# train_cmd.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "error.h"
    00014 #include "articulated_vehicles.h"
    00015 #include "command_func.h"
    00016 #include "pathfinder/npf/npf_func.h"
    00017 #include "pathfinder/yapf/yapf.hpp"
    00018 #include "news_func.h"
    00019 #include "company_func.h"
    00020 #include "newgrf_sound.h"
    00021 #include "newgrf_text.h"
    00022 #include "strings_func.h"
    00023 #include "viewport_func.h"
    00024 #include "vehicle_func.h"
    00025 #include "sound_func.h"
    00026 #include "ai/ai.hpp"
    00027 #include "game/game.hpp"
    00028 #include "newgrf_station.h"
    00029 #include "effectvehicle_func.h"
    00030 #include "network/network.h"
    00031 #include "spritecache.h"
    00032 #include "core/random_func.hpp"
    00033 #include "company_base.h"
    00034 #include "newgrf.h"
    00035 #include "order_backup.h"
    00036 #include "zoom_func.h"
    00037
    00038 #include "table/strings.h"
    00039 #include "table/train_cmd.h"
    00040
    00041 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
    00042 static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
    00043 bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
    00044 static TileIndex TrainApproachingCrossingTile(const Train *v);
    00045 static void CheckIfTrainNeedsService(Train *v);
    00046 static void CheckNextTrainTile(Train *v);
    00047
    00048 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
    00049 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
    00050
    00051
    00059 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
    00060 {
    00061   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
    00062
    00063   DiagDirection diagdir = DirToDiagDir(direction);
    00064
    00065   /* Determine the diagonal direction in which we will exit this tile */
    00066   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
    00067     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
    00068   }
    00069
    00070   return diagdir;
    00071 }
    00072
    00073
    00079 byte FreightWagonMult(CargoID cargo)
    00080 {
    00081   if (!CargoSpec::Get(cargo)->is_freight) return 1;
    00082   return _settings_game.vehicle.freight_trains;
    00083 }
    00084
    00086 void CheckTrainsLengths()
    00087 {
    00088   const Train *v;
    00089   bool first = true;
    00090
    00091   FOR_ALL_TRAINS(v) {
    00092     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
    00093       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
    00094         if (u->track != TRACK_BIT_DEPOT) {
    00095           if ((w->track != TRACK_BIT_DEPOT &&
    00096               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
    00097               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
    00098             SetDParam(0, v->index);
    00099             SetDParam(1, v->owner);
    00100             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
    00101
    00102             if (!_networking && first) {
    00103               first = false;
    00104               DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
    00105             }
    00106             /* Break so we warn only once for each train. */
    00107             break;
    00108           }
    00109         }
    00110       }
    00111     }
    00112   }
    00113 }
    00114
    00121 void Train::ConsistChanged(bool same_length)
    00122 {
    00123   uint16 max_speed = UINT16_MAX;
    00124
    00125   assert(this->IsFrontEngine() || this->IsFreeWagon());
    00126
    00127   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
    00128   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
    00129   this->gcache.cached_total_length = 0;
    00130   this->compatible_railtypes = RAILTYPES_NONE;
    00131
    00132   bool train_can_tilt = true;
    00133
    00134   for (Train *u = this; u != NULL; u = u->Next()) {
    00135     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00136
    00137     /* Check the this->first cache. */
    00138     assert(u->First() == this);
    00139
    00140     /* update the 'first engine' */
    00141     u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
    00142     u->railtype = rvi_u->railtype;
    00143
    00144     if (u->IsEngine()) first_engine = u->engine_type;
    00145
    00146     /* Set user defined data to its default value */
    00147     u->tcache.user_def_data = rvi_u->user_def_data;
    00148     this->InvalidateNewGRFCache();
    00149     u->InvalidateNewGRFCache();
    00150   }
    00151
    00152   for (Train *u = this; u != NULL; u = u->Next()) {
    00153     /* Update user defined data (must be done before other properties) */
    00154     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
    00155     this->InvalidateNewGRFCache();
    00156     u->InvalidateNewGRFCache();
    00157   }
    00158
    00159   for (Train *u = this; u != NULL; u = u->Next()) {
    00160     const Engine *e_u = u->GetEngine();
    00161     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00162
    00163     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00164
    00165     /* Cache wagon override sprite group. NULL is returned if there is none */
    00166     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
    00167
    00168     /* Reset colour map */
    00169     u->colourmap = PAL_NONE;
    00170
    00171     /* Update powered-wagon-status and visual effect */
    00172     u->UpdateVisualEffect(true);
    00173
    00174     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00175         UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
    00176       /* wagon is powered */
    00177       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
    00178     } else {
    00179       ClrBit(u->flags, VRF_POWEREDWAGON);
    00180     }
    00181
    00182     if (!u->IsArticulatedPart()) {
    00183       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00184          have railtype normal */
    00185       if (rvi_u->power > 0) {
    00186         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
    00187       }
    00188
    00189       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00190        * existing electric engines when elrails are disabled and then re-enabled */
    00191       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00192         u->railtype = RAILTYPE_RAIL;
    00193         u->compatible_railtypes |= RAILTYPES_RAIL;
    00194       }
    00195
    00196       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00197       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00198         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
    00199         if (speed != 0) max_speed = min(speed, max_speed);
    00200       }
    00201     }
    00202
    00203     uint16 new_cap = e_u->DetermineCapacity(u);
    00204     u->refit_cap = min(new_cap, u->refit_cap);
    00205     u->cargo_cap = new_cap;
    00206     u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
    00207
    00208     /* check the vehicle length (callback) */
    00209     uint16 veh_len = CALLBACK_FAILED;
    00210     if (e_u->GetGRF() != NULL && e_u->GetGRF()->grf_version >= 8) {
    00211       /* Use callback 36 */
    00212       veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
    00213
    00214       if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
    00215         ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
    00216       }
    00217     } else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
    00218       /* Use callback 11 */
    00219       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00220     }
    00221     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00222     veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
    00223
    00224     /* verify length hasn't changed */
    00225     if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
    00226
    00227     /* update vehicle length? */
    00228     if (!same_length) u->gcache.cached_veh_length = veh_len;
    00229
    00230     this->gcache.cached_total_length += u->gcache.cached_veh_length;
    00231     this->InvalidateNewGRFCache();
    00232     u->InvalidateNewGRFCache();
    00233   }
    00234
    00235   /* store consist weight/max speed in cache */
    00236   this->vcache.cached_max_speed = max_speed;
    00237   this->tcache.cached_tilt = train_can_tilt;
    00238   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
    00239
    00240   /* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
    00241   this->CargoChanged();
    00242
    00243   if (this->IsFrontEngine()) {
    00244     this->UpdateAcceleration();
    00245     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    00246     InvalidateWindowData(WC_VEHICLE_REFIT, this->index, VIWD_CONSIST_CHANGED);
    00247     InvalidateWindowData(WC_VEHICLE_ORDERS, this->index, VIWD_CONSIST_CHANGED);
    00248   }
    00249 }
    00250
    00261 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
    00262 {
    00263   const Station *st = Station::Get(station_id);
    00264   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
    00265   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
