00257 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
    00258 {
    00259   const Station *st = Station::Get(station_id);
    00260   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
    00261   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
    00262
    00263   /* Default to the middle of the station for stations stops that are not in
    00264    * the order list like intermediate stations when non-stop is disabled */
    00265   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
    00266   if (v->gcache.cached_total_length >= *station_length) {
    00267     /* The train is longer than the station, make it stop at the far end of the platform */
    00268     osl = OSL_PLATFORM_FAR_END;
    00269   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
    00270     osl = v->current_order.GetStopLocation();
    00271   }
    00272
    00273   /* The stop location of the FRONT! of the train */
    00274   int stop;
    00275   switch (osl) {
    00276     default: NOT_REACHED();
    00277
    00278     case OSL_PLATFORM_NEAR_END:
    00279       stop = v->gcache.cached_total_length;
    00280       break;
    00281
    00282     case OSL_PLATFORM_MIDDLE:
    00283       stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
    00284       break;
    00285
    00286     case OSL_PLATFORM_FAR_END:
    00287       stop = *station_length;
    00288       break;
    00289   }
    00290
    00291   /* Subtract half the front vehicle length of the train so we get the real
    00292    * stop location of the train. */
    00293   return stop - (v->gcache.cached_veh_length + 1) / 2;
    00294 }
    00295
    00296
    00301 int Train::GetCurveSpeedLimit() const
    00302 {
    00303   assert(this->First() == this);
    00304
    00305   static const int absolute_max_speed = UINT16_MAX;
    00306   int max_speed = absolute_max_speed;
    00307
    00308   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
    00309
    00310   int curvecount[2] = {0, 0};
    00311
    00312   /* first find the curve speed limit */
    00313   int numcurve = 0;
    00314   int sum = 0;
    00315   int pos = 0;
    00316   int lastpos = -1;
    00317   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
    00318     Direction this_dir = u->direction;
    00319     Direction next_dir = u->Next()->direction;
    00320
    00321     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00322     if (dirdiff == DIRDIFF_SAME) continue;
    00323
    00324     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00325     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00326     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00327       if (lastpos != -1) {
    00328         numcurve++;
    00329         sum += pos - lastpos;
    00330         if (pos - lastpos == 1 && max_speed > 88) {
    00331           max_speed = 88;
    00332         }
    00333       }
    00334       lastpos = pos;
    00335     }
    00336
    00337     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00338     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00339       max_speed = 61;
    00340     }
    00341   }
    00342
    00343   if (numcurve > 0 && max_speed > 88) {
    00344     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00345       max_speed = absolute_max_speed;
    00346     } else {
    00347       sum /= numcurve;
    00348       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00349     }
    00350   }
    00351
    00352   if (max_speed != absolute_max_speed) {
    00353     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00354     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
    00355     max_speed += (max_speed / 2) * rti->curve_speed;
    00356
    00357     if (this->tcache.cached_tilt) {
    00358       /* Apply max_speed bonus of 20% for a tilting train */
    00359       max_speed += max_speed / 5;
    00360     }
    00361   }
    00362
    00363   return max_speed;
    00364 }
    00365
    00370 int Train::GetCurrentMaxSpeed() const
    00371 {
    00372   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return min(this->gcache.cached_max_track_speed, this->current_order.max_speed);
    00373
    00374   int max_speed = this->tcache.cached_max_curve_speed;
    00375   assert(max_speed == this->GetCurveSpeedLimit());
    00376
    00377   if (IsRailStationTile(this->tile)) {
    00378     StationID sid = GetStationIndex(this->tile);
    00379     if (this->current_order.ShouldStopAtStation(this, sid)) {
    00380       int station_ahead;
    00381       int station_length;
    00382       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
    00383
    00384       /* The distance to go is whatever is still ahead of the train minus the
    00385        * distance from the train's stop location to the end of the platform */
    00386       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
    00387
    00388       if (distance_to_go > 0) {
    00389         int st_max_speed = 120;
    00390
    00391         int delta_v = this->cur_speed / (distance_to_go + 1);
    00392         if (max_speed > (this->cur_speed - delta_v)) {
    00393           st_max_speed = this->cur_speed - (delta_v / 10);
    00394         }
    00395
    00396         st_max_speed = max(st_max_speed, 25 * distance_to_go);
    00397         max_speed = min(max_speed, st_max_speed);
    00398       }
    00399     }
    00400   }
    00401
    00402   for (const Train *u = this; u != NULL; u = u->Next()) {
    00403     if (u->track == TRACK_BIT_DEPOT) {
    00404       max_speed = min(max_speed, 61);
    00405       break;
    00406     }
    00407   }
    00408
    00409   max_speed = min(max_speed, this->current_order.max_speed);
    00410   return min(max_speed, this->gcache.cached_max_track_speed);
    00411 }
    00412
    00414 void Train::UpdateAcceleration()
    00415 {
    00416   assert(this->IsFrontEngine());
    00417
    00418   uint power = this->gcache.cached_power;
    00419   uint weight = this->gcache.cached_weight;
    00420   assert(weight != 0);
    00421   this->acceleration = Clamp(power / weight * 4, 1, 255);
    00422 }
    00423
    00429 int Train::GetDisplayImageWidth(Point *offset) const
    00430 {
    00431   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
    00432   int vehicle_pitch = 0;
    00433
    00434   const Engine *e = this->GetEngine();
    00435   if (e->GetGRF() != NULL && is_custom_sprite(e->u.rail.image_index)) {
    00436     reference_width = e->GetGRF()->traininfo_vehicle_width;
    00437     vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
    00438   }
    00439
    00440   if (offset != NULL) {
    00441     offset->x = reference_width / 2;
    00442     offset->y = vehicle_pitch;
    00443   }
    00444   return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
    00445 }
    00446
    00447 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
    00448 {
    00449   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00450 }
    00451
    00458 SpriteID Train::GetImage(Direction direction, EngineImageType image_type) const
    00459 {
    00460   uint8 spritenum = this->spritenum;
    00461   SpriteID sprite;
    00462
    00463   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00464
    00465   if (is_custom_sprite(spritenum)) {
    00466     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type);
    00467     if (sprite != 0) return sprite;
    00468
    00469     spritenum = this->GetEngine()->original_image_index;
    00470   }
    00471
    00472   sprite = GetDefaultTrainSprite(spritenum, direction);
    00473
    00474   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00475
    00476   return sprite;
    00477 }
    00478
    00479 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type)
    00480 {
    00481   const Engine *e = Engine::Get(engine);
    00482   Direction dir = rear_head ? DIR_E : DIR_W;
    00483   uint8 spritenum = e->u.rail.image_index;
    00484
    00485   if (is_custom_sprite(spritenum)) {
    00486     SpriteID sprite = GetCustomVehicleIcon(engine, dir, image_type);
    00487     if (sprite != 0) {
    00488       if (e->GetGRF() != NULL) {
    00489         y += e->GetGRF()->traininfo_vehicle_pitch;
    00490       }
    00491       return sprite;
    00492     }
    00493
    00494     spritenum = Engine::Get(engine)->original_image_index;
    00495   }
    00496
    00497   if (rear_head) spritenum++;
    00498
    00499   return GetDefaultTrainSprite(spritenum, DIR_W);
    00500 }
    00501
    00502 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
    00503 {
    00504   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00505     int yf = y;
    00506     int yr = y;
    00507
    00508     SpriteID spritef = GetRailIcon(engine, false, yf, image_type);
    00509     SpriteID spriter = GetRailIcon(engine, true, yr, image_type);
    00510     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
    00511     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
    00512
    00513     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);
    00514
    00515     DrawSprite(spritef, pal, preferred_x - 14, yf);
    00516     DrawSprite(spriter, pal, preferred_x + 15, yr);
    00517   } else {
    00518     SpriteID sprite = GetRailIcon(engine, false, y, image_type);
    00519     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00520     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));
    00521     DrawSprite(sprite, pal, preferred_x, y);
    00522   }
    00523 }
    00524
    00533 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
    00534 {
    00535   const RailVehicleInfo *rvi = &e->u.rail;
    00536
    00537   /* Check that the wagon can drive on the track in question */
    00538   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00539
    00540   if (flags & DC_EXEC) {
    00541     Train *v = new Train();
    00542     *ret = v;
    00543     v->spritenum = rvi->image_index;
    00544
    00545     v->engine_type = e->index;
    00546     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00547
    00548     DiagDirection dir = GetRailDepotDirection(tile);
    00549
    00550     v->direction = DiagDirToDir(dir);
    00551     v->tile = tile;
    00552
    00553     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00554     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00555
    00556     v->x_pos = x;
    00557     v->y_pos = y;
    00558     v->z_pos = GetSlopePixelZ(x, y);
    00559     v->owner = _current_company;
    00560     v->track = TRACK_BIT_DEPOT;
    00561     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00562
    00563     v->SetWagon();
    00564
    00565     v->SetFreeWagon();
    00566     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00567
    00568     v->cargo_type = e->GetDefaultCargoType();
    00569     v->cargo_cap = rvi->capacity;
    00570
    00571     v->railtype = rvi->railtype;
    00572
    00573     v->build_year = _cur_year;
    00574     v->cur_image = SPR_IMG_QUERY;
    00575     v->random_bits = VehicleRandomBits();
    00576
    00577     v->group_id = DEFAULT_GROUP;
    00578
    00579     AddArticulatedParts(v);
    00580
    00581     _new_vehicle_id = v->index;
    00582
    00583     VehicleUpdatePosition(v);
    00584     v->First()->ConsistChanged(false);
    00585     UpdateTrainGroupID(v->First());
    00586
    00587     CheckConsistencyOfArticulatedVehicle(v);
    00588
    00589     /* Try to connect the vehicle to one of free chains of wagons. */
    00590     Train *w;
    00591     FOR_ALL_TRAINS(w) {
    00592       if (w->tile == tile &&
    00593           w->IsFreeWagon() &&
    00594           w->engine_type == e->index &&
    00595           w->First() != v &&
    00596           !(w->vehstatus & VS_CRASHED)) {
    00597         DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00598         break;
    00599       }
    00600     }
    00601   }
    00602
    00603   return CommandCost();
    00604 }
    00605
    00607 static void NormalizeTrainVehInDepot(const Train *u)
    00608 {
    00609   const Train *v;
    00610   FOR_ALL_TRAINS(v) {
    00611     if (v->IsFreeWagon() && v->tile == u->tile &&
    00612         v->track == TRACK_BIT_DEPOT) {
    00613       if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
    00614           CMD_MOVE_RAIL_VEHICLE).Failed())
    00615         break;
    00616     }
    00617   }
    00618 }
    00619
    00620 static void AddRearEngineToMultiheadedTrain(Train *v)
    00621 {
    00622   Train *u = new Train();
    00623   v->value >>= 1;
    00624   u->value = v->value;
    00625   u->direction = v->direction;
    00626   u->owner = v->owner;
    00627   u->tile = v->tile;
    00628   u->x_pos = v->x_pos;
    00629   u->y_pos = v->y_pos;
    00630   u->z_pos = v->z_pos;
    00631   u->track = TRACK_BIT_DEPOT;
    00632   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00633   u->spritenum = v->spritenum + 1;
    00634   u->cargo_type = v->cargo_type;
    00635   u->cargo_subtype = v->cargo_subtype;
    00636   u->cargo_cap = v->cargo_cap;
    00637   u->railtype = v->railtype;
    00638   u->engine_type = v->engine_type;
    00639   u->build_year = v->build_year;
    00640   u->cur_image = SPR_IMG_QUERY;
    00641   u->random_bits = VehicleRandomBits();
    00642   v->SetMultiheaded();
    00643   u->SetMultiheaded();
    00644   v->SetNext(u);
    00645   VehicleUpdatePosition(u);
    00646
    00647   /* Now we need to link the front and rear engines together */
    00648   v->other_multiheaded_part = u;
    00649   u->other_multiheaded_part = v;
    00650 }
    00651
    00661 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
    00662 {
    00663   const RailVehicleInfo *rvi = &e->u.rail;
    00664
    00665   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
    00666
    00667   /* Check if depot and new engine uses the same kind of tracks *
    00668    * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
    00669   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00670
    00671   if (flags & DC_EXEC) {
    00672     DiagDirection dir = GetRailDepotDirection(tile);
    00673     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00674     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00675
    00676     Train *v = new Train();
    00677     *ret = v;
    00678     v->direction = DiagDirToDir(dir);
    00679     v->tile = tile;
    00680     v->owner = _current_company;
    00681     v->x_pos = x;
    00682     v->y_pos = y;
    00683     v->z_pos = GetSlopePixelZ(x, y);
    00684     v->track = TRACK_BIT_DEPOT;
    00685     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00686     v->spritenum = rvi->image_index;
    00687     v->cargo_type = e->GetDefaultCargoType();
    00688     v->cargo_cap = rvi->capacity;
    00689     v->last_station_visited = INVALID_STATION;
    00690     v->last_loading_station = INVALID_STATION;
    00691
    00692     v->engine_type = e->index;
    00693     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00694
    00695     v->reliability = e->reliability;
    00696     v->reliability_spd_dec = e->reliability_spd_dec;
    00697     v->max_age = e->GetLifeLengthInDays();
    00698
    00699     v->railtype = rvi->railtype;
    00700     _new_vehicle_id = v->index;
    00701
    00702     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
    00703     v->date_of_last_service = _date;
    00704     v->build_year = _cur_year;