    00266
    00267   /* Default to the middle of the station for stations stops that are not in
    00268    * the order list like intermediate stations when non-stop is disabled */
    00269   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
    00270   if (v->gcache.cached_total_length >= *station_length) {
    00271     /* The train is longer than the station, make it stop at the far end of the platform */
    00272     osl = OSL_PLATFORM_FAR_END;
    00273   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
    00274     osl = v->current_order.GetStopLocation();
    00275   }
    00276
    00277   /* The stop location of the FRONT! of the train */
    00278   int stop;
    00279   switch (osl) {
    00280     default: NOT_REACHED();
    00281
    00282     case OSL_PLATFORM_NEAR_END:
    00283       stop = v->gcache.cached_total_length;
    00284       break;
    00285
    00286     case OSL_PLATFORM_MIDDLE:
    00287       stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
    00288       break;
    00289
    00290     case OSL_PLATFORM_FAR_END:
    00291       stop = *station_length;
    00292       break;
    00293   }
    00294
    00295   /* Subtract half the front vehicle length of the train so we get the real
    00296    * stop location of the train. */
    00297   return stop - (v->gcache.cached_veh_length + 1) / 2;
    00298 }
    00299
    00300
    00305 int Train::GetCurveSpeedLimit() const
    00306 {
    00307   assert(this->First() == this);
    00308
    00309   static const int absolute_max_speed = UINT16_MAX;
    00310   int max_speed = absolute_max_speed;
    00311
    00312   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
    00313
    00314   int curvecount[2] = {0, 0};
    00315
    00316   /* first find the curve speed limit */
    00317   int numcurve = 0;
    00318   int sum = 0;
    00319   int pos = 0;
    00320   int lastpos = -1;
    00321   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
    00322     Direction this_dir = u->direction;
    00323     Direction next_dir = u->Next()->direction;
    00324
    00325     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00326     if (dirdiff == DIRDIFF_SAME) continue;
    00327
    00328     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00329     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00330     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00331       if (lastpos != -1) {
    00332         numcurve++;
    00333         sum += pos - lastpos;
    00334         if (pos - lastpos == 1 && max_speed > 88) {
    00335           max_speed = 88;
    00336         }
    00337       }
    00338       lastpos = pos;
    00339     }
    00340
    00341     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00342     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00343       max_speed = 61;
    00344     }
    00345   }
    00346
    00347   if (numcurve > 0 && max_speed > 88) {
    00348     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00349       max_speed = absolute_max_speed;
    00350     } else {
    00351       sum /= numcurve;
    00352       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00353     }
    00354   }
    00355
    00356   if (max_speed != absolute_max_speed) {
    00357     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00358     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
    00359     max_speed += (max_speed / 2) * rti->curve_speed;
    00360
    00361     if (this->tcache.cached_tilt) {
    00362       /* Apply max_speed bonus of 20% for a tilting train */
    00363       max_speed += max_speed / 5;
    00364     }
    00365   }
    00366
    00367   return max_speed;
    00368 }
    00369
    00374 int Train::GetCurrentMaxSpeed() const
    00375 {
    00376   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return min(this->gcache.cached_max_track_speed, this->current_order.max_speed);
    00377
    00378   int max_speed = this->tcache.cached_max_curve_speed;
    00379   if (IsRailStationTile(this->tile)) {
    00380     StationID sid = GetStationIndex(this->tile);
    00381     if (this->current_order.ShouldStopAtStation(this, sid)) {
    00382       int station_ahead;
    00383       int station_length;
    00384       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
    00385
    00386       /* The distance to go is whatever is still ahead of the train minus the
    00387        * distance from the train's stop location to the end of the platform */
    00388       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
    00389
    00390       if (distance_to_go > 0) {
    00391         int st_max_speed = 120;
    00392
    00393         int delta_v = this->cur_speed / (distance_to_go + 1);
    00394         if (max_speed > (this->cur_speed - delta_v)) {
    00395           st_max_speed = this->cur_speed - (delta_v / 10);
    00396         }
    00397
    00398         st_max_speed = max(st_max_speed, 25 * distance_to_go);
    00399         max_speed = min(max_speed, st_max_speed);
    00400       }
    00401     }
    00402   }
    00403
    00404   for (const Train *u = this; u != NULL; u = u->Next()) {
    00405     if (u->track == TRACK_BIT_DEPOT) {
    00406       max_speed = min(max_speed, 61);
    00407       break;
    00408     }
    00409
    00410     /* Vehicle is on the middle part of a bridge. */
    00411     if (u->track == TRACK_BIT_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
    00412       max_speed = min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
    00413     }
    00414   }
    00415
    00416   max_speed = min(max_speed, this->current_order.max_speed);
    00417   return min(max_speed, this->gcache.cached_max_track_speed);
    00418 }
    00419
    00421 void Train::UpdateAcceleration()
    00422 {
    00423   assert(this->IsFrontEngine());
    00424
    00425   uint power = this->gcache.cached_power;
    00426   uint weight = this->gcache.cached_weight;
    00427   assert(weight != 0);
    00428   this->acceleration = Clamp(power / weight * 4, 1, 255);
    00429 }
    00430
    00436 int Train::GetDisplayImageWidth(Point *offset) const
    00437 {
    00438   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
    00439   int vehicle_pitch = 0;
    00440
    00441   const Engine *e = this->GetEngine();
    00442   if (e->GetGRF() != NULL && is_custom_sprite(e->u.rail.image_index)) {
    00443     reference_width = e->GetGRF()->traininfo_vehicle_width;
    00444     vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
    00445   }
    00446
    00447   if (offset != NULL) {
    00448     offset->x = reference_width / 2;
    00449     offset->y = vehicle_pitch;
    00450   }
    00451   return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
    00452 }
    00453
    00454 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
    00455 {
    00456   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00457 }
    00458
    00465 SpriteID Train::GetImage(Direction direction, EngineImageType image_type) const
    00466 {
    00467   uint8 spritenum = this->spritenum;
    00468   SpriteID sprite;
    00469
    00470   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00471
    00472   if (is_custom_sprite(spritenum)) {
    00473     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type);
    00474     if (sprite != 0) return sprite;
    00475
    00476     spritenum = this->GetEngine()->original_image_index;
    00477   }
    00478
    00479   sprite = GetDefaultTrainSprite(spritenum, direction);
    00480
    00481   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00482
    00483   return sprite;
    00484 }
    00485
    00486 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type)
    00487 {
    00488   const Engine *e = Engine::Get(engine);
    00489   Direction dir = rear_head ? DIR_E : DIR_W;
    00490   uint8 spritenum = e->u.rail.image_index;
    00491
    00492   if (is_custom_sprite(spritenum)) {
    00493     SpriteID sprite = GetCustomVehicleIcon(engine, dir, image_type);
    00494     if (sprite != 0) {
    00495       if (e->GetGRF() != NULL) {
    00496         y += e->GetGRF()->traininfo_vehicle_pitch;
    00497       }
    00498       return sprite;
    00499     }
    00500
    00501     spritenum = Engine::Get(engine)->original_image_index;
    00502   }
    00503
    00504   if (rear_head) spritenum++;
    00505
    00506   return GetDefaultTrainSprite(spritenum, DIR_W);
    00507 }
    00508
    00509 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
    00510 {
    00511   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00512     int yf = y;
    00513     int yr = y;
    00514
    00515     SpriteID spritef = GetRailIcon(engine, false, yf, image_type);
    00516     SpriteID spriter = GetRailIcon(engine, true, yr, image_type);
    00517     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
    00518     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
    00519
    00520     preferred_x = Clamp(preferred_x, left - UnScaleByZoom(real_spritef->x_offs, ZOOM_LVL_GUI) + 14, right - UnScaleByZoom(real_spriter->width, ZOOM_LVL_GUI) - UnScaleByZoom(real_spriter->x_offs, ZOOM_LVL_GUI) - 15);
    00521
    00522     DrawSprite(spritef, pal, preferred_x - 14, yf);