    00705     v->cur_image = SPR_IMG_QUERY;
    00706     v->random_bits = VehicleRandomBits();
    00707
    00708     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00709
    00710     v->group_id = DEFAULT_GROUP;
    00711
    00712     v->SetFrontEngine();
    00713     v->SetEngine();
    00714
    00715     VehicleUpdatePosition(v);
    00716
    00717     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00718       AddRearEngineToMultiheadedTrain(v);
    00719     } else {
    00720       AddArticulatedParts(v);
    00721     }
    00722
    00723     v->ConsistChanged(false);
    00724     UpdateTrainGroupID(v);
    00725
    00726     if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00727       NormalizeTrainVehInDepot(v);
    00728     }
    00729
    00730     CheckConsistencyOfArticulatedVehicle(v);
    00731   }
    00732
    00733   return CommandCost();
    00734 }
    00735
    00736 static Train *FindGoodVehiclePos(const Train *src)
    00737 {
    00738   EngineID eng = src->engine_type;
    00739   TileIndex tile = src->tile;
    00740
    00741   Train *dst;
    00742   FOR_ALL_TRAINS(dst) {
    00743     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00744       /* check so all vehicles in the line have the same engine. */
    00745       Train *t = dst;
    00746       while (t->engine_type == eng) {
    00747         t = t->Next();
    00748         if (t == NULL) return dst;
    00749       }
    00750     }
    00751   }
    00752
    00753   return NULL;
    00754 }
    00755
    00757 typedef SmallVector<Train *, 16> TrainList;
    00758
    00764 static void MakeTrainBackup(TrainList &list, Train *t)
    00765 {
    00766   for (; t != NULL; t = t->Next()) *list.Append() = t;
    00767 }
    00768
    00773 static void RestoreTrainBackup(TrainList &list)
    00774 {
    00775   /* No train, nothing to do. */
    00776   if (list.Length() == 0) return;
    00777
    00778   Train *prev = NULL;
    00779   /* Iterate over the list and rebuild it. */
    00780   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    00781     Train *t = *iter;
    00782     if (prev != NULL) {
    00783       prev->SetNext(t);
    00784     } else if (t->Previous() != NULL) {
    00785       /* Make sure the head of the train is always the first in the chain. */
    00786       t->Previous()->SetNext(NULL);
    00787     }
    00788     prev = t;
    00789   }
    00790 }
    00791
    00797 static void RemoveFromConsist(Train *part, bool chain = false)
    00798 {
    00799   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    00800
    00801   /* Unlink at the front, but make it point to the next
    00802    * vehicle after the to be remove part. */
    00803   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    00804
    00805   /* Unlink at the back */
    00806   tail->SetNext(NULL);
    00807 }
    00808
    00814 static void InsertInConsist(Train *dst, Train *chain)
    00815 {
    00816   /* We do not want to add something in the middle of an articulated part. */
    00817   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    00818
    00819   chain->Last()->SetNext(dst->Next());
    00820   dst->SetNext(chain);
    00821 }
    00822
    00828 static void NormaliseDualHeads(Train *t)
    00829 {
    00830   for (; t != NULL; t = t->GetNextVehicle()) {
    00831     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    00832
    00833     /* Make sure that there are no free cars before next engine */
    00834     Train *u;
    00835     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    00836
    00837     if (u == t->other_multiheaded_part) continue;
    00838
    00839     /* Remove the part from the 'wrong' train */
    00840     RemoveFromConsist(t->other_multiheaded_part);
    00841     /* And add it to the 'right' train */
    00842     InsertInConsist(u, t->other_multiheaded_part);
    00843   }
    00844 }
    00845
    00850 static void NormaliseSubtypes(Train *chain)
    00851 {
    00852   /* Nothing to do */
    00853   if (chain == NULL) return;
    00854
    00855   /* We must be the first in the chain. */
    00856   assert(chain->Previous() == NULL);
    00857
    00858   /* Set the appropriate bits for the first in the chain. */
    00859   if (chain->IsWagon()) {
    00860     chain->SetFreeWagon();
    00861   } else {
    00862     assert(chain->IsEngine());
    00863     chain->SetFrontEngine();
    00864   }
    00865
    00866   /* Now clear the bits for the rest of the chain */
    00867   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    00868     t->ClearFreeWagon();
    00869     t->ClearFrontEngine();
    00870   }
    00871 }
    00872
    00882 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    00883 {
    00884   /* Just add 'new' engines and subtract the original ones.
    00885    * If that's less than or equal to 0 we can be sure we did
    00886    * not add any engines (read: trains) along the way. */
    00887   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    00888       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    00889       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    00890       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    00891     return CommandCost();
    00892   }
    00893
    00894   /* Get a free unit number and check whether it's within the bounds.
    00895    * There will always be a maximum of one new train. */
    00896   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    00897
    00898   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00899 }
    00900
    00906 static CommandCost CheckTrainAttachment(Train *t)
    00907 {
    00908   /* No multi-part train, no need to check. */
    00909   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    00910
    00911   /* The maximum length for a train. For each part we decrease this by one
    00912    * and if the result is negative the train is simply too long. */
    00913   int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
    00914
    00915   Train *head = t;
    00916   Train *prev = t;
    00917
    00918   /* Break the prev -> t link so it always holds within the loop. */
    00919   t = t->Next();
    00920   prev->SetNext(NULL);
    00921
    00922   /* Make sure the cache is cleared. */
    00923   head->InvalidateNewGRFCache();
    00924
    00925   while (t != NULL) {
    00926     allowed_len -= t->gcache.cached_veh_length;
    00927
    00928     Train *next = t->Next();
    00929
    00930     /* Unlink the to-be-added piece; it is already unlinked from the previous
    00931      * part due to the fact that the prev -> t link is broken. */
    00932     t->SetNext(NULL);
    00933
    00934     /* Don't check callback for articulated or rear dual headed parts */
    00935     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    00936       /* Back up and clear the first_engine data to avoid using wagon override group */
    00937       EngineID first_engine = t->gcache.first_engine;
    00938       t->gcache.first_engine = INVALID_ENGINE;
    00939
    00940       /* We don't want the cache to interfere. head's cache is cleared before
    00941        * the loop and after each callback does not need to be cleared here. */
    00942       t->InvalidateNewGRFCache();
    00943
    00944       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    00945
    00946       /* Restore original first_engine data */
    00947       t->gcache.first_engine = first_engine;
    00948
    00949       /* We do not want to remember any cached variables from the test run */
    00950       t->InvalidateNewGRFCache();
    00951       head->InvalidateNewGRFCache();
    00952
    00953       if (callback != CALLBACK_FAILED) {
    00954         /* A failing callback means everything is okay */
    00955         StringID error = STR_NULL;
    00956
    00957         if (head->GetGRF()->grf_version < 8) {
    00958           if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    00959           if (callback  < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    00960           if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
    00961         } else {
    00962           if (callback < 0x400) {
    00963             error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    00964           } else {
    00965             switch (callback) {
    00966               case 0x400: // allow if railtypes match (always the case for OpenTTD)
    00967               case 0x401: // allow
    00968                 break;
    00969
    00970               default:    // unknown reason -> disallow
    00971               case 0x402: // disallow attaching
    00972                 error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    00973                 break;
    00974             }
    00975           }
    00976         }
    00977
    00978         if (error != STR_NULL) return_cmd_error(error);
    00979       }
    00980     }
    00981
    00982     /* And link it to the new part. */
    00983     prev->SetNext(t);
    00984     prev = t;
    00985     t = next;
    00986   }
    00987
    00988   if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    00989   return CommandCost();
    00990 }
    00991
    01002 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
    01003 {
    01004   /* Check whether we may actually construct the trains. */
    01005   CommandCost ret = CheckTrainAttachment(src);
    01006   if (ret.Failed()) return ret;
    01007   ret = CheckTrainAttachment(dst);
    01008   if (ret.Failed()) return ret;
    01009
    01010   /* Check whether we need to build a new train. */
    01011   return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
    01012 }
    01013
    01022 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01023 {
    01024   /* First determine the front of the two resulting trains */
    01025   if (*src_head == *dst_head) {
    01026     /* If we aren't moving part(s) to a new train, we are just moving the
    01027      * front back and there is not destination head. */
    01028     *dst_head = NULL;
    01029   } else if (*dst_head == NULL) {
    01030     /* If we are moving to a new train the head of the move train would become
    01031      * the head of the new vehicle. */
    01032     *dst_head = src;
    01033   }
    01034
    01035   if (src == *src_head) {
    01036     /* If we are moving the front of a train then we are, in effect, creating
    01037      * a new head for the train. Point to that. Unless we are moving the whole
    01038      * train in which case there is not 'source' train anymore.
    01039      * In case we are a multiheaded part we want the complete thing to come
    01040      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01041      * that is followed by a rear multihead we do not want to include that. */
    01042     *src_head = move_chain ? NULL :
    01043         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01044   }
    01045
    01046   /* Now it's just simply removing the part that we are going to move from the
    01047    * source train and *if* the destination is a not a new train add the chain
    01048    * at the destination location. */
    01049   RemoveFromConsist(src, move_chain);
    01050   if (*dst_head != src) InsertInConsist(dst, src);
    01051
    01052   /* Now normalise the dual heads, that is move the dual heads around in such
    01053    * a way that the head and rear of a dual head are in the same train */
    01054   NormaliseDualHeads(*src_head);
    01055   NormaliseDualHeads(*dst_head);
    01056 }
    01057
    01063 static void NormaliseTrainHead(Train *head)
    01064 {
    01065   /* Not much to do! */
    01066   if (head == NULL) return;
    01067
    01068   /* Tell the 'world' the train changed. */
    01069   head->ConsistChanged(false);
    01070   UpdateTrainGroupID(head);
    01071
    01072   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01073   if (!head->IsFrontEngine()) return;
    01074
    01075   /* Update the refit button and window */
    01076   InvalidateWindowData(WC_VEHICLE_REFIT, head->index);
    01077   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
    01078
    01079   /* If we don't have a unit number yet, set one. */
    01080   if (head->unitnumber != 0) return;
    01081   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01082 }
    01083
    01096 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01097 {
    01098   VehicleID s = GB(p1, 0, 20);
    01099   VehicleID d = GB(p2, 0, 20);
    01100   bool move_chain = HasBit(p1, 20);
    01101
    01102   Train *src = Train::GetIfValid(s);
    01103   if (src == NULL) return CMD_ERROR;
    01104
    01105   CommandCost ret = CheckOwnership(src->owner);
    01106   if (ret.Failed()) return ret;
    01107
    01108   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01109   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01110
    01111   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01112   Train *dst;
    01113   if (d == INVALID_VEHICLE) {
    01114     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01115   } else {
    01116     dst = Train::GetIfValid(d);
    01117     if (dst == NULL) return CMD_ERROR;
    01118
    01119     CommandCost ret = CheckOwnership(dst->owner);
    01120     if (ret.Failed()) return ret;
    01121
    01122     /* Do not allow appending to crashed vehicles, too */
    01123     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01124   }
    01125
    01126   /* if an articulated part is being handled, deal with its parent vehicle */
    01127   src = src->GetFirstEnginePart();
    01128   if (dst != NULL) {
    01129     dst = dst->GetFirstEnginePart();
    01130   }
    01131
    01132   /* don't move the same vehicle.. */
    01133   if (src == dst) return CommandCost();
    01134
    01135   /* locate the head of the two chains */
    01136   Train *src_head = src->First();
    01137   Train *dst_head;
    01138   if (dst != NULL) {
    01139     dst_head = dst->First();
    01140     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01141     /* Now deal with articulated part of destination wagon */
    01142     dst = dst->GetLastEnginePart();
    01143   } else {
    01144     dst_head = NULL;
    01145   }
    01146
    01147   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01148
    01149   /* When moving all wagons, we can't have the same src_head and dst_head */
    01150   if (move_chain && src_head == dst_head) return CommandCost();
    01151
    01152   /* When moving a multiheaded part to be place after itself, bail out. */
    01153   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01154
    01155   /* Check if all vehicles in the source train are stopped inside a depot. */
    01156   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01157
    01158   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01159   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01160
    01161   /* First make a backup of the order of the trains. That way we can do
    01162    * whatever we want with the order and later on easily revert. */
    01163   TrainList original_src;
    01164   TrainList original_dst;
    01165
    01166   MakeTrainBackup(original_src, src_head);
    01167   MakeTrainBackup(original_dst, dst_head);
    01168
    01169   /* Also make backup of the original heads as ArrangeTrains can change them.