    00523     DrawSprite(spriter, pal, preferred_x + 15, yr);
    00524   } else {
    00525     SpriteID sprite = GetRailIcon(engine, false, y, image_type);
    00526     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00527     preferred_x = Clamp(preferred_x, left - UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI), right - UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI) - UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI));
    00528     DrawSprite(sprite, pal, preferred_x, y);
    00529   }
    00530 }
    00531
    00541 void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
    00542 {
    00543   int y = 0;
    00544
    00545   SpriteID sprite = GetRailIcon(engine, false, y, image_type);
    00546   const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00547
    00548   width  = UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI);
    00549   height = UnScaleByZoom(real_sprite->height, ZOOM_LVL_GUI);
    00550   xoffs  = UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI);
    00551   yoffs  = UnScaleByZoom(real_sprite->y_offs, ZOOM_LVL_GUI);
    00552
    00553   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00554     sprite = GetRailIcon(engine, true, y, image_type);
    00555     real_sprite = GetSprite(sprite, ST_NORMAL);
    00556
    00557     /* Calculate values relative to an imaginary center between the two sprites. */
    00558     width = TRAININFO_DEFAULT_VEHICLE_WIDTH + UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI) + UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI) - xoffs;
    00559     height = max<uint>(height, UnScaleByZoom(real_sprite->height, ZOOM_LVL_GUI));
    00560     xoffs  = xoffs - TRAININFO_DEFAULT_VEHICLE_WIDTH / 2;
    00561     yoffs  = min(yoffs, UnScaleByZoom(real_sprite->y_offs, ZOOM_LVL_GUI));
    00562   }
    00563 }
    00564
    00573 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
    00574 {
    00575   const RailVehicleInfo *rvi = &e->u.rail;
    00576
    00577   /* Check that the wagon can drive on the track in question */
    00578   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00579
    00580   if (flags & DC_EXEC) {
    00581     Train *v = new Train();
    00582     *ret = v;
    00583     v->spritenum = rvi->image_index;
    00584
    00585     v->engine_type = e->index;
    00586     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00587
    00588     DiagDirection dir = GetRailDepotDirection(tile);
    00589
    00590     v->direction = DiagDirToDir(dir);
    00591     v->tile = tile;
    00592
    00593     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00594     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00595
    00596     v->x_pos = x;
    00597     v->y_pos = y;
    00598     v->z_pos = GetSlopePixelZ(x, y);
    00599     v->owner = _current_company;
    00600     v->track = TRACK_BIT_DEPOT;
    00601     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00602
    00603     v->SetWagon();
    00604
    00605     v->SetFreeWagon();
    00606     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00607
    00608     v->cargo_type = e->GetDefaultCargoType();
    00609     v->cargo_cap = rvi->capacity;
    00610     v->refit_cap = 0;
    00611
    00612     v->railtype = rvi->railtype;
    00613
    00614     v->build_year = _cur_year;
    00615     v->cur_image = SPR_IMG_QUERY;
    00616     v->random_bits = VehicleRandomBits();
    00617
    00618     v->group_id = DEFAULT_GROUP;
    00619
    00620     AddArticulatedParts(v);
    00621
    00622     _new_vehicle_id = v->index;
    00623
    00624     VehicleUpdatePosition(v);
    00625     v->First()->ConsistChanged(false);
    00626     UpdateTrainGroupID(v->First());
    00627
    00628     CheckConsistencyOfArticulatedVehicle(v);
    00629
    00630     /* Try to connect the vehicle to one of free chains of wagons. */
    00631     Train *w;
    00632     FOR_ALL_TRAINS(w) {
    00633       if (w->tile == tile &&
    00634           w->IsFreeWagon() &&
    00635           w->engine_type == e->index &&
    00636           w->First() != v &&
    00637           !(w->vehstatus & VS_CRASHED)) {
    00638         DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00639         break;
    00640       }
    00641     }
    00642   }
    00643
    00644   return CommandCost();
    00645 }
    00646
    00648 static void NormalizeTrainVehInDepot(const Train *u)
    00649 {
    00650   const Train *v;
    00651   FOR_ALL_TRAINS(v) {
    00652     if (v->IsFreeWagon() && v->tile == u->tile &&
    00653         v->track == TRACK_BIT_DEPOT) {
    00654       if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
    00655           CMD_MOVE_RAIL_VEHICLE).Failed())
    00656         break;
    00657     }
    00658   }
    00659 }
    00660
    00661 static void AddRearEngineToMultiheadedTrain(Train *v)
    00662 {
    00663   Train *u = new Train();
    00664   v->value >>= 1;
    00665   u->value = v->value;
    00666   u->direction = v->direction;
    00667   u->owner = v->owner;
    00668   u->tile = v->tile;
    00669   u->x_pos = v->x_pos;
    00670   u->y_pos = v->y_pos;
    00671   u->z_pos = v->z_pos;
    00672   u->track = TRACK_BIT_DEPOT;
    00673   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00674   u->spritenum = v->spritenum + 1;
    00675   u->cargo_type = v->cargo_type;
    00676   u->cargo_subtype = v->cargo_subtype;
    00677   u->cargo_cap = v->cargo_cap;
    00678   u->refit_cap = v->refit_cap;
    00679   u->railtype = v->railtype;
    00680   u->engine_type = v->engine_type;
    00681   u->build_year = v->build_year;
    00682   u->cur_image = SPR_IMG_QUERY;
    00683   u->random_bits = VehicleRandomBits();
    00684   v->SetMultiheaded();
    00685   u->SetMultiheaded();
    00686   v->SetNext(u);
    00687   VehicleUpdatePosition(u);
    00688
    00689   /* Now we need to link the front and rear engines together */
    00690   v->other_multiheaded_part = u;
    00691   u->other_multiheaded_part = v;
    00692 }
    00693
    00703 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
    00704 {
    00705   const RailVehicleInfo *rvi = &e->u.rail;
    00706
    00707   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
    00708
    00709   /* Check if depot and new engine uses the same kind of tracks *
    00710    * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
    00711   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00712
    00713   if (flags & DC_EXEC) {
    00714     DiagDirection dir = GetRailDepotDirection(tile);
    00715     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00716     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00717
    00718     Train *v = new Train();
    00719     *ret = v;
    00720     v->direction = DiagDirToDir(dir);
    00721     v->tile = tile;
    00722     v->owner = _current_company;
    00723     v->x_pos = x;
    00724     v->y_pos = y;
    00725     v->z_pos = GetSlopePixelZ(x, y);
    00726     v->track = TRACK_BIT_DEPOT;
    00727     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00728     v->spritenum = rvi->image_index;
    00729     v->cargo_type = e->GetDefaultCargoType();
    00730     v->cargo_cap = rvi->capacity;
    00731     v->refit_cap = 0;
    00732     v->last_station_visited = INVALID_STATION;
    00733     v->last_loading_station = INVALID_STATION;
    00734
    00735     v->engine_type = e->index;
    00736     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00737
    00738     v->reliability = e->reliability;
    00739     v->reliability_spd_dec = e->reliability_spd_dec;
    00740     v->max_age = e->GetLifeLengthInDays();
    00741
    00742     v->railtype = rvi->railtype;
    00743     _new_vehicle_id = v->index;
    00744
    00745     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
    00746     v->date_of_last_service = _date;
    00747     v->build_year = _cur_year;
    00748     v->cur_image = SPR_IMG_QUERY;
    00749     v->random_bits = VehicleRandomBits();
    00750
    00751     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00752
    00753     v->group_id = DEFAULT_GROUP;
    00754
    00755     v->SetFrontEngine();
    00756     v->SetEngine();
    00757
    00758     VehicleUpdatePosition(v);
    00759
    00760     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00761       AddRearEngineToMultiheadedTrain(v);
    00762     } else {
    00763       AddArticulatedParts(v);
    00764     }
    00765
    00766     v->ConsistChanged(false);
    00767     UpdateTrainGroupID(v);
    00768
    00769     if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00770       NormalizeTrainVehInDepot(v);
    00771     }
    00772
    00773     CheckConsistencyOfArticulatedVehicle(v);
    00774   }
    00775
    00776   return CommandCost();
    00777 }
    00778
    00779 static Train *FindGoodVehiclePos(const Train *src)
    00780 {
    00781   EngineID eng = src->engine_type;
    00782   TileIndex tile = src->tile;
    00783
    00784   Train *dst;
    00785   FOR_ALL_TRAINS(dst) {
    00786     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00787       /* check so all vehicles in the line have the same engine. */
    00788       Train *t = dst;
    00789       while (t->engine_type == eng) {