    01170    * For the destination head we do not care if it is the same as the source
    01171    * head because in that case it's just a copy. */
    01172   Train *original_src_head = src_head;
    01173   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01174
    01175   /* We want this information from before the rearrangement, but execute this after the validation. */
    01176   bool original_src_head_front_engine = original_src_head != NULL && original_src_head->IsFrontEngine();
    01177   bool original_dst_head_front_engine = original_dst_head != NULL && original_dst_head->IsFrontEngine();
    01178
    01179   /* (Re)arrange the trains in the wanted arrangement. */
    01180   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01181
    01182   if ((flags & DC_AUTOREPLACE) == 0) {
    01183     /* If the autoreplace flag is set we do not need to test for the validity
    01184      * because we are going to revert the train to its original state. As we
    01185      * assume the original state was correct autoreplace can skip this. */
    01186     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
    01187     if (ret.Failed()) {
    01188       /* Restore the train we had. */
    01189       RestoreTrainBackup(original_src);
    01190       RestoreTrainBackup(original_dst);
    01191       return ret;
    01192     }
    01193   }
    01194
    01195   /* do it? */
    01196   if (flags & DC_EXEC) {
    01197     /* Remove old heads from the statistics */
    01198     if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
    01199     if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
    01200
    01201     /* First normalise the sub types of the chains. */
    01202     NormaliseSubtypes(src_head);
    01203     NormaliseSubtypes(dst_head);
    01204
    01205     /* There are 14 different cases:
    01206      *  1) front engine gets moved to a new train, it stays a front engine.
    01207      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01208      *     b) the 'next' part is an engine that becomes a front engine.
    01209      *     c) there is no 'next' part, nothing else happens
    01210      *  2) front engine gets moved to another train, it is not a front engine anymore
    01211      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01212      *     b) the 'next' part is an engine that becomes a front engine.
    01213      *     c) there is no 'next' part, nothing else happens
    01214      *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
    01215      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01216      *     b) the 'next' part is an engine that becomes a front engine.
    01217      *  4) free wagon gets moved
    01218      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01219      *     b) the 'next' part is an engine that becomes a front engine.
    01220      *     c) there is no 'next' part, nothing else happens
    01221      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01222      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01223      *  7) wagon gets moved, nothing happens
    01224      */
    01225     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01226       /* Cases #2 and #3: the front engine gets trashed. */
    01227       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01228       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01229       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01230       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01231       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01232       SetWindowDirty(WC_COMPANY, _current_company);
    01233
    01234       /* Delete orders, group stuff and the unit number as we're not the
    01235        * front of any vehicle anymore. */
    01236       DeleteVehicleOrders(src);
    01237       RemoveVehicleFromGroup(src);
    01238       src->unitnumber = 0;
    01239     }
    01240
    01241     /* We weren't a front engine but are becoming one. So
    01242      * we should be put in the default group. */
    01243     if (original_src_head != src && dst_head == src) {
    01244       SetTrainGroupID(src, DEFAULT_GROUP);
    01245       SetWindowDirty(WC_COMPANY, _current_company);
    01246     }
    01247
    01248     /* Add new heads to statistics */
    01249     if (src_head != NULL && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
    01250     if (dst_head != NULL && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
    01251
    01252     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01253     NormaliseTrainHead(src_head);
    01254     NormaliseTrainHead(dst_head);
    01255
    01256     if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
    01257       CheckCargoCapacity(src_head);
    01258       CheckCargoCapacity(dst_head);
    01259     }
    01260
    01261     /* We are undoubtedly changing something in the depot and train list. */
    01262     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01263     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01264   } else {
    01265     /* We don't want to execute what we're just tried. */
    01266     RestoreTrainBackup(original_src);
    01267     RestoreTrainBackup(original_dst);
    01268   }
    01269
    01270   return CommandCost();
    01271 }
    01272
    01284 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
    01285 {
    01286   /* Check if we deleted a vehicle window */
    01287   Window *w = NULL;
    01288
    01289   /* Sell a chain of vehicles or not? */
    01290   bool sell_chain = HasBit(data, 0);
    01291
    01292   Train *v = Train::From(t)->GetFirstEnginePart();
    01293   Train *first = v->First();
    01294
    01295   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01296
    01297   /* First make a backup of the order of the train. That way we can do
    01298    * whatever we want with the order and later on easily revert. */
    01299   TrainList original;
    01300   MakeTrainBackup(original, first);
    01301
    01302   /* We need to keep track of the new head and the head of what we're going to sell. */
    01303   Train *new_head = first;
    01304   Train *sell_head = NULL;
    01305
    01306   /* Split the train in the wanted way. */
    01307   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01308
    01309   /* We don't need to validate the second train; it's going to be sold. */
    01310   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
    01311   if (ret.Failed()) {
    01312     /* Restore the train we had. */
    01313     RestoreTrainBackup(original);
    01314     return ret;
    01315   }
    01316
    01317   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01318   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01319
    01320   if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
    01321     return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
    01322   }
    01323
    01324   /* do it? */
    01325   if (flags & DC_EXEC) {
    01326     /* First normalise the sub types of the chain. */
    01327     NormaliseSubtypes(new_head);
    01328
    01329     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01330       /* We are selling the front engine. In this case we want to
    01331        * 'give' the order, unit number and such to the new head. */
    01332       new_head->orders.list = first->orders.list;
    01333       new_head->AddToShared(first);
    01334       DeleteVehicleOrders(first);
    01335
    01336       /* Copy other important data from the front engine */
    01337       new_head->CopyVehicleConfigAndStatistics(first);
    01338       GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
    01339
    01340       /* If we deleted a window then open a new one for the 'new' train */
    01341       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
    01342     } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
    01343       OrderBackup::Backup(v, user);
    01344     }
    01345
    01346     /* We need to update the information about the train. */
    01347     NormaliseTrainHead(new_head);
    01348
    01349     /* We are undoubtedly changing something in the depot and train list. */
    01350     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01351     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01352
    01353     /* Actually delete the sold 'goods' */
    01354     delete sell_head;
    01355   } else {
    01356     /* We don't want to execute what we're just tried. */
    01357     RestoreTrainBackup(original);
    01358   }
    01359
    01360   return cost;
    01361 }
    01362
    01363 void Train::UpdateDeltaXY(Direction direction)
    01364 {
    01365   /* Set common defaults. */
    01366   this->x_offs    = -1;
    01367   this->y_offs    = -1;
    01368   this->x_extent  =  3;
    01369   this->y_extent  =  3;
    01370   this->z_extent  =  6;
    01371   this->x_bb_offs =  0;
    01372   this->y_bb_offs =  0;
    01373
    01374   if (!IsDiagonalDirection(direction)) {
    01375     static const int _sign_table[] =
    01376     {
    01377       // x, y
    01378       -1, -1, // DIR_N
    01379       -1,  1, // DIR_E
    01380        1,  1, // DIR_S
    01381        1, -1, // DIR_W
    01382     };
    01383
    01384     int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
    01385
    01386     /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
    01387     this->x_offs -= half_shorten * _sign_table[direction];
    01388     this->y_offs -= half_shorten * _sign_table[direction + 1];
    01389     this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
    01390     this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
    01391   } else {
    01392     switch (direction) {
    01393         /* Shorten southern corner of the bounding box according the vehicle length
    01394          * and center the bounding box on the vehicle. */
    01395       case DIR_NE:
    01396         this->x_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01397         this->x_extent  = this->gcache.cached_veh_length - 1;
    01398         this->x_bb_offs = -1;
    01399         break;
    01400
    01401       case DIR_NW:
    01402         this->y_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01403         this->y_extent  = this->gcache.cached_veh_length - 1;
    01404         this->y_bb_offs = -1;
    01405         break;
    01406
    01407         /* Move northern corner of the bounding box down according to vehicle length
    01408          * and center the bounding box on the vehicle. */
    01409       case DIR_SW:
    01410         this->x_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01411         this->x_extent  = VEHICLE_LENGTH - 1;
    01412         this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01413         break;
    01414
    01415       case DIR_SE:
    01416         this->y_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01417         this->y_extent  = VEHICLE_LENGTH - 1;
    01418         this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01419         break;
    01420
    01421       default:
    01422         NOT_REACHED();
    01423     }
    01424   }
    01425 }
    01426
    01431 static void MarkTrainAsStuck(Train *v)
    01432 {
    01433   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01434     /* It is the first time the problem occurred, set the "train stuck" flag. */
    01435     SetBit(v->flags, VRF_TRAIN_STUCK);
    01436
    01437     v->wait_counter = 0;
    01438
    01439     /* Stop train */
    01440     v->cur_speed = 0;
    01441     v->subspeed = 0;
    01442     v->SetLastSpeed();
    01443
    01444     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01445   }
    01446 }
    01447
    01455 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01456 {
    01457   uint16 flag1 = *swap_flag1;
    01458   uint16 flag2 = *swap_flag2;
    01459
    01460   /* Clear the flags */
    01461   ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
    01462   ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01463   ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
    01464   ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01465
    01466   /* Reverse the rail-flags (if needed) */
    01467   if (HasBit(flag1, GVF_GOINGUP_BIT)) {
    01468     SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01469   } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
    01470     SetBit(*swap_flag2, GVF_GOINGUP_BIT);
    01471   }
    01472   if (HasBit(flag2, GVF_GOINGUP_BIT)) {
    01473     SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01474   } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
    01475     SetBit(*swap_flag1, GVF_GOINGUP_BIT);
    01476   }
    01477 }
    01478
    01483 static void UpdateStatusAfterSwap(Train *v)
    01484 {
    01485   /* Reverse the direction. */
    01486   if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
    01487
    01488   /* Call the proper EnterTile function unless we are in a wormhole. */
    01489   if (v->track != TRACK_BIT_WORMHOLE) {
    01490     VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
    01491   } else {
    01492     /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
    01493      * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
    01494      * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
    01495      * when we shouldn't have. Check if this is the case. */
    01496     TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
    01497     if (IsTileType(vt, MP_TUNNELBRIDGE)) {
    01498       VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
    01499       if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
    01500         /* We have just left the wormhole, possibly set the
    01501          * "goingdown" bit. UpdateInclination() can be used
    01502          * because we are at the border of the tile. */
    01503         VehicleUpdatePosition(v);
    01504         v->UpdateInclination(true, true);
    01505         return;
    01506       }
    01507     }
    01508   }
    01509
    01510   VehicleUpdatePosition(v);
    01511   v->UpdateViewport(true, true);
    01512 }
    01513
    01520 void ReverseTrainSwapVeh(Train *v, int l, int r)
    01521 {
    01522   Train *a, *b;
    01523
    01524   /* locate vehicles to swap */
    01525   for (a = v; l != 0; l--) a = a->Next();
    01526   for (b = v; r != 0; r--) b = b->Next();
    01527
    01528   if (a != b) {
    01529     /* swap the hidden bits */
    01530     {
    01531       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
    01532       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
    01533       a->vehstatus = tmp;
    01534     }
    01535
    01536     Swap(a->track, b->track);
    01537     Swap(a->direction, b->direction);
    01538     Swap(a->x_pos, b->x_pos);
    01539     Swap(a->y_pos, b->y_pos);
    01540     Swap(a->tile,  b->tile);
    01541     Swap(a->z_pos, b->z_pos);
    01542
    01543     SwapTrainFlags(&a->gv_flags, &b->gv_flags);
    01544
    01545     UpdateStatusAfterSwap(a);
    01546     UpdateStatusAfterSwap(b);
    01547   } else {
    01548     /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
    01549      * This is a little bit redundant way, a->gv_flags will
    01550      * be (re)set twice, but it reduces code duplication */
    01551     SwapTrainFlags(&a->gv_flags, &a->gv_flags);
    01552     UpdateStatusAfterSwap(a);
    01553   }
    01554 }
    01555
    01556
    01562 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01563 {
    01564   return (v->type == VEH_TRAIN) ? v : NULL;
    01565 }
    01566
    01567
    01574 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01575 {
    01576   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01577
    01578   Train *t = Train::From(v);
    01579   if (!t->IsFrontEngine()) return NULL;
    01580
    01581   TileIndex tile = *(TileIndex *)data;
    01582
    01583   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01584
    01585   return t;
    01586 }
    01587
    01588
    01595 static bool TrainApproachingCrossing(TileIndex tile)
    01596 {
    01597   assert(IsLevelCrossingTile(tile));
    01598
    01599   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01600   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01601
    01602   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01603
    01604   dir = ReverseDiagDir(dir);
    01605   tile_from = tile + TileOffsByDiagDir(dir);
    01606
    01607   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01608 }
    01609
    01610
    01617 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01618 {
    01619   assert(IsLevelCrossingTile(tile));
    01620
    01621   /* train on crossing || train approaching crossing || reserved */
    01622   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
    01623
    01624   if (new_state != IsCrossingBarred(tile)) {
    01625     if (new_state && sound) {
    01626       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01627     }
    01628     SetCrossingBarred(tile, new_state);
    01629     MarkTileDirtyByTile(tile);
    01630   }
    01631 }
    01632
    01633
    01639 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01640 {
    01641   if (!IsCrossingBarred(tile)) {
    01642     BarCrossing(tile);
    01643     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01644     MarkTileDirtyByTile(tile);
    01645   }
    01646 }
    01647
    01648
    01654 static void AdvanceWagonsBeforeSwap(Train *v)
    01655 {
    01656   Train *base = v;
    01657   Train *first = base; // first vehicle to move
    01658   Train *last = v->Last(); // last vehicle to move
    01659   uint length = CountVehiclesInChain(v);
    01660
    01661   while (length > 2) {
    01662     last = last->Previous();
    01663     first = first->Next();
    01664
    01665     int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
    01666
    01667     /* do not update images now
    01668      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01669     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01670
    01671     base = first; // == base->Next()
    01672     length -= 2;
    01673   }
    01674 }
    01675
    01676
    01682 static void AdvanceWagonsAfterSwap(Train *v)
    01683 {
    01684   /* first of all, fix the situation when the train was entering a depot */
    01685   Train *dep = v; // last vehicle in front of just left depot
    01686   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01687     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01688   }
    01689
    01690   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01691
    01692   if (leave != NULL) {
    01693     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01694     int d = TicksToLeaveDepot(dep);
    01695
    01696     if (d <= 0) {
    01697       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01698       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01699       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01700     }
    01701   } else {
    01702     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01703   }
    01704
    01705   Train *base = v;
    01706   Train *first = base; // first vehicle to move
    01707   Train *last = v->Last(); // last vehicle to move
    01708   uint length = CountVehiclesInChain(v);
    01709
    01710   /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
    01711    * they have already correct spacing, so we have to make sure they are moved how they should */
    01712   bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
    01713
    01714   while (length > 2) {
    01715     /* we reached vehicle (originally) in front of a depot, stop now
    01716      * (we would move wagons that are already moved with new wagon length). */
    01717     if (base == dep) break;
    01718
    01719     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01720     if (last == dep) nomove = true;
    01721
    01722     last = last->Previous();
    01723     first = first->Next();
    01724
    01725     int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
    01726
    01727     /* do not update images now */
    01728     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01729
    01730     base = first; // == base->Next()
    01731     length -= 2;
    01732   }
    01733 }
    01734
    01739 void ReverseTrainDirection(Train *v)
    01740 {
    01741   if (IsRailDepotTile(v->tile)) {
    01742     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01743   }
    01744
    01745   /* Clear path reservation in front if train is not stuck. */
    01746   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01747
    01748   /* Check if we were approaching a rail/road-crossing */
    01749   TileIndex crossing = TrainApproachingCrossingTile(v);
    01750
    01751   /* count number of vehicles */
    01752   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01753
    01754   AdvanceWagonsBeforeSwap(v);
    01755
    01756   /* swap start<>end, start+1<>end-1, ... */
    01757   int l = 0;
    01758   do {
    01759     ReverseTrainSwapVeh(v, l++, r--);
    01760   } while (l <= r);
    01761
    01762   AdvanceWagonsAfterSwap(v);
    01763
    01764   if (IsRailDepotTile(v->tile)) {
    01765     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01766   }
    01767
    01768   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01769
    01770   ClrBit(v->flags, VRF_REVERSING);
    01771
    01772   /* recalculate cached data */
    01773   v->ConsistChanged(true);
    01774
    01775   /* update all images */
    01776   for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01777
    01778   /* update crossing we were approaching */
    01779   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01780
    01781   /* maybe we are approaching crossing now, after reversal */
    01782   crossing = TrainApproachingCrossingTile(v);
    01783   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01784
    01785   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01786   if (v->track == TRACK_BIT_DEPOT) {
    01787     /* Can't be stuck here as inside a depot is always a safe tile. */
    01788     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01789     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01790     return;
    01791   }
    01792
    01793   /* TrainExitDir does not always produce the desired dir for depots and
    01794    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01795   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01796   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01797
    01798   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01799     /* If we are currently on a tile with conventional signals, we can't treat the
    01800      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01801     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01802       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01803       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01804
    01805     /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
    01806     if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
    01807
    01808     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01809     if (TryPathReserve(v, false, first_tile_okay)) {
    01810       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01811       CheckNextTrainTile(v);
    01812     } else if (v->current_order.GetType() != OT_LOADING) {
    01813       /* Do not wait for a way out when we're still loading */
    01814       MarkTrainAsStuck(v);
    01815     }
    01816   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01817     /* A train not inside a PBS block can't be stuck. */
    01818     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01819     v->wait_counter = 0;
    01820   }
    01821 }
    01822
    01832 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01833 {
    01834   Train *v = Train::GetIfValid(p1);
    01835   if (v == NULL) return CMD_ERROR;
    01836
    01837   CommandCost ret = CheckOwnership(v->owner);
    01838   if (ret.Failed()) return ret;
    01839
    01840   if (p2 != 0) {
    01841     /* turn a single unit around */
    01842
    01843     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01844       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01845     }
    01846     if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
    01847
    01848     Train *front = v->First();
    01849     /* make sure the vehicle is stopped in the depot */
    01850     if (!front->IsStoppedInDepot()) {
    01851       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01852     }
    01853
    01854     if (flags & DC_EXEC) {
    01855       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01856
    01857       front->ConsistChanged(false);
    01858       SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    01859       SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01860       SetWindowDirty(WC_VEHICLE_VIEW, front->index);
    01861       SetWindowClassesDirty(WC_TRAINS_LIST);
    01862     }
    01863   } else {
    01864     /* turn the whole train around */
    01865     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
    01866
    01867     if (flags & DC_EXEC) {
    01868       /* Properly leave the station if we are loading and won't be loading anymore */
    01869       if (v->current_order.IsType(OT_LOADING)) {
    01870         const Vehicle *last = v;
    01871         while (last->Next() != NULL) last = last->Next();
    01872
    01873         /* not a station || different station --> leave the station */
    01874         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    01875           v->LeaveStation();
    01876         }
    01877       }
    01878
    01879       /* We cancel any 'skip signal at dangers' here */
    01880       v->force_proceed = TFP_NONE;
    01881       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01882
    01883       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
    01884         ToggleBit(v->flags, VRF_REVERSING);
    01885       } else {
    01886         v->cur_speed = 0;
    01887         v->SetLastSpeed();
    01888         HideFillingPercent(&v->fill_percent_te_id);
    01889         ReverseTrainDirection(v);
    01890       }
    01891     }
    01892   }
    01893   return CommandCost();
    01894 }
    01895
    01905 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01906 {
    01907   Train *t = Train::GetIfValid(p1);
    01908   if (t == NULL) return CMD_ERROR;
    01909
    01910   if (!t->IsPrimaryVehicle()) return CMD_ERROR;
    01911
    01912   CommandCost ret = CheckOwnership(t->owner);
    01913   if (ret.Failed()) return ret;
    01914
    01915
    01916   if (flags & DC_EXEC) {
    01917     /* If we are forced to proceed, cancel that order.
    01918      * If we are marked stuck we would want to force the train
    01919      * to proceed to the next signal. In the other cases we
    01920      * would like to pass the signal at danger and run till the
    01921      * next signal we encounter. */
    01922     t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
    01923     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    01924   }
    01925
    01926   return CommandCost();
    01927 }
    01928
    01936 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    01937 {
    01938   assert(!(v->vehstatus & VS_CRASHED));
    01939
    01940   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    01941
    01942   PBSTileInfo origin = FollowTrainReservation(v);
    01943   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    01944
    01945   switch (_settings_game.pf.pathfinder_for_trains) {
    01946     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    01947     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    01948
    01949     default: NOT_REACHED();
    01950   }
    01951 }
    01952
    01960 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    01961 {
    01962   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    01963   if (tfdd.best_length == UINT_MAX) return false;
    01964
    01965   if (location    != NULL) *location    = tfdd.tile;
    01966   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    01967   if (reverse     != NULL) *reverse     = tfdd.reverse;
    01968
    01969   return true;
    01970 }
    01971
    01973 void Train::PlayLeaveStationSound() const
    01974 {
    01975   static const SoundFx sfx[] = {
    01976     SND_04_TRAIN,
    01977     SND_0A_TRAIN_HORN,
    01978     SND_0A_TRAIN_HORN,
    01979     SND_47_MAGLEV_2,
    01980     SND_41_MAGLEV
    01981   };
    01982
    01983   if (PlayVehicleSound(this, VSE_START)) return;
    01984
    01985   EngineID engtype = this->engine_type;
    01986   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    01987 }
    01988
    01993 static void CheckNextTrainTile(Train *v)
    01994 {
    01995   /* Don't do any look-ahead if path_backoff_interval is 255. */
    01996   if (_settings_game.pf.path_backoff_interval == 255) return;
    01997
    01998   /* Exit if we are inside a depot. */
    01999   if (v->track == TRACK_BIT_DEPOT) return;
    02000
    02001   switch (v->current_order.GetType()) {
    02002     /* Exit if we reached our destination depot. */
    02003     case OT_GOTO_DEPOT:
    02004       if (v->tile == v->dest_tile) return;
    02005       break;
    02006
    02007     case OT_GOTO_WAYPOINT:
    02008       /* If we reached our waypoint, make sure we see that. */
    02009       if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
    02010       break;
    02011
    02012     case OT_NOTHING:
    02013     case OT_LEAVESTATION:
    02014     case OT_LOADING:
    02015       /* Exit if the current order doesn't have a destination, but the train has orders. */
    02016       if (v->GetNumOrders() > 0) return;
    02017       break;
    02018
    02019     default:
    02020       break;
    02021   }
    02022   /* Exit if we are on a station tile and are going to stop. */
    02023   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    02024
    02025   Trackdir td = v->GetVehicleTrackdir();
    02026
    02027   /* On a tile with a red non-pbs signal, don't look ahead. */
    02028   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    02029       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    02030       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    02031
    02032   CFollowTrackRail ft(v);
    02033   if (!ft.Follow(v->tile, td)) return;
    02034
    02035   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    02036     /* Next tile is not reserved. */
    02037     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02038       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    02039         /* If the next tile is a PBS signal, try to make a reservation. */
    02040         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02041         if (_settings_game.pf.forbid_90_deg) {
    02042           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    02043         }
    02044         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    02045       }
    02046     }
    02047   }
    02048 }
    02049
    02055 static bool CheckTrainStayInDepot(Train *v)
    02056 {
    02057   /* bail out if not all wagons are in the same depot or not in a depot at all */
    02058   for (const Train *u = v; u != NULL; u = u->Next()) {
    02059     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    02060   }
    02061
    02062   /* if the train got no power, then keep it in the depot */
    02063   if (v->gcache.cached_power == 0) {
    02064     v->vehstatus |= VS_STOPPED;
    02065     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    02066     return true;
    02067   }
    02068
    02069   SigSegState seg_state;
    02070
    02071   if (v->force_proceed == TFP_NONE) {
    02072     /* force proceed was not pressed */
    02073     if (++v->wait_counter < 37) {
    02074       SetWindowClassesDirty(WC_TRAINS_LIST);
    02075       return true;
    02076     }
    02077
    02078     v->wait_counter = 0;
    02079
    02080     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02081     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02082       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02083       SetWindowClassesDirty(WC_TRAINS_LIST);
    02084       return true;