    00790         t = t->Next();
    00791         if (t == NULL) return dst;
    00792       }
    00793     }
    00794   }
    00795
    00796   return NULL;
    00797 }
    00798
    00800 typedef SmallVector<Train *, 16> TrainList;
    00801
    00807 static void MakeTrainBackup(TrainList &list, Train *t)
    00808 {
    00809   for (; t != NULL; t = t->Next()) *list.Append() = t;
    00810 }
    00811
    00816 static void RestoreTrainBackup(TrainList &list)
    00817 {
    00818   /* No train, nothing to do. */
    00819   if (list.Length() == 0) return;
    00820
    00821   Train *prev = NULL;
    00822   /* Iterate over the list and rebuild it. */
    00823   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    00824     Train *t = *iter;
    00825     if (prev != NULL) {
    00826       prev->SetNext(t);
    00827     } else if (t->Previous() != NULL) {
    00828       /* Make sure the head of the train is always the first in the chain. */
    00829       t->Previous()->SetNext(NULL);
    00830     }
    00831     prev = t;
    00832   }
    00833 }
    00834
    00840 static void RemoveFromConsist(Train *part, bool chain = false)
    00841 {
    00842   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    00843
    00844   /* Unlink at the front, but make it point to the next
    00845    * vehicle after the to be remove part. */
    00846   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    00847
    00848   /* Unlink at the back */
    00849   tail->SetNext(NULL);
    00850 }
    00851
    00857 static void InsertInConsist(Train *dst, Train *chain)
    00858 {
    00859   /* We do not want to add something in the middle of an articulated part. */
    00860   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    00861
    00862   chain->Last()->SetNext(dst->Next());
    00863   dst->SetNext(chain);
    00864 }
    00865
    00871 static void NormaliseDualHeads(Train *t)
    00872 {
    00873   for (; t != NULL; t = t->GetNextVehicle()) {
    00874     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    00875
    00876     /* Make sure that there are no free cars before next engine */
    00877     Train *u;
    00878     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    00879
    00880     if (u == t->other_multiheaded_part) continue;
    00881
    00882     /* Remove the part from the 'wrong' train */
    00883     RemoveFromConsist(t->other_multiheaded_part);
    00884     /* And add it to the 'right' train */
    00885     InsertInConsist(u, t->other_multiheaded_part);
    00886   }
    00887 }
    00888
    00893 static void NormaliseSubtypes(Train *chain)
    00894 {
    00895   /* Nothing to do */
    00896   if (chain == NULL) return;
    00897
    00898   /* We must be the first in the chain. */
    00899   assert(chain->Previous() == NULL);
    00900
    00901   /* Set the appropriate bits for the first in the chain. */
    00902   if (chain->IsWagon()) {
    00903     chain->SetFreeWagon();
    00904   } else {
    00905     assert(chain->IsEngine());
    00906     chain->SetFrontEngine();
    00907   }
    00908
    00909   /* Now clear the bits for the rest of the chain */
    00910   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    00911     t->ClearFreeWagon();
    00912     t->ClearFrontEngine();
    00913   }
    00914 }
    00915
    00925 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    00926 {
    00927   /* Just add 'new' engines and subtract the original ones.
    00928    * If that's less than or equal to 0 we can be sure we did
    00929    * not add any engines (read: trains) along the way. */
    00930   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    00931       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    00932       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    00933       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    00934     return CommandCost();
    00935   }
    00936
    00937   /* Get a free unit number and check whether it's within the bounds.
    00938    * There will always be a maximum of one new train. */
    00939   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    00940
    00941   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00942 }
    00943
    00949 static CommandCost CheckTrainAttachment(Train *t)
    00950 {
    00951   /* No multi-part train, no need to check. */
    00952   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    00953
    00954   /* The maximum length for a train. For each part we decrease this by one
    00955    * and if the result is negative the train is simply too long. */
    00956   int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
    00957
    00958   Train *head = t;
    00959   Train *prev = t;
    00960
    00961   /* Break the prev -> t link so it always holds within the loop. */
    00962   t = t->Next();
    00963   prev->SetNext(NULL);
    00964
    00965   /* Make sure the cache is cleared. */
    00966   head->InvalidateNewGRFCache();
    00967
    00968   while (t != NULL) {
    00969     allowed_len -= t->gcache.cached_veh_length;
    00970
    00971     Train *next = t->Next();
    00972
    00973     /* Unlink the to-be-added piece; it is already unlinked from the previous
    00974      * part due to the fact that the prev -> t link is broken. */
    00975     t->SetNext(NULL);
    00976
    00977     /* Don't check callback for articulated or rear dual headed parts */
    00978     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    00979       /* Back up and clear the first_engine data to avoid using wagon override group */
    00980       EngineID first_engine = t->gcache.first_engine;
    00981       t->gcache.first_engine = INVALID_ENGINE;
    00982
    00983       /* We don't want the cache to interfere. head's cache is cleared before
    00984        * the loop and after each callback does not need to be cleared here. */
    00985       t->InvalidateNewGRFCache();
    00986
    00987       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    00988
    00989       /* Restore original first_engine data */
    00990       t->gcache.first_engine = first_engine;
    00991
    00992       /* We do not want to remember any cached variables from the test run */
    00993       t->InvalidateNewGRFCache();
    00994       head->InvalidateNewGRFCache();
    00995
    00996       if (callback != CALLBACK_FAILED) {
    00997         /* A failing callback means everything is okay */
    00998         StringID error = STR_NULL;
    00999
    01000         if (head->GetGRF()->grf_version < 8) {
    01001           if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    01002           if (callback  < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    01003           if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
    01004         } else {
    01005           if (callback < 0x400) {
    01006             error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    01007           } else {
    01008             switch (callback) {
    01009               case 0x400: // allow if railtypes match (always the case for OpenTTD)
    01010               case 0x401: // allow
    01011                 break;
    01012
    01013               default:    // unknown reason -> disallow
    01014               case 0x402: // disallow attaching
    01015                 error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    01016                 break;
    01017             }
    01018           }
    01019         }
    01020
    01021         if (error != STR_NULL) return_cmd_error(error);
    01022       }
    01023     }
    01024
    01025     /* And link it to the new part. */
    01026     prev->SetNext(t);
    01027     prev = t;
    01028     t = next;
    01029   }
    01030
    01031   if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    01032   return CommandCost();
    01033 }
    01034
    01045 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
    01046 {
    01047   /* Check whether we may actually construct the trains. */
    01048   CommandCost ret = CheckTrainAttachment(src);
    01049   if (ret.Failed()) return ret;
    01050   ret = CheckTrainAttachment(dst);
    01051   if (ret.Failed()) return ret;
    01052
    01053   /* Check whether we need to build a new train. */
    01054   return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
    01055 }
    01056
    01065 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01066 {
    01067   /* First determine the front of the two resulting trains */
    01068   if (*src_head == *dst_head) {
    01069     /* If we aren't moving part(s) to a new train, we are just moving the
    01070      * front back and there is not destination head. */
    01071     *dst_head = NULL;
    01072   } else if (*dst_head == NULL) {
    01073     /* If we are moving to a new train the head of the move train would become
    01074      * the head of the new vehicle. */
    01075     *dst_head = src;
    01076   }
    01077
    01078   if (src == *src_head) {
    01079     /* If we are moving the front of a train then we are, in effect, creating
    01080      * a new head for the train. Point to that. Unless we are moving the whole
    01081      * train in which case there is not 'source' train anymore.