    02085     }
    02086   } else {
    02087     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02088   }
    02089
    02090   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02091   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02092     /* We need to have a reservation for this to work. */
    02093     if (HasDepotReservation(v->tile)) return true;
    02094     SetDepotReservation(v->tile, true);
    02095     VehicleEnterDepot(v);
    02096     return true;
    02097   }
    02098
    02099   /* Only leave when we can reserve a path to our destination. */
    02100   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
    02101     /* No path and no force proceed. */
    02102     SetWindowClassesDirty(WC_TRAINS_LIST);
    02103     MarkTrainAsStuck(v);
    02104     return true;
    02105   }
    02106
    02107   SetDepotReservation(v->tile, true);
    02108   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02109
    02110   VehicleServiceInDepot(v);
    02111   SetWindowClassesDirty(WC_TRAINS_LIST);
    02112   v->PlayLeaveStationSound();
    02113
    02114   v->track = TRACK_BIT_X;
    02115   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02116
    02117   v->vehstatus &= ~VS_HIDDEN;
    02118   v->cur_speed = 0;
    02119
    02120   v->UpdateViewport(true, true);
    02121   VehicleUpdatePosition(v);
    02122   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02123   v->UpdateAcceleration();
    02124   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02125
    02126   return false;
    02127 }
    02128
    02135 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02136 {
    02137   DiagDirection dir = TrackdirToExitdir(track_dir);
    02138
    02139   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02140     /* Are we just leaving a tunnel/bridge? */
    02141     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02142       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02143
    02144       if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
    02145         /* Free the reservation only if no other train is on the tiles. */
    02146         SetTunnelBridgeReservation(tile, false);
    02147         SetTunnelBridgeReservation(end, false);
    02148
    02149         if (_settings_client.gui.show_track_reservation) {
    02150           MarkTileDirtyByTile(tile);
    02151           MarkTileDirtyByTile(end);
    02152         }
    02153       }
    02154     }
    02155   } else if (IsRailStationTile(tile)) {
    02156     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02157     /* If the new tile is not a further tile of the same station, we
    02158      * clear the reservation for the whole platform. */
    02159     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02160       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02161     }
    02162   } else {
    02163     /* Any other tile */
    02164     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02165   }
    02166 }
    02167
    02174 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02175 {
    02176   assert(v->IsFrontEngine());
    02177
    02178   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02179   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02180   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02181   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02182
    02183   /* Can't be holding a reservation if we enter a depot. */
    02184   if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
    02185   if (v->track == TRACK_BIT_DEPOT) {
    02186     /* Front engine is in a depot. We enter if some part is not in the depot. */
    02187     for (const Train *u = v; u != NULL; u = u->Next()) {
    02188       if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
    02189     }
    02190   }
    02191   /* Don't free reservation if it's not ours. */
    02192   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02193
    02194   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02195   while (ft.Follow(tile, td)) {
    02196     tile = ft.m_new_tile;
    02197     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02198     td = RemoveFirstTrackdir(&bits);
    02199     assert(bits == TRACKDIR_BIT_NONE);
    02200
    02201     if (!IsValidTrackdir(td)) break;
    02202
    02203     if (IsTileType(tile, MP_RAILWAY)) {
    02204       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02205         /* Conventional signal along trackdir: remove reservation and stop. */
    02206         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02207         break;
    02208       }
    02209       if (HasPbsSignalOnTrackdir(tile, td)) {
    02210         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02211           /* Red PBS signal? Can't be our reservation, would be green then. */
    02212           break;
    02213         } else {
    02214           /* Turn the signal back to red. */
    02215           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02216           MarkTileDirtyByTile(tile);
    02217         }
    02218       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02219         break;
    02220       }
    02221     }
    02222
    02223     /* Don't free first station/bridge/tunnel if we are on it. */
    02224     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);
    02225
    02226     free_tile = true;
    02227   }
    02228 }
    02229
    02230 static const byte _initial_tile_subcoord[6][4][3] = {
    02231 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02232 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02233 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02234 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02235 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02236 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02237 };
    02238
    02251 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
    02252 {
    02253   switch (_settings_game.pf.pathfinder_for_trains) {
    02254     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02255     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02256
    02257     default: NOT_REACHED();
    02258   }
    02259 }
    02260
    02266 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02267 {
    02268   PBSTileInfo origin = FollowTrainReservation(v);
    02269
    02270   CFollowTrackRail ft(v);
    02271
    02272   TileIndex tile = origin.tile;
    02273   Trackdir  cur_td = origin.trackdir;
    02274   while (ft.Follow(tile, cur_td)) {
    02275     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02276       /* Possible signal tile. */
    02277       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02278     }
    02279
    02280     if (_settings_game.pf.forbid_90_deg) {
    02281       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02282       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02283     }
    02284
    02285     /* Station, depot or waypoint are a possible target. */
    02286     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02287     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02288       /* Choice found or possible target encountered.
    02289        * On finding a possible target, we need to stop and let the pathfinder handle the
    02290        * remaining path. This is because we don't know if this target is in one of our
    02291        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02292        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02293        * a wrong path not leading to our next destination. */
    02294       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02295
    02296       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02297        * actually starts its search at the first unreserved tile. */
    02298       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02299
    02300       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02301       if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02302       if (enterdir != NULL) *enterdir = ft.m_exitdir;
    02303       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02304     }
    02305
    02306     tile = ft.m_new_tile;
    02307     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02308
    02309     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02310       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02311       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02312       /* Safe position is all good, path valid and okay. */
    02313       return PBSTileInfo(tile, cur_td, true);
    02314     }
    02315
    02316     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02317   }
    02318
    02319   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02320     /* End of line, path valid and okay. */
    02321     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02322   }
    02323
    02324   /* Sorry, can't reserve path, back out. */
    02325   tile = origin.tile;
    02326   cur_td = origin.trackdir;
    02327   TileIndex stopped = ft.m_old_tile;
    02328   Trackdir  stopped_td = ft.m_old_td;
    02329   while (tile != stopped || cur_td != stopped_td) {
    02330     if (!ft.Follow(tile, cur_td)) break;
    02331
    02332     if (_settings_game.pf.forbid_90_deg) {
    02333       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02334       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02335     }
    02336     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02337
    02338     tile = ft.m_new_tile;
    02339     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02340
    02341     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02342   }
    02343
    02344   /* Path invalid. */
    02345   return PBSTileInfo();
    02346 }
    02347
    02358 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02359 {
    02360   switch (_settings_game.pf.pathfinder_for_trains) {
    02361     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02362     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02363
    02364     default: NOT_REACHED();
    02365   }
    02366 }
    02367
    02369 class VehicleOrderSaver {
    02370 private:
    02371   Train          *v;
    02372   Order          old_order;
    02373   TileIndex      old_dest_tile;
    02374   StationID      old_last_station_visited;
    02375   VehicleOrderID index;
    02376   bool           suppress_implicit_orders;
    02377
    02378 public:
    02379   VehicleOrderSaver(Train *_v) :
    02380     v(_v),
    02381     old_order(_v->current_order),
    02382     old_dest_tile(_v->dest_tile),
    02383     old_last_station_visited(_v->last_station_visited),
    02384     index(_v->cur_real_order_index),
    02385     suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
    02386   {
    02387   }
    02388
    02389   ~VehicleOrderSaver()
    02390   {
    02391     this->v->current_order = this->old_order;
    02392     this->v->dest_tile = this->old_dest_tile;
    02393     this->v->last_station_visited = this->old_last_station_visited;
    02394     SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
    02395   }
    02396
    02402   bool SwitchToNextOrder(bool skip_first)
    02403   {
    02404     if (this->v->GetNumOrders() == 0) return false;
    02405
    02406     if (skip_first) ++this->index;
    02407
    02408     int depth = 0;
    02409
    02410     do {
    02411       /* Wrap around. */
    02412       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02413
    02414       Order *order = this->v->GetOrder(this->index);
    02415       assert(order != NULL);
    02416
    02417       switch (order->GetType()) {
    02418         case OT_GOTO_DEPOT:
    02419           /* Skip service in depot orders when the train doesn't need service. */
    02420           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02421         case OT_GOTO_STATION:
    02422         case OT_GOTO_WAYPOINT:
    02423           this->v->current_order = *order;
    02424           return UpdateOrderDest(this->v, order, 0, true);
    02425         case OT_CONDITIONAL: {
    02426           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02427           if (next != INVALID_VEH_ORDER_ID) {
    02428             depth++;
    02429             this->index = next;
    02430             /* Don't increment next, so no break here. */
    02431             continue;
    02432           }
    02433           break;
    02434         }
    02435         default:
    02436           break;
    02437       }
    02438       /* Don't increment inside the while because otherwise conditional
    02439        * orders can lead to an infinite loop. */
    02440       ++this->index;
    02441       depth++;
    02442     } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
    02443
    02444     return false;
    02445   }
    02446 };
    02447
    02448 /* choose a track */
    02449 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02450 {
    02451   Track best_track = INVALID_TRACK;
    02452   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02453   bool changed_signal = false;
    02454
    02455   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02456
    02457   if (got_reservation != NULL) *got_reservation = false;
    02458
    02459   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02460   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02461   /* Do we have a suitable reserved track? */
    02462   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02463
    02464   /* Quick return in case only one possible track is available */
    02465   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02466     Track track = FindFirstTrack(tracks);
    02467     /* We need to check for signals only here, as a junction tile can't have signals. */
    02468     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02469       do_track_reservation = true;
    02470       changed_signal = true;
    02471       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02472     } else if (!do_track_reservation) {
    02473       return track;
    02474     }
    02475     best_track = track;
    02476   }
    02477
    02478   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02479   DiagDirection dest_enterdir = enterdir;
    02480   if (do_track_reservation) {
    02481     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02482     if (res_dest.tile == INVALID_TILE) {
    02483       /* Reservation failed? */
    02484       if (mark_stuck) MarkTrainAsStuck(v);
    02485       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02486       return FindFirstTrack(tracks);
    02487     }
    02488     if (res_dest.okay) {
    02489       /* Got a valid reservation that ends at a safe target, quick exit. */
    02490       if (got_reservation != NULL) *got_reservation = true;
    02491       if (changed_signal) MarkTileDirtyByTile(tile);
    02492       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02493       return best_track;
    02494     }
    02495
    02496     /* Check if the train needs service here, so it has a chance to always find a depot.
    02497      * Also check if the current order is a service order so we don't reserve a path to
    02498      * the destination but instead to the next one if service isn't needed. */
    02499     CheckIfTrainNeedsService(v);
    02500     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02501   }
    02502
    02503   /* Save the current train order. The destructor will restore the old order on function exit. */
    02504   VehicleOrderSaver orders(v);
    02505
    02506   /* If the current tile is the destination of the current order and
    02507    * a reservation was requested, advance to the next order.
    02508    * Don't advance on a depot order as depots are always safe end points
    02509    * for a path and no look-ahead is necessary. This also avoids a
    02510    * problem with depot orders not part of the order list when the
    02511    * order list itself is empty. */
    02512   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02513     orders.SwitchToNextOrder(false);
    02514   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02515       v->current_order.IsType(OT_GOTO_STATION) ?