    01082      * In case we are a multiheaded part we want the complete thing to come
    01083      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01084      * that is followed by a rear multihead we do not want to include that. */
    01085     *src_head = move_chain ? NULL :
    01086         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01087   }
    01088
    01089   /* Now it's just simply removing the part that we are going to move from the
    01090    * source train and *if* the destination is a not a new train add the chain
    01091    * at the destination location. */
    01092   RemoveFromConsist(src, move_chain);
    01093   if (*dst_head != src) InsertInConsist(dst, src);
    01094
    01095   /* Now normalise the dual heads, that is move the dual heads around in such
    01096    * a way that the head and rear of a dual head are in the same train */
    01097   NormaliseDualHeads(*src_head);
    01098   NormaliseDualHeads(*dst_head);
    01099 }
    01100
    01106 static void NormaliseTrainHead(Train *head)
    01107 {
    01108   /* Not much to do! */
    01109   if (head == NULL) return;
    01110
    01111   /* Tell the 'world' the train changed. */
    01112   head->ConsistChanged(false);
    01113   UpdateTrainGroupID(head);
    01114
    01115   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01116   if (!head->IsFrontEngine()) return;
    01117
    01118   /* Update the refit button and window */
    01119   InvalidateWindowData(WC_VEHICLE_REFIT, head->index, VIWD_CONSIST_CHANGED);
    01120   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
    01121
    01122   /* If we don't have a unit number yet, set one. */
    01123   if (head->unitnumber != 0) return;
    01124   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01125 }
    01126
    01139 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01140 {
    01141   VehicleID s = GB(p1, 0, 20);
    01142   VehicleID d = GB(p2, 0, 20);
    01143   bool move_chain = HasBit(p1, 20);
    01144
    01145   Train *src = Train::GetIfValid(s);
    01146   if (src == NULL) return CMD_ERROR;
    01147
    01148   CommandCost ret = CheckOwnership(src->owner);
    01149   if (ret.Failed()) return ret;
    01150
    01151   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01152   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01153
    01154   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01155   Train *dst;
    01156   if (d == INVALID_VEHICLE) {
    01157     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01158   } else {
    01159     dst = Train::GetIfValid(d);
    01160     if (dst == NULL) return CMD_ERROR;
    01161
    01162     CommandCost ret = CheckOwnership(dst->owner);
    01163     if (ret.Failed()) return ret;
    01164
    01165     /* Do not allow appending to crashed vehicles, too */
    01166     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01167   }
    01168
    01169   /* if an articulated part is being handled, deal with its parent vehicle */
    01170   src = src->GetFirstEnginePart();
    01171   if (dst != NULL) {
    01172     dst = dst->GetFirstEnginePart();
    01173   }
    01174
    01175   /* don't move the same vehicle.. */
    01176   if (src == dst) return CommandCost();
    01177
    01178   /* locate the head of the two chains */
    01179   Train *src_head = src->First();
    01180   Train *dst_head;
    01181   if (dst != NULL) {
    01182     dst_head = dst->First();
    01183     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01184     /* Now deal with articulated part of destination wagon */
    01185     dst = dst->GetLastEnginePart();
    01186   } else {
    01187     dst_head = NULL;
    01188   }
    01189
    01190   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01191
    01192   /* When moving all wagons, we can't have the same src_head and dst_head */
    01193   if (move_chain && src_head == dst_head) return CommandCost();
    01194
    01195   /* When moving a multiheaded part to be place after itself, bail out. */
    01196   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01197
    01198   /* Check if all vehicles in the source train are stopped inside a depot. */
    01199   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01200
    01201   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01202   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01203
    01204   /* First make a backup of the order of the trains. That way we can do
    01205    * whatever we want with the order and later on easily revert. */
    01206   TrainList original_src;
    01207   TrainList original_dst;
    01208
    01209   MakeTrainBackup(original_src, src_head);
    01210   MakeTrainBackup(original_dst, dst_head);
    01211
    01212   /* Also make backup of the original heads as ArrangeTrains can change them.
    01213    * For the destination head we do not care if it is the same as the source
    01214    * head because in that case it's just a copy. */
    01215   Train *original_src_head = src_head;
    01216   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01217
    01218   /* We want this information from before the rearrangement, but execute this after the validation. */
    01219   bool original_src_head_front_engine = original_src_head != NULL && original_src_head->IsFrontEngine();
    01220   bool original_dst_head_front_engine = original_dst_head != NULL && original_dst_head->IsFrontEngine();
    01221
    01222   /* (Re)arrange the trains in the wanted arrangement. */
    01223   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01224
    01225   if ((flags & DC_AUTOREPLACE) == 0) {
    01226     /* If the autoreplace flag is set we do not need to test for the validity
    01227      * because we are going to revert the train to its original state. As we
    01228      * assume the original state was correct autoreplace can skip this. */
    01229     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
    01230     if (ret.Failed()) {
    01231       /* Restore the train we had. */
    01232       RestoreTrainBackup(original_src);
    01233       RestoreTrainBackup(original_dst);
    01234       return ret;
    01235     }
    01236   }
    01237
    01238   /* do it? */
    01239   if (flags & DC_EXEC) {
    01240     /* Remove old heads from the statistics */
    01241     if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
    01242     if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
    01243
    01244     /* First normalise the sub types of the chains. */
    01245     NormaliseSubtypes(src_head);
    01246     NormaliseSubtypes(dst_head);
    01247
    01248     /* There are 14 different cases:
    01249      *  1) front engine gets moved to a new train, it stays a front engine.
    01250      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01251      *     b) the 'next' part is an engine that becomes a front engine.
    01252      *     c) there is no 'next' part, nothing else happens
    01253      *  2) front engine gets moved to another train, it is not a front engine anymore
    01254      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01255      *     b) the 'next' part is an engine that becomes a front engine.
    01256      *     c) there is no 'next' part, nothing else happens
    01257      *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
    01258      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01259      *     b) the 'next' part is an engine that becomes a front engine.
    01260      *  4) free wagon gets moved
    01261      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01262      *     b) the 'next' part is an engine that becomes a front engine.