    02516       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02517       v->tile == v->dest_tile))) {
    02518     orders.SwitchToNextOrder(true);
    02519   }
    02520
    02521   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02522     /* Pathfinders are able to tell that route was only 'guessed'. */
    02523     bool      path_found = true;
    02524     TileIndex new_tile = res_dest.tile;
    02525
    02526     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
    02527     if (new_tile == tile) best_track = next_track;
    02528     v->HandlePathfindingResult(path_found);
    02529   }
    02530
    02531   /* No track reservation requested -> finished. */
    02532   if (!do_track_reservation) return best_track;
    02533
    02534   /* A path was found, but could not be reserved. */
    02535   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02536     if (mark_stuck) MarkTrainAsStuck(v);
    02537     FreeTrainTrackReservation(v);
    02538     return best_track;
    02539   }
    02540
    02541   /* No possible reservation target found, we are probably lost. */
    02542   if (res_dest.tile == INVALID_TILE) {
    02543     /* Try to find any safe destination. */
    02544     PBSTileInfo origin = FollowTrainReservation(v);
    02545     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02546       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02547       best_track = FindFirstTrack(res);
    02548       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02549       if (got_reservation != NULL) *got_reservation = true;
    02550       if (changed_signal) MarkTileDirtyByTile(tile);
    02551     } else {
    02552       FreeTrainTrackReservation(v);
    02553       if (mark_stuck) MarkTrainAsStuck(v);
    02554     }
    02555     return best_track;
    02556   }
    02557
    02558   if (got_reservation != NULL) *got_reservation = true;
    02559
    02560   /* Reservation target found and free, check if it is safe. */
    02561   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02562     /* Extend reservation until we have found a safe position. */
    02563     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02564     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02565     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02566     if (_settings_game.pf.forbid_90_deg) {
    02567       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02568     }
    02569
    02570     /* Get next order with destination. */
    02571     if (orders.SwitchToNextOrder(true)) {
    02572       PBSTileInfo cur_dest;
    02573       bool path_found;
    02574       DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
    02575       if (cur_dest.tile != INVALID_TILE) {
    02576         res_dest = cur_dest;
    02577         if (res_dest.okay) continue;
    02578         /* Path found, but could not be reserved. */
    02579         FreeTrainTrackReservation(v);
    02580         if (mark_stuck) MarkTrainAsStuck(v);
    02581         if (got_reservation != NULL) *got_reservation = false;
    02582         changed_signal = false;
    02583         break;
    02584       }
    02585     }
    02586     /* No order or no safe position found, try any position. */
    02587     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02588       FreeTrainTrackReservation(v);
    02589       if (mark_stuck) MarkTrainAsStuck(v);
    02590       if (got_reservation != NULL) *got_reservation = false;
    02591       changed_signal = false;
    02592     }
    02593     break;
    02594   }
    02595
    02596   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02597
    02598   if (changed_signal) MarkTileDirtyByTile(tile);
    02599
    02600   return best_track;
    02601 }
    02602
    02611 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02612 {
    02613   assert(v->IsFrontEngine());
    02614
    02615   /* We have to handle depots specially as the track follower won't look
    02616    * at the depot tile itself but starts from the next tile. If we are still
    02617    * inside the depot, a depot reservation can never be ours. */
    02618   if (v->track == TRACK_BIT_DEPOT) {
    02619     if (HasDepotReservation(v->tile)) {
    02620       if (mark_as_stuck) MarkTrainAsStuck(v);
    02621       return false;
    02622     } else {
    02623       /* Depot not reserved, but the next tile might be. */
    02624       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02625       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02626     }
    02627   }
    02628
    02629   Vehicle *other_train = NULL;
    02630   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02631   /* The path we are driving on is already blocked by some other train.
    02632    * This can only happen in certain situations when mixing path and
    02633    * block signals or when changing tracks and/or signals.
    02634    * Exit here as doing any further reservations will probably just
    02635    * make matters worse. */
    02636   if (other_train != NULL && other_train->index != v->index) {
    02637     if (mark_as_stuck) MarkTrainAsStuck(v);
    02638     return false;
    02639   }
    02640   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02641   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02642     /* Can't be stuck then. */
    02643     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02644     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02645     return true;
    02646   }
    02647
    02648   /* If we are in a depot, tentatively reserve the depot. */
    02649   if (v->track == TRACK_BIT_DEPOT) {
    02650     SetDepotReservation(v->tile, true);
    02651     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02652   }
    02653
    02654   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02655   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02656   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02657
    02658   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02659
    02660   bool res_made = false;
    02661   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02662
    02663   if (!res_made) {
    02664     /* Free the depot reservation as well. */
    02665     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02666     return false;
    02667   }
    02668
    02669   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02670     v->wait_counter = 0;
    02671     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02672   }
    02673   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02674   return true;
    02675 }
    02676
    02677
    02678 static bool CheckReverseTrain(const Train *v)
    02679 {
    02680   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02681       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02682       !(v->direction & 1)) {
    02683     return false;
    02684   }
    02685
    02686   assert(v->track != TRACK_BIT_NONE);
    02687
    02688   switch (_settings_game.pf.pathfinder_for_trains) {
    02689     case VPF_NPF: return NPFTrainCheckReverse(v);
    02690     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02691
    02692     default: NOT_REACHED();
    02693   }
    02694 }
    02695
    02701 TileIndex Train::GetOrderStationLocation(StationID station)
    02702 {
    02703   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02704
    02705   const Station *st = Station::Get(station);
    02706   if (!(st->facilities & FACIL_TRAIN)) {
    02707     /* The destination station has no trainstation tiles. */
    02708     this->IncrementRealOrderIndex();
    02709     return 0;
    02710   }
    02711
    02712   return st->xy;
    02713 }
    02714
    02716 void Train::MarkDirty()
    02717 {
    02718   Train *v = this;
    02719   do {
    02720     v->UpdateViewport(false, false);
    02721   } while ((v = v->Next()) != NULL);
    02722
    02723   /* need to update acceleration and cached values since the goods on the train changed. */
    02724   this->CargoChanged();
    02725   this->UpdateAcceleration();
    02726 }
    02727
    02735 int Train::UpdateSpeed()
    02736 {
    02737   switch (_settings_game.vehicle.train_acceleration_model) {
    02738     default: NOT_REACHED();
    02739     case AM_ORIGINAL:
    02740       return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, min(this->gcache.cached_max_track_speed, this->current_order.max_speed));
    02741
    02742     case AM_REALISTIC:
    02743       return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
    02744   }
    02745 }
    02746
    02752 static void TrainEnterStation(Train *v, StationID station)
    02753 {
    02754   v->last_station_visited = station;
    02755
    02756   /* check if a train ever visited this station before */
    02757   Station *st = Station::Get(station);
    02758   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    02759     st->had_vehicle_of_type |= HVOT_TRAIN;
    02760     SetDParam(0, st->index);
    02761     AddVehicleNewsItem(
    02762       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    02763       v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
    02764       v->index,
    02765       st->index
    02766     );
    02767     AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
    02768     Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
    02769   }
    02770
    02771   v->force_proceed = TFP_NONE;
    02772   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02773
    02774   v->BeginLoading();
    02775
    02776   TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
    02777 }
    02778
    02779 /* Check if the vehicle is compatible with the specified tile */
    02780 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    02781 {
    02782   return IsTileOwner(tile, v->owner) &&
    02783       (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
    02784 }
    02785
    02787 struct AccelerationSlowdownParams {
    02788   byte small_turn;
    02789   byte large_turn;
    02790   byte z_up;
    02791   byte z_down;
    02792 };
    02793
    02795 static const AccelerationSlowdownParams _accel_slowdown[] = {
    02796   /* normal accel */
    02797   {256 / 4, 256 / 2, 256 / 4, 2},
    02798   {256 / 4, 256 / 2, 256 / 4, 2},
    02799   {0,       256 / 2, 256 / 4, 2},
    02800 };
    02801
    02807 static inline void AffectSpeedByZChange(Train *v, int old_z)
    02808 {
    02809   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
    02810
    02811   const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
    02812
    02813   if (old_z < v->z_pos) {
    02814     v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
    02815   } else {
    02816     uint16 spd = v->cur_speed + asp->z_down;
    02817     if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
    02818   }
    02819 }
    02820
    02821 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    02822 {
    02823   if (IsTileType(tile, MP_RAILWAY) &&
    02824       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    02825     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    02826     Trackdir trackdir = FindFirstTrackdir(tracks);
    02827     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    02828       /* A PBS block with a non-PBS signal facing us? */
    02829       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    02830     }
    02831   }
    02832   return false;
    02833 }
    02834
    02836 void Train::ReserveTrackUnderConsist() const
    02837 {
    02838   for (const Train *u = this; u != NULL; u = u->Next()) {
    02839     switch (u->track) {
    02840       case TRACK_BIT_WORMHOLE:
    02841         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    02842         break;
    02843       case TRACK_BIT_DEPOT:
    02844         break;
    02845       default:
    02846         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    02847         break;
    02848     }
    02849   }
    02850 }
    02851
    02858 uint Train::Crash(bool flooded)
    02859 {
    02860   uint pass = 0;
    02861   if (this->IsFrontEngine()) {
    02862     pass += 2; // driver
    02863
    02864     /* Remove the reserved path in front of the train if it is not stuck.
    02865      * Also clear all reserved tracks the train is currently on. */
    02866     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    02867     for (const Train *v = this; v != NULL; v = v->Next()) {
    02868       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    02869       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    02870         /* ClearPathReservation will not free the wormhole exit
    02871          * if the train has just entered the wormhole. */
    02872         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    02873       }
    02874     }
    02875
    02876     /* we may need to update crossing we were approaching,
    02877      * but must be updated after the train has been marked crashed */
    02878     TileIndex crossing = TrainApproachingCrossingTile(this);
    02879     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    02880
    02881     /* Remove the loading indicators (if any) */
    02882     HideFillingPercent(&this->fill_percent_te_id);
    02883   }
    02884
    02885   pass += this->GroundVehicleBase::Crash(flooded);
    02886
    02887   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    02888   return pass;
    02889 }
    02890
    02897 static uint TrainCrashed(Train *v)
    02898 {
    02899   uint num = 0;
    02900
    02901   /* do not crash train twice */
    02902   if (!(v->vehstatus & VS_CRASHED)) {
    02903     num = v->Crash();
    02904     AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02905     Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02906   }
    02907
    02908   /* Try to re-reserve track under already crashed train too.
    02909    * Crash() clears the reservation! */
    02910   v->ReserveTrackUnderConsist();
    02911
    02912   return num;
    02913 }
    02914
    02916 struct TrainCollideChecker {
    02917   Train *v;
    02918   uint num;
    02919 };
    02920
    02927 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    02928 {
    02929   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    02930
    02931   /* not a train or in depot */
    02932   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    02933
    02934   /* do not crash into trains of another company. */
    02935   if (v->owner != tcc->v->owner) return NULL;
    02936
    02937   /* get first vehicle now to make most usual checks faster */
    02938   Train *coll = Train::From(v)->First();
    02939
    02940   /* can't collide with own wagons */
    02941   if (coll == tcc->v) return NULL;
    02942
    02943   int x_diff = v->x_pos - tcc->v->x_pos;
    02944   int y_diff = v->y_pos - tcc->v->y_pos;
    02945
    02946   /* Do fast calculation to check whether trains are not in close vicinity
    02947    * and quickly reject trains distant enough for any collision.
    02948    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    02949    * Differences are then ORed and then we check for any higher bits */
    02950   uint hash = (y_diff + 7) | (x_diff + 7);
    02951   if (hash & ~15) return NULL;
    02952
    02953   /* Slower check using multiplication */
    02954   int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
    02955   if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return NULL;
    02956
    02957   /* Happens when there is a train under bridge next to bridge head */
    02958   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    02959
    02960   /* crash both trains */
    02961   tcc->num += TrainCrashed(tcc->v);
    02962   tcc->num += TrainCrashed(coll);
    02963
    02964   return NULL; // continue searching
    02965 }
    02966
    02974 static bool CheckTrainCollision(Train *v)
    02975 {
    02976   /* can't collide in depot */
    02977   if (v->track == TRACK_BIT_DEPOT) return false;
    02978
    02979   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    02980
    02981   TrainCollideChecker tcc;
    02982   tcc.v = v;
    02983   tcc.num = 0;
    02984
    02985   /* find colliding vehicles */
    02986   if (v->track == TRACK_BIT_WORMHOLE) {
    02987     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    02988     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    02989   } else {
    02990     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    02991   }
    02992
    02993   /* any dead -> no crash */
    02994   if (tcc.num == 0) return false;
    02995
    02996   SetDParam(0, tcc.num);
    02997   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->index);
    02998
    02999   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    03000   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    03001   return true;
    03002 }
    03003
    03004 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    03005 {
    03006   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    03007
    03008   Train *t = Train::From(v);
    03009   DiagDirection exitdir = *(DiagDirection *)data;
    03010
    03011   /* not front engine of a train, inside wormhole or depot, crashed */
    03012   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    03013
    03014   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    03015
    03016   return t;
    03017 }
    03018
    03026 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
    03027 {
    03028   Train *first = v->First();
    03029   Train *prev;
    03030   bool direction_changed = false; // has direction of any part changed?
    03031
    03032   /* For every vehicle after and including the given vehicle */
    03033   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    03034     DiagDirection enterdir = DIAGDIR_BEGIN;
    03035     bool update_signals_crossing = false; // will we update signals or crossing state?