    01263      *     c) there is no 'next' part, nothing else happens
    01264      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01265      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01266      *  7) wagon gets moved, nothing happens
    01267      */
    01268     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01269       /* Cases #2 and #3: the front engine gets trashed. */
    01270       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01271       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01272       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01273       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01274       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01275       SetWindowDirty(WC_COMPANY, _current_company);
    01276
    01277       /* Delete orders, group stuff and the unit number as we're not the
    01278        * front of any vehicle anymore. */
    01279       DeleteVehicleOrders(src);
    01280       RemoveVehicleFromGroup(src);
    01281       src->unitnumber = 0;
    01282     }
    01283
    01284     /* We weren't a front engine but are becoming one. So
    01285      * we should be put in the default group. */
    01286     if (original_src_head != src && dst_head == src) {
    01287       SetTrainGroupID(src, DEFAULT_GROUP);
    01288       SetWindowDirty(WC_COMPANY, _current_company);
    01289     }
    01290
    01291     /* Add new heads to statistics */
    01292     if (src_head != NULL && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
    01293     if (dst_head != NULL && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
    01294
    01295     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01296     NormaliseTrainHead(src_head);
    01297     NormaliseTrainHead(dst_head);
    01298
    01299     if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
    01300       CheckCargoCapacity(src_head);
    01301       CheckCargoCapacity(dst_head);
    01302     }
    01303
    01304     /* We are undoubtedly changing something in the depot and train list. */
    01305     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01306     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01307   } else {
    01308     /* We don't want to execute what we're just tried. */
    01309     RestoreTrainBackup(original_src);
    01310     RestoreTrainBackup(original_dst);
    01311   }
    01312
    01313   return CommandCost();
    01314 }
    01315
    01327 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
    01328 {
    01329   /* Check if we deleted a vehicle window */
    01330   Window *w = NULL;
    01331
    01332   /* Sell a chain of vehicles or not? */
    01333   bool sell_chain = HasBit(data, 0);
    01334
    01335   Train *v = Train::From(t)->GetFirstEnginePart();
    01336   Train *first = v->First();
    01337
    01338   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01339
    01340   /* First make a backup of the order of the train. That way we can do
    01341    * whatever we want with the order and later on easily revert. */
    01342   TrainList original;
    01343   MakeTrainBackup(original, first);
    01344
    01345   /* We need to keep track of the new head and the head of what we're going to sell. */
    01346   Train *new_head = first;
    01347   Train *sell_head = NULL;
    01348
    01349   /* Split the train in the wanted way. */
    01350   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01351
    01352   /* We don't need to validate the second train; it's going to be sold. */
    01353   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
    01354   if (ret.Failed()) {
    01355     /* Restore the train we had. */
    01356     RestoreTrainBackup(original);
    01357     return ret;
    01358   }
    01359
    01360   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01361   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01362
    01363   if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
    01364     return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
    01365   }
    01366
    01367   /* do it? */
    01368   if (flags & DC_EXEC) {
    01369     /* First normalise the sub types of the chain. */
    01370     NormaliseSubtypes(new_head);
    01371
    01372     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01373       /* We are selling the front engine. In this case we want to
    01374        * 'give' the order, unit number and such to the new head. */
    01375       new_head->orders.list = first->orders.list;
    01376       new_head->AddToShared(first);
    01377       DeleteVehicleOrders(first);
    01378
    01379       /* Copy other important data from the front engine */
    01380       new_head->CopyVehicleConfigAndStatistics(first);
    01381       GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
    01382
    01383       /* If we deleted a window then open a new one for the 'new' train */
    01384       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
    01385     } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
    01386       OrderBackup::Backup(v, user);
    01387     }
    01388
    01389     /* We need to update the information about the train. */
    01390     NormaliseTrainHead(new_head);
    01391
    01392     /* We are undoubtedly changing something in the depot and train list. */
    01393     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01394     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01395
    01396     /* Actually delete the sold 'goods' */
    01397     delete sell_head;
    01398   } else {
    01399     /* We don't want to execute what we're just tried. */
    01400     RestoreTrainBackup(original);
    01401   }
    01402
    01403   return cost;
    01404 }
    01405
    01406 void Train::UpdateDeltaXY(Direction direction)
    01407 {
    01408   /* Set common defaults. */
    01409   this->x_offs    = -1;
    01410   this->y_offs    = -1;
    01411   this->x_extent  =  3;
    01412   this->y_extent  =  3;
    01413   this->z_extent  =  6;
    01414   this->x_bb_offs =  0;
    01415   this->y_bb_offs =  0;
    01416
    01417   if (!IsDiagonalDirection(direction)) {
    01418     static const int _sign_table[] =
    01419     {
    01420       // x, y
    01421       -1, -1, // DIR_N
    01422       -1,  1, // DIR_E
    01423        1,  1, // DIR_S
    01424        1, -1, // DIR_W
    01425     };
    01426
    01427     int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
    01428
    01429     /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
    01430     this->x_offs -= half_shorten * _sign_table[direction];
    01431     this->y_offs -= half_shorten * _sign_table[direction + 1];
    01432     this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
    01433     this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
    01434   } else {
    01435     switch (direction) {
    01436         /* Shorten southern corner of the bounding box according the vehicle length
    01437          * and center the bounding box on the vehicle. */
    01438       case DIR_NE:
    01439         this->x_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01440         this->x_extent  = this->gcache.cached_veh_length - 1;
    01441         this->x_bb_offs = -1;
    01442         break;
    01443
    01444       case DIR_NW:
    01445         this->y_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01446         this->y_extent  = this->gcache.cached_veh_length - 1;
    01447         this->y_bb_offs = -1;
    01448         break;
    01449
    01450         /* Move northern corner of the bounding box down according to vehicle length
    01451          * and center the bounding box on the vehicle. */
    01452       case DIR_SW:
    01453         this->x_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01454         this->x_extent  = VEHICLE_LENGTH - 1;
    01455         this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01456         break;
    01457
    01458       case DIR_SE:
    01459         this->y_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01460         this->y_extent  = VEHICLE_LENGTH - 1;
    01461         this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01462         break;
    01463
    01464       default:
    01465         NOT_REACHED();
    01466     }
    01467   }
    01468 }
    01469
    01474 static void MarkTrainAsStuck(Train *v)
    01475 {
    01476   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01477     /* It is the first time the problem occurred, set the "train stuck" flag. */
    01478     SetBit(v->flags, VRF_TRAIN_STUCK);
    01479
    01480     v->wait_counter = 0;
    01481
    01482     /* Stop train */
    01483     v->cur_speed = 0;
    01484     v->subspeed = 0;
    01485     v->SetLastSpeed();
    01486
    01487     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01488   }
    01489 }
    01490
    01498 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01499 {
    01500   uint16 flag1 = *swap_flag1;
    01501   uint16 flag2 = *swap_flag2;
    01502
    01503   /* Clear the flags */
    01504   ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
    01505   ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01506   ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
    01507   ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01508
    01509   /* Reverse the rail-flags (if needed) */
    01510   if (HasBit(flag1, GVF_GOINGUP_BIT)) {
    01511     SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01512   } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
    01513     SetBit(*swap_flag2, GVF_GOINGUP_BIT);
    01514   }
    01515   if (HasBit(flag2, GVF_GOINGUP_BIT)) {
    01516     SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01517   } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
    01518     SetBit(*swap_flag1, GVF_GOINGUP_BIT);
    01519   }
    01520 }
    01521
    01526 static void UpdateStatusAfterSwap(Train *v)
    01527 {
    01528   /* Reverse the direction. */
    01529   if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
    01530
    01531   /* Call the proper EnterTile function unless we are in a wormhole. */
    01532   if (v->track != TRACK_BIT_WORMHOLE) {
    01533     VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
    01534   } else {
    01535     /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
    01536      * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
    01537      * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
    01538      * when we shouldn't have. Check if this is the case. */
    01539     TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
    01540     if (IsTileType(vt, MP_TUNNELBRIDGE)) {
    01541       VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
    01542       if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
    01543         /* We have just left the wormhole, possibly set the
    01544          * "goingdown" bit. UpdateInclination() can be used
    01545          * because we are at the border of the tile. */
    01546         VehicleUpdatePosition(v);
    01547         v->UpdateInclination(true, true);
    01548         return;
    01549       }
    01550     }
    01551   }
    01552
    01553   VehicleUpdatePosition(v);
    01554   v->UpdateViewport(true, true);
    01555 }
    01556
    01563 void ReverseTrainSwapVeh(Train *v, int l, int r)
    01564 {
    01565   Train *a, *b;
    01566
    01567   /* locate vehicles to swap */
    01568   for (a = v; l != 0; l--) a = a->Next();
    01569   for (b = v; r != 0; r--) b = b->Next();
    01570
    01571   if (a != b) {
    01572     /* swap the hidden bits */
    01573     {
    01574       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
    01575       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
    01576       a->vehstatus = tmp;
    01577     }
    01578
    01579     Swap(a->track, b->track);
    01580     Swap(a->direction, b->direction);
    01581     Swap(a->x_pos, b->x_pos);
    01582     Swap(a->y_pos, b->y_pos);