    03036
    03037     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    03038     if (v->track != TRACK_BIT_WORMHOLE) {
    03039       /* Not inside tunnel */
    03040       if (gp.old_tile == gp.new_tile) {
    03041         /* Staying in the old tile */
    03042         if (v->track == TRACK_BIT_DEPOT) {
    03043           /* Inside depot */
    03044           gp.x = v->x_pos;
    03045           gp.y = v->y_pos;
    03046         } else {
    03047           /* Not inside depot */
    03048
    03049           /* Reverse when we are at the end of the track already, do not move to the new position */
    03050           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
    03051
    03052           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03053           if (HasBit(r, VETS_CANNOT_ENTER)) {
    03054             goto invalid_rail;
    03055           }
    03056           if (HasBit(r, VETS_ENTERED_STATION)) {
    03057             /* The new position is the end of the platform */
    03058             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03059           }
    03060         }
    03061       } else {
    03062         /* A new tile is about to be entered. */
    03063
    03064         /* Determine what direction we're entering the new tile from */
    03065         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    03066         assert(IsValidDiagDirection(enterdir));
    03067
    03068         /* Get the status of the tracks in the new tile and mask
    03069          * away the bits that aren't reachable. */
    03070         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    03071         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    03072
    03073         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03074         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    03075
    03076         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03077         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    03078           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    03079            * can be switched on halfway a turn */
    03080           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03081         }
    03082
    03083         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    03084
    03085         /* Check if the new tile constrains tracks that are compatible
    03086          * with the current train, if not, bail out. */
    03087         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    03088
    03089         TrackBits chosen_track;
    03090         if (prev == NULL) {
    03091           /* Currently the locomotive is active. Determine which one of the
    03092            * available tracks to choose */
    03093           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    03094           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    03095
    03096           if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    03097             /* For each signal we find decrease the counter by one.
    03098              * We start at two, so the first signal we pass decreases
    03099              * this to one, then if we reach the next signal it is
    03100              * decreased to zero and we won't pass that new signal. */
    03101             Trackdir dir = FindFirstTrackdir(trackdirbits);
    03102             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
    03103                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
    03104               /* However, we do not want to be stopped by PBS signals
    03105                * entered via the back. */
    03106               v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
    03107               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03108             }
    03109           }
    03110
    03111           /* Check if it's a red signal and that force proceed is not clicked. */
    03112           if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
    03113             /* In front of a red signal */
    03114             Trackdir i = FindFirstTrackdir(trackdirbits);
    03115
    03116             /* Don't handle stuck trains here. */
    03117             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
    03118
    03119             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03120               v->cur_speed = 0;
    03121               v->subspeed = 0;
    03122               v->progress = 255 - 100;
    03123               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return false;
    03124             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03125               v->cur_speed = 0;
    03126               v->subspeed = 0;
    03127               v->progress = 255 - 10;
    03128               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03129                 DiagDirection exitdir = TrackdirToExitdir(i);
    03130                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03131
    03132                 exitdir = ReverseDiagDir(exitdir);
    03133
    03134                 /* check if a train is waiting on the other side */
    03135                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
    03136               }
    03137             }
    03138
    03139             /* If we would reverse but are currently in a PBS block and
    03140              * reversing of stuck trains is disabled, don't reverse.
    03141              * This does not apply if the reason for reversing is a one-way
    03142              * signal blocking us, because a train would then be stuck forever. */
    03143             if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
    03144                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03145               v->wait_counter = 0;
    03146               return false;
    03147             }
    03148             goto reverse_train_direction;
    03149           } else {
    03150             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
    03151           }
    03152         } else {
    03153           /* The wagon is active, simply follow the prev vehicle. */
    03154           if (prev->tile == gp.new_tile) {
    03155             /* Choose the same track as prev */
    03156             if (prev->track == TRACK_BIT_WORMHOLE) {
    03157               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03158                * However, just choose the track into the wormhole. */
    03159               assert(IsTunnel(prev->tile));
    03160               chosen_track = bits;
    03161             } else {
    03162               chosen_track = prev->track;
    03163             }
    03164           } else {
    03165             /* Choose the track that leads to the tile where prev is.
    03166              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03167              * I.e. when the tile between them has only space for a single vehicle like
    03168              *  1) horizontal/vertical track tiles and
    03169              *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
    03170              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
    03171              */
    03172             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03173               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03174               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03175               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03176               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03177             };
    03178             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03179             assert(IsValidDiagDirection(exitdir));
    03180             chosen_track = _connecting_track[enterdir][exitdir];
    03181           }
    03182           chosen_track &= bits;
    03183         }
    03184
    03185         /* Make sure chosen track is a valid track */
    03186         assert(
    03187             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03188             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03189             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03190
    03191         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03192         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03193         gp.x = (gp.x & ~0xF) | b[0];
    03194         gp.y = (gp.y & ~0xF) | b[1];
    03195         Direction chosen_dir = (Direction)b[2];
    03196
    03197         /* Call the landscape function and tell it that the vehicle entered the tile */
    03198         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03199         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03200           goto invalid_rail;
    03201         }
    03202
    03203         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03204           Track track = FindFirstTrack(chosen_track);
    03205           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03206           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03207             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03208             MarkTileDirtyByTile(gp.new_tile);
    03209           }
    03210
    03211           /* Clear any track reservation when the last vehicle leaves the tile */
    03212           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03213
    03214           v->tile = gp.new_tile;
    03215
    03216           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03217             v->First()->ConsistChanged(true);
    03218           }
    03219
    03220           v->track = chosen_track;
    03221           assert(v->track);
    03222         }
    03223
    03224         /* We need to update signal status, but after the vehicle position hash
    03225          * has been updated by UpdateInclination() */
    03226         update_signals_crossing = true;
    03227
    03228         if (chosen_dir != v->direction) {
    03229           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
    03230             const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
    03231             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03232             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
    03233           }
    03234           direction_changed = true;
    03235           v->direction = chosen_dir;
    03236         }
    03237
    03238         if (v->IsFrontEngine()) {
    03239           v->wait_counter = 0;
    03240
    03241           /* If we are approaching a crossing that is reserved, play the sound now. */
    03242           TileIndex crossing = TrainApproachingCrossingTile(v);
    03243           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03244
    03245           /* Always try to extend the reservation when entering a tile. */
    03246           CheckNextTrainTile(v);
    03247         }
    03248
    03249         if (HasBit(r, VETS_ENTERED_STATION)) {
    03250           /* The new position is the location where we want to stop */
    03251           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03252         }
    03253       }
    03254     } else {
    03255       /* In a tunnel or on a bridge
    03256        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
    03257        * - for bridges, only the middle part - without the bridge heads */
    03258       if (!(v->vehstatus & VS_HIDDEN)) {
    03259         Train *first = v->First();
    03260         first->cur_speed = min(first->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
    03261       }
    03262
    03263       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03264         /* Perform look-ahead on tunnel exit. */
    03265         if (v->IsFrontEngine()) {
    03266           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03267           CheckNextTrainTile(v);
    03268         }
    03269         /* Prevent v->UpdateInclination() being called with wrong parameters.
    03270          * This could happen if the train was reversed inside the tunnel/bridge. */
    03271         if (gp.old_tile == gp.new_tile) {
    03272           gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
    03273         }
    03274       } else {
    03275         v->x_pos = gp.x;
    03276         v->y_pos = gp.y;
    03277         VehicleUpdatePosition(v);
    03278         if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true);
    03279         continue;
    03280       }
    03281     }
    03282
    03283     /* update image of train, as well as delta XY */
    03284     v->UpdateDeltaXY(v->direction);
    03285
    03286     v->x_pos = gp.x;
    03287     v->y_pos = gp.y;
    03288     VehicleUpdatePosition(v);
    03289
    03290     /* update the Z position of the vehicle */
    03291     int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
    03292
    03293     if (prev == NULL) {
    03294       /* This is the first vehicle in the train */
    03295       AffectSpeedByZChange(v, old_z);
    03296     }
    03297
    03298     if (update_signals_crossing) {
    03299       if (v->IsFrontEngine()) {
    03300         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03301           /* We are entering a block with PBS signals right now, but
    03302            * not through a PBS signal. This means we don't have a
    03303            * reservation right now. As a conventional signal will only
    03304            * ever be green if no other train is in the block, getting
    03305            * a path should always be possible. If the player built
    03306            * such a strange network that it is not possible, the train
    03307            * will be marked as stuck and the player has to deal with
    03308            * the problem. */
    03309           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03310               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03311               !TryPathReserve(v)) {
    03312             MarkTrainAsStuck(v);
    03313           }
    03314         }
    03315       }
    03316
    03317       /* Signals can only change when the first
    03318        * (above) or the last vehicle moves. */
    03319       if (v->Next() == NULL) {
    03320         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03321         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03322       }
    03323     }
    03324
    03325     /* Do not check on every tick to save some computing time. */
    03326     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03327   }
    03328
    03329   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
    03330
    03331   return true;
    03332
    03333 invalid_rail:
    03334   /* We've reached end of line?? */
    03335   if (prev != NULL) error("Disconnecting train");
    03336
    03337 reverse_train_direction:
    03338   if (reverse) {
    03339     v->wait_counter = 0;
    03340     v->cur_speed = 0;
    03341     v->subspeed = 0;
    03342     ReverseTrainDirection(v);
    03343   }
    03344
    03345   return false;
    03346 }
    03347
    03354 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03355 {
    03356   TrackBits *trackbits = (TrackBits *)data;
    03357
    03358   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03359     TrackBits train_tbits = Train::From(v)->track;
    03360     if (train_tbits == TRACK_BIT_WORMHOLE) {
    03361       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03362       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03363     } else if (train_tbits != TRACK_BIT_DEPOT) {
    03364       *trackbits |= train_tbits;
    03365     }
    03366   }
    03367
    03368   return NULL;
    03369 }
    03370
    03378 static void DeleteLastWagon(Train *v)
    03379 {
    03380   Train *first = v->First();
    03381
    03382   /* Go to the last wagon and delete the link pointing there
    03383    * *u is then the one-before-last wagon, and *v the last
    03384    * one which will physically be removed */
    03385   Train *u = v;
    03386   for (; v->Next() != NULL; v = v->Next()) u = v;
    03387   u->SetNext(NULL);
    03388
    03389   if (first != v) {
    03390     /* Recalculate cached train properties */
    03391     first->ConsistChanged(false);
    03392     /* Update the depot window if the first vehicle is in depot -
    03393      * if v == first, then it is updated in PreDestructor() */
    03394     if (first->track == TRACK_BIT_DEPOT) {
    03395       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03396     }
    03397   }
    03398
    03399   /* 'v' shouldn't be accessed after it has been deleted */
    03400   TrackBits trackbits = v->track;
    03401   TileIndex tile = v->tile;
    03402   Owner owner = v->owner;
    03403
    03404   delete v;
    03405   v = NULL; // make sure nobody will try to read 'v' anymore
    03406
    03407   if (trackbits == TRACK_BIT_WORMHOLE) {
    03408     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03409     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03410   }
    03411
    03412   Track track = TrackBitsToTrack(trackbits);
    03413   if (HasReservedTracks(tile, trackbits)) {
    03414     UnreserveRailTrack(tile, track);
    03415
    03416     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03417     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03418     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03419
    03420     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03421     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03422     Track t;
    03423     FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
    03424   }
    03425
    03426   /* check if the wagon was on a road/rail-crossing */
    03427   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03428
    03429   /* Update signals */
    03430   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03431     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03432   } else {
    03433     SetSignalsOnBothDir(tile, track, owner);
    03434   }
    03435 }
    03436
    03441 static void ChangeTrainDirRandomly(Train *v)
    03442 {
    03443   static const DirDiff delta[] = {
    03444     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03445   };
    03446
    03447   do {
    03448     /* We don't need to twist around vehicles if they're not visible */
    03449     if (!(v->vehstatus & VS_HIDDEN)) {
    03450       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03451       v->UpdateDeltaXY(v->direction);
    03452       v->cur_image = v->GetImage(v->direction, EIT_ON_MAP);
    03453       /* Refrain from updating the z position of the vehicle when on
    03454        * a bridge, because UpdateInclination() will put the vehicle under
    03455        * the bridge in that case */
    03456       if (v->track != TRACK_BIT_WORMHOLE) {
    03457         VehicleUpdatePosition(v);
    03458         v->UpdateInclination(false, false);
    03459       }
    03460     }
    03461   } while ((v = v->Next()) != NULL);
    03462 }
    03463
    03469 static bool HandleCrashedTrain(Train *v)
    03470 {
    03471   int state = ++v->crash_anim_pos;
    03472
    03473   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03474     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03475   }
    03476
    03477   uint32 r;
    03478   if (state <= 200 && Chance16R(1, 7, r)) {
    03479     int index = (r * 10 >> 16);
    03480
    03481     Vehicle *u = v;
    03482     do {
    03483       if (--index < 0) {
    03484         r = Random();
    03485
    03486         CreateEffectVehicleRel(u,
    03487           GB(r,  8, 3) + 2,
    03488           GB(r, 16, 3) + 2,
    03489           GB(r,  0, 3) + 5,
    03490           EV_EXPLOSION_SMALL);
    03491         break;
    03492       }
    03493     } while ((u = u->Next()) != NULL);
    03494   }
    03495
    03496   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03497
    03498   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03499     bool ret = v->Next() != NULL;
    03500     DeleteLastWagon(v);
    03501     return ret;
    03502   }
    03503
    03504   return true;
    03505 }
    03506
    03508 static const uint16 _breakdown_speeds[16] = {
    03509   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03510 };
    03511
    03512
    03521 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
    03522 {
    03523   /* Calc position within the current tile */
    03524   uint x = v->x_pos & 0xF;
    03525   uint y = v->y_pos & 0xF;
    03526
    03527   /* for diagonal directions, 'x' will be 0..15 -
    03528    * for other directions, it will be 1, 3, 5, ..., 15 */
    03529   switch (v->direction) {
    03530     case DIR_N : x = ~x + ~y + 25; break;
    03531     case DIR_NW: x = y;            // FALL THROUGH
    03532     case DIR_NE: x = ~x + 16;      break;
    03533     case DIR_E : x = ~x + y + 9;   break;
    03534     case DIR_SE: x = y;            break;
    03535     case DIR_S : x = x + y - 7;    break;
    03536     case DIR_W : x = ~y + x + 9;   break;
    03537     default: break;
    03538   }
    03539
    03540   /* Do not reverse when approaching red signal. Make sure the vehicle's front
    03541    * does not cross the tile boundary when we do reverse, but as the vehicle's
    03542    * location is based on their center, use half a vehicle's length as offset.