    01583     Swap(a->tile,  b->tile);
    01584     Swap(a->z_pos, b->z_pos);
    01585
    01586     SwapTrainFlags(&a->gv_flags, &b->gv_flags);
    01587
    01588     UpdateStatusAfterSwap(a);
    01589     UpdateStatusAfterSwap(b);
    01590   } else {
    01591     /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
    01592      * This is a little bit redundant way, a->gv_flags will
    01593      * be (re)set twice, but it reduces code duplication */
    01594     SwapTrainFlags(&a->gv_flags, &a->gv_flags);
    01595     UpdateStatusAfterSwap(a);
    01596   }
    01597 }
    01598
    01599
    01605 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01606 {
    01607   return (v->type == VEH_TRAIN) ? v : NULL;
    01608 }
    01609
    01610
    01617 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01618 {
    01619   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01620
    01621   Train *t = Train::From(v);
    01622   if (!t->IsFrontEngine()) return NULL;
    01623
    01624   TileIndex tile = *(TileIndex *)data;
    01625
    01626   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01627
    01628   return t;
    01629 }
    01630
    01631
    01638 static bool TrainApproachingCrossing(TileIndex tile)
    01639 {
    01640   assert(IsLevelCrossingTile(tile));
    01641
    01642   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01643   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01644
    01645   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01646
    01647   dir = ReverseDiagDir(dir);
    01648   tile_from = tile + TileOffsByDiagDir(dir);
    01649
    01650   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01651 }
    01652
    01653
    01660 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01661 {
    01662   assert(IsLevelCrossingTile(tile));
    01663
    01664   /* train on crossing || train approaching crossing || reserved */
    01665   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
    01666
    01667   if (new_state != IsCrossingBarred(tile)) {
    01668     if (new_state && sound) {
    01669       if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01670     }
    01671     SetCrossingBarred(tile, new_state);
    01672     MarkTileDirtyByTile(tile);
    01673   }
    01674 }
    01675
    01676
    01682 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01683 {
    01684   if (!IsCrossingBarred(tile)) {
    01685     BarCrossing(tile);
    01686     if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01687     MarkTileDirtyByTile(tile);
    01688   }
    01689 }
    01690
    01691
    01697 static void AdvanceWagonsBeforeSwap(Train *v)
    01698 {
    01699   Train *base = v;
    01700   Train *first = base; // first vehicle to move
    01701   Train *last = v->Last(); // last vehicle to move
    01702   uint length = CountVehiclesInChain(v);
    01703
    01704   while (length > 2) {
    01705     last = last->Previous();
    01706     first = first->Next();
    01707
    01708     int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
    01709
    01710     /* do not update images now
    01711      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01712     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01713
    01714     base = first; // == base->Next()
    01715     length -= 2;
    01716   }
    01717 }
    01718
    01719
    01725 static void AdvanceWagonsAfterSwap(Train *v)
    01726 {
    01727   /* first of all, fix the situation when the train was entering a depot */
    01728   Train *dep = v; // last vehicle in front of just left depot
    01729   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01730     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01731   }
    01732
    01733   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01734
    01735   if (leave != NULL) {
    01736     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01737     int d = TicksToLeaveDepot(dep);
    01738
    01739     if (d <= 0) {
    01740       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01741       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01742       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01743     }
    01744   } else {
    01745     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01746   }
    01747
    01748   Train *base = v;
    01749   Train *first = base; // first vehicle to move
    01750   Train *last = v->Last(); // last vehicle to move
    01751   uint length = CountVehiclesInChain(v);
    01752
    01753   /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
    01754    * they have already correct spacing, so we have to make sure they are moved how they should */
    01755   bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
    01756
    01757   while (length > 2) {
    01758     /* we reached vehicle (originally) in front of a depot, stop now
    01759      * (we would move wagons that are already moved with new wagon length). */
    01760     if (base == dep) break;
    01761
    01762     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01763     if (last == dep) nomove = true;
    01764
    01765     last = last->Previous();
    01766     first = first->Next();
    01767
    01768     int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
    01769
    01770     /* do not update images now */
    01771     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01772
    01773     base = first; // == base->Next()
    01774     length -= 2;
    01775   }
    01776 }
    01777
    01782 void ReverseTrainDirection(Train *v)
    01783 {
    01784   if (IsRailDepotTile(v->tile)) {
    01785     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01786   }
    01787
    01788   /* Clear path reservation in front if train is not stuck. */
    01789   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01790
    01791   /* Check if we were approaching a rail/road-crossing */
    01792   TileIndex crossing = TrainApproachingCrossingTile(v);
    01793
    01794   /* count number of vehicles */
    01795   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01796
    01797   AdvanceWagonsBeforeSwap(v);
    01798
    01799   /* swap start<>end, start+1<>end-1, ... */
    01800   int l = 0;
    01801   do {
    01802     ReverseTrainSwapVeh(v, l++, r--);
    01803   } while (l <= r);
    01804
    01805   AdvanceWagonsAfterSwap(v);
    01806
    01807   if (IsRailDepotTile(v->tile)) {
    01808     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01809   }
    01810
    01811   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01812
    01813   ClrBit(v->flags, VRF_REVERSING);
    01814
    01815   /* recalculate cached data */
    01816   v->ConsistChanged(true);
    01817
    01818   /* update all images */
    01819   for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01820
    01821   /* update crossing we were approaching */
    01822   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01823
    01824   /* maybe we are approaching crossing now, after reversal */
    01825   crossing = TrainApproachingCrossingTile(v);
    01826   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01827
    01828   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01829   if (v->track == TRACK_BIT_DEPOT) {
    01830     /* Can't be stuck here as inside a depot is always a safe tile. */
    01831     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01832     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01833     return;
    01834   }
    01835
    01836   /* TrainExitDir does not always produce the desired dir for depots and
    01837    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01838   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01839   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01840
    01841   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01842     /* If we are currently on a tile with conventional signals, we can't treat the
    01843      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01844     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01845       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01846       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01847
    01848     /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
    01849     if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
    01850
    01851     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01852     if (TryPathReserve(v, false, first_tile_okay)) {
    01853       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01854       CheckNextTrainTile(v);
    01855     } else if (v->current_order.GetType() != OT_LOADING) {
    01856       /* Do not wait for a way out when we're still loading */
    01857       MarkTrainAsStuck(v);
    01858     }
    01859   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01860     /* A train not inside a PBS block can't be stuck. */
    01861     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01862     v->wait_counter = 0;
    01863   }
    01864 }
    01865
    01875 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01876 {
    01877   Train *v = Train::GetIfValid(p1);
    01878   if (v == NULL) return CMD_ERROR;
    01879
    01880   CommandCost ret = CheckOwnership(v->owner);
    01881   if (ret.Failed()) return ret;
    01882
    01883   if (p2 != 0) {
    01884     /* turn a single unit around */
    01885
    01886     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01887       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01888     }
    01889     if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
    01890
    01891     Train *front = v->First();
    01892     /* make sure the vehicle is stopped in the depot */
    01893     if (!front->IsStoppedInDepot()) {
    01894       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01895     }
    01896
    01897     if (flags & DC_EXEC) {
    01898       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01899
    01900       front->ConsistChanged(false);
    01901       SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    01902       SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01903       SetWindowDirty(WC_VEHICLE_VIEW, front->index);
    01904       SetWindowClassesDirty(WC_TRAINS_LIST);
    01905     }
    01906   } else {
    01907     /* turn the whole train around */
    01908     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
    01909
    01910     if (flags & DC_EXEC) {
    01911       /* Properly leave the station if we are loading and won't be loading anymore */
    01912       if (v->current_order.IsType(OT_LOADING)) {
    01913         const Vehicle *last = v;
    01914         while (last->Next() != NULL) last = last->Next();
    01915
    01916         /* not a station || different station --> leave the station */
    01917         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    01918           v->LeaveStation();
    01919         }
    01920       }
    01921
    01922       /* We cancel any 'skip signal at dangers' here */
    01923       v->force_proceed = TFP_NONE;
    01924       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01925
    01926       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
    01927         ToggleBit(v->flags, VRF_REVERSING);
    01928       } else {
    01929         v->cur_speed = 0;
    01930         v->SetLastSpeed();
    01931         HideFillingPercent(&v->fill_percent_te_id);
    01932         ReverseTrainDirection(v);
    01933       }
    01934     }
    01935   }
    01936   return CommandCost();
    01937 }
    01938
    01948 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01949 {
    01950   Train *t = Train::GetIfValid(p1);
    01951   if (t == NULL) return CMD_ERROR;
    01952
    01953   if (!t->IsPrimaryVehicle()) return CMD_ERROR;
    01954
    01955   CommandCost ret = CheckOwnership(t->owner);
    01956   if (ret.Failed()) return ret;
    01957
    01958
    01959   if (flags & DC_EXEC) {
    01960     /* If we are forced to proceed, cancel that order.