    03543    * Multiply the half-length by two for straight directions to compensate that
    03544    * we only get odd x offsets there. */
    03545   if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
    03546     /* we are too near the tile end, reverse now */
    03547     v->cur_speed = 0;
    03548     if (reverse) ReverseTrainDirection(v);
    03549     return false;
    03550   }
    03551
    03552   /* slow down */
    03553   v->vehstatus |= VS_TRAIN_SLOWING;
    03554   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03555   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03556
    03557   return true;
    03558 }
    03559
    03560
    03566 static bool TrainCanLeaveTile(const Train *v)
    03567 {
    03568   /* Exit if inside a tunnel/bridge or a depot */
    03569   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03570
    03571   TileIndex tile = v->tile;
    03572
    03573   /* entering a tunnel/bridge? */
    03574   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03575     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03576     if (DiagDirToDir(dir) == v->direction) return false;
    03577   }
    03578
    03579   /* entering a depot? */
    03580   if (IsRailDepotTile(tile)) {
    03581     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03582     if (DiagDirToDir(dir) == v->direction) return false;
    03583   }
    03584
    03585   return true;
    03586 }
    03587
    03588
    03596 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03597 {
    03598   assert(v->IsFrontEngine());
    03599   assert(!(v->vehstatus & VS_CRASHED));
    03600
    03601   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03602
    03603   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03604   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03605
    03606   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03607   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03608       !CheckCompatibleRail(v, tile)) {
    03609     return INVALID_TILE;
    03610   }
    03611
    03612   return tile;
    03613 }
    03614
    03615
    03623 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
    03624 {
    03625   /* First, handle broken down train */
    03626
    03627   int t = v->breakdown_ctr;
    03628   if (t > 1) {
    03629     v->vehstatus |= VS_TRAIN_SLOWING;
    03630
    03631     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    03632     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03633   } else {
    03634     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03635   }
    03636
    03637   if (!TrainCanLeaveTile(v)) return true;
    03638
    03639   /* Determine the non-diagonal direction in which we will exit this tile */
    03640   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03641   /* Calculate next tile */
    03642   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03643
    03644   /* Determine the track status on the next tile */
    03645   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03646   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03647
    03648   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03649   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03650
    03651   /* We are sure the train is not entering a depot, it is detected above */
    03652
    03653   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03654   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03655   if (_settings_game.pf.forbid_90_deg) {
    03656     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03657   }
    03658
    03659   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03660   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03661     return TrainApproachingLineEnd(v, false, reverse);
    03662   }
    03663
    03664   /* approaching red signal */
    03665   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
    03666
    03667   /* approaching a rail/road crossing? then make it red */
    03668   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03669
    03670   return true;
    03671 }
    03672
    03673
    03674 static bool TrainLocoHandler(Train *v, bool mode)
    03675 {
    03676   /* train has crashed? */
    03677   if (v->vehstatus & VS_CRASHED) {
    03678     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03679   }
    03680
    03681   if (v->force_proceed != TFP_NONE) {
    03682     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03683     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03684   }
    03685
    03686   /* train is broken down? */
    03687   if (v->HandleBreakdown()) return true;
    03688
    03689   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03690     ReverseTrainDirection(v);
    03691   }
    03692
    03693   /* exit if train is stopped */
    03694   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03695
    03696   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03697   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03698     v->wait_counter = 0;
    03699     v->cur_speed = 0;
    03700     v->subspeed = 0;
    03701     ClrBit(v->flags, VRF_LEAVING_STATION);
    03702     ReverseTrainDirection(v);
    03703     return true;
    03704   } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
    03705     /* Try to reserve a path when leaving the station as we
    03706      * might not be marked as wanting a reservation, e.g.
    03707      * when an overlength train gets turned around in a station. */
    03708     DiagDirection dir = TrainExitDir(v->direction, v->track);
    03709     if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    03710
    03711     if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    03712       TryPathReserve(v, true, true);
    03713     }
    03714     ClrBit(v->flags, VRF_LEAVING_STATION);
    03715   }
    03716
    03717   v->HandleLoading(mode);
    03718
    03719   if (v->current_order.IsType(OT_LOADING)) return true;
    03720
    03721   if (CheckTrainStayInDepot(v)) return true;
    03722
    03723   if (!mode) v->ShowVisualEffect();
    03724
    03725   /* We had no order but have an order now, do look ahead. */
    03726   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    03727     CheckNextTrainTile(v);
    03728   }
    03729
    03730   /* Handle stuck trains. */
    03731   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    03732     ++v->wait_counter;
    03733
    03734     /* Should we try reversing this tick if still stuck? */
    03735     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
    03736
    03737     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
    03738     if (!TryPathReserve(v)) {
    03739       /* Still stuck. */
    03740       if (turn_around) ReverseTrainDirection(v);
    03741
    03742       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    03743         /* Show message to player. */
    03744         if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
    03745           SetDParam(0, v->index);
    03746           AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
    03747         }
    03748         v->wait_counter = 0;
    03749       }
    03750       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    03751       if (v->force_proceed == TFP_NONE) return true;
    03752       ClrBit(v->flags, VRF_TRAIN_STUCK);
    03753       v->wait_counter = 0;
    03754       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03755     }
    03756   }
    03757
    03758   if (v->current_order.IsType(OT_LEAVESTATION)) {
    03759     v->current_order.Free();
    03760     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03761     return true;
    03762   }
    03763
    03764   int j = v->UpdateSpeed();
    03765
    03766   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    03767   if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    03768     /* If we manually stopped, we're not force-proceeding anymore. */
    03769     v->force_proceed = TFP_NONE;
    03770     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03771   }
    03772
    03773   int adv_spd = v->GetAdvanceDistance();
    03774   if (j < adv_spd) {
    03775     /* if the vehicle has speed 0, update the last_speed field. */
    03776     if (v->cur_speed == 0) v->SetLastSpeed();
    03777   } else {
    03778     TrainCheckIfLineEnds(v);
    03779     /* Loop until the train has finished moving. */
    03780     for (;;) {
    03781       j -= adv_spd;
    03782       TrainController(v, NULL);
    03783       /* Don't continue to move if the train crashed. */
    03784       if (CheckTrainCollision(v)) break;
    03785       /* Determine distance to next map position */
    03786       adv_spd = v->GetAdvanceDistance();
    03787
    03788       /* No more moving this tick */
    03789       if (j < adv_spd || v->cur_speed == 0) break;
    03790
    03791       OrderType order_type = v->current_order.GetType();
    03792       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    03793       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    03794             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    03795             IsTileType(v->tile, MP_STATION) &&
    03796             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    03797         ProcessOrders(v);
    03798       }
    03799     }
    03800     v->SetLastSpeed();
    03801   }
    03802
    03803   for (Train *u = v; u != NULL; u = u->Next()) {
    03804     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    03805
    03806     u->UpdateViewport(false, false);
    03807   }
    03808
    03809   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    03810
    03811   return true;
    03812 }
    03813
    03818 Money Train::GetRunningCost() const
    03819 {
    03820   Money cost = 0;
    03821   const Train *v = this;
    03822
    03823   do {
    03824     const Engine *e = v->GetEngine();
    03825     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    03826
    03827     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    03828     if (cost_factor == 0) continue;
    03829
    03830     /* Halve running cost for multiheaded parts */
    03831     if (v->IsMultiheaded()) cost_factor /= 2;
    03832
    03833     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
    03834   } while ((v = v->GetNextVehicle()) != NULL);
    03835
    03836   return cost;
    03837 }
    03838
    03843 bool Train::Tick()
    03844 {
    03845   this->tick_counter++;
    03846
    03847   if (this->IsFrontEngine()) {
    03848     if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
    03849
    03850     this->current_order_time++;
    03851
    03852     if (!TrainLocoHandler(this, false)) return false;
    03853
    03854     return TrainLocoHandler(this, true);
    03855   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    03856     /* Delete flooded standalone wagon chain */
    03857     if (++this->crash_anim_pos >= 4400) {
    03858       delete this;
    03859       return false;
    03860     }
    03861   }
    03862
    03863   return true;
    03864 }
    03865
    03870 static void CheckIfTrainNeedsService(Train *v)
    03871 {
    03872   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    03873   if (v->IsChainInDepot()) {
    03874     VehicleServiceInDepot(v);
    03875     return;
    03876   }
    03877
    03878   uint max_penalty;
    03879   switch (_settings_game.pf.pathfinder_for_trains) {
    03880     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    03881     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    03882     default: NOT_REACHED();
    03883   }
    03884
    03885   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    03886   /* Only go to the depot if it is not too far out of our way. */
    03887   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    03888     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    03889       /* If we were already heading for a depot but it has
    03890        * suddenly moved farther away, we continue our normal
    03891        * schedule? */
    03892       v->current_order.MakeDummy();
    03893       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03894     }
    03895     return;
    03896   }
    03897
    03898   DepotID depot = GetDepotIndex(tfdd.tile);
    03899
    03900   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    03901       v->current_order.GetDestination() != depot &&
    03902       !Chance16(3, 16)) {
    03903     return;
    03904   }
    03905
    03906   SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
    03907   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    03908   v->dest_tile = tfdd.tile;
    03909   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03910 }
    03911
    03913 void Train::OnNewDay()
    03914 {
    03915   AgeVehicle(this);
    03916
    03917   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    03918
    03919   if (this->IsFrontEngine()) {
    03920     CheckVehicleBreakdown(this);
    03921
    03922     CheckIfTrainNeedsService(this);
    03923
    03924     CheckOrders(this);
    03925
    03926     /* update destination */
    03927     if (this->current_order.IsType(OT_GOTO_STATION)) {
    03928       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    03929       if (tile != INVALID_TILE) this->dest_tile = tile;
    03930     }
    03931
    03932     if (this->running_ticks != 0) {
    03933       /* running costs */
    03934       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    03935
    03936       this->profit_this_year -= cost.GetCost();
    03937       this->running_ticks = 0;
    03938
    03939       SubtractMoneyFromCompanyFract(this->owner, cost);
    03940
    03941       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    03942       SetWindowClassesDirty(WC_TRAINS_LIST);
    03943     }
    03944   }
    03945 }
    03946
    03951 Trackdir Train::GetVehicleTrackdir() const
    03952 {
    03953   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    03954
    03955   if (this->track == TRACK_BIT_DEPOT) {
    03956     /* We'll assume the train is facing outwards */
    03957     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    03958   }
    03959
    03960   if (this->track == TRACK_BIT_WORMHOLE) {
    03961     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    03962     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    03963   }
    03964
    03965   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    03966 }