    01961      * If we are marked stuck we would want to force the train
    01962      * to proceed to the next signal. In the other cases we
    01963      * would like to pass the signal at danger and run till the
    01964      * next signal we encounter. */
    01965     t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
    01966     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    01967   }
    01968
    01969   return CommandCost();
    01970 }
    01971
    01979 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    01980 {
    01981   assert(!(v->vehstatus & VS_CRASHED));
    01982
    01983   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    01984
    01985   PBSTileInfo origin = FollowTrainReservation(v);
    01986   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    01987
    01988   switch (_settings_game.pf.pathfinder_for_trains) {
    01989     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    01990     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    01991
    01992     default: NOT_REACHED();
    01993   }
    01994 }
    01995
    02003 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    02004 {
    02005   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    02006   if (tfdd.best_length == UINT_MAX) return false;
    02007
    02008   if (location    != NULL) *location    = tfdd.tile;
    02009   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    02010   if (reverse     != NULL) *reverse     = tfdd.reverse;
    02011
    02012   return true;
    02013 }
    02014
    02016 void Train::PlayLeaveStationSound() const
    02017 {
    02018   static const SoundFx sfx[] = {
    02019     SND_04_TRAIN,
    02020     SND_0A_TRAIN_HORN,
    02021     SND_0A_TRAIN_HORN,
    02022     SND_47_MAGLEV_2,
    02023     SND_41_MAGLEV
    02024   };
    02025
    02026   if (PlayVehicleSound(this, VSE_START)) return;
    02027
    02028   EngineID engtype = this->engine_type;
    02029   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    02030 }
    02031
    02036 static void CheckNextTrainTile(Train *v)
    02037 {
    02038   /* Don't do any look-ahead if path_backoff_interval is 255. */
    02039   if (_settings_game.pf.path_backoff_interval == 255) return;
    02040
    02041   /* Exit if we are inside a depot. */
    02042   if (v->track == TRACK_BIT_DEPOT) return;
    02043
    02044   switch (v->current_order.GetType()) {
    02045     /* Exit if we reached our destination depot. */
    02046     case OT_GOTO_DEPOT:
    02047       if (v->tile == v->dest_tile) return;
    02048       break;
    02049
    02050     case OT_GOTO_WAYPOINT:
    02051       /* If we reached our waypoint, make sure we see that. */
    02052       if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
    02053       break;
    02054
    02055     case OT_NOTHING:
    02056     case OT_LEAVESTATION:
    02057     case OT_LOADING:
    02058       /* Exit if the current order doesn't have a destination, but the train has orders. */
    02059       if (v->GetNumOrders() > 0) return;
    02060       break;
    02061
    02062     default:
    02063       break;
    02064   }
    02065   /* Exit if we are on a station tile and are going to stop. */
    02066   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    02067
    02068   Trackdir td = v->GetVehicleTrackdir();
    02069
    02070   /* On a tile with a red non-pbs signal, don't look ahead. */
    02071   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    02072       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    02073       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    02074
    02075   CFollowTrackRail ft(v);
    02076   if (!ft.Follow(v->tile, td)) return;
    02077
    02078   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    02079     /* Next tile is not reserved. */
    02080     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02081       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    02082         /* If the next tile is a PBS signal, try to make a reservation. */
    02083         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02084         if (_settings_game.pf.forbid_90_deg) {
    02085           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    02086         }
    02087         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    02088       }
    02089     }
    02090   }
    02091 }
    02092
    02098 static bool CheckTrainStayInDepot(Train *v)
    02099 {
    02100   /* bail out if not all wagons are in the same depot or not in a depot at all */
    02101   for (const Train *u = v; u != NULL; u = u->Next()) {
    02102     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    02103   }
    02104
    02105   /* if the train got no power, then keep it in the depot */
    02106   if (v->gcache.cached_power == 0) {
    02107     v->vehstatus |= VS_STOPPED;
    02108     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    02109     return true;
    02110   }
    02111
    02112   SigSegState seg_state;
    02113
    02114   if (v->force_proceed == TFP_NONE) {
    02115     /* force proceed was not pressed */
    02116     if (++v->wait_counter < 37) {
    02117       SetWindowClassesDirty(WC_TRAINS_LIST);
    02118       return true;
    02119     }
    02120
    02121     v->wait_counter = 0;
    02122
    02123     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02124     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02125       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02126       SetWindowClassesDirty(WC_TRAINS_LIST);
    02127       return true;
    02128     }
    02129   } else {
    02130     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02131   }
    02132
    02133   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02134   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02135     /* We need to have a reservation for this to work. */
    02136     if (HasDepotReservation(v->tile)) return true;
    02137     SetDepotReservation(v->tile, true);
    02138     VehicleEnterDepot(v);
    02139     return true;
    02140   }
    02141
    02142   /* Only leave when we can reserve a path to our destination. */
    02143   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
    02144     /* No path and no force proceed. */
    02145     SetWindowClassesDirty(WC_TRAINS_LIST);
    02146     MarkTrainAsStuck(v);
    02147     return true;
    02148   }
    02149
    02150   SetDepotReservation(v->tile, true);
    02151   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02152
    02153   VehicleServiceInDepot(v);
    02154   SetWindowClassesDirty(WC_TRAINS_LIST);
    02155   v->PlayLeaveStationSound();
    02156
    02157   v->track = TRACK_BIT_X;
    02158   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02159
    02160   v->vehstatus &= ~VS_HIDDEN;
    02161   v->cur_speed = 0;
    02162
    02163   v->UpdateViewport(true, true);
    02164   VehicleUpdatePosition(v);
    02165   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02166   v->UpdateAcceleration();
    02167   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02168
    02169   return false;
    02170 }
    02171
    02178 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02179 {
    02180   DiagDirection dir = TrackdirToExitdir(track_dir);
    02181
    02182   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02183     /* Are we just leaving a tunnel/bridge? */
    02184     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02185       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02186
    02187       if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
    02188         /* Free the reservation only if no other train is on the tiles. */
    02189         SetTunnelBridgeReservation(tile, false);
    02190         SetTunnelBridgeReservation(end, false);
    02191
    02192         if (_settings_client.gui.show_track_reservation) {
    02193           MarkTileDirtyByTile(tile);
    02194           MarkTileDirtyByTile(end);
    02195         }
    02196       }
    02197     }
    02198   } else if (IsRailStationTile(tile)) {
    02199     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02200     /* If the new tile is not a further tile of the same station, we
    02201      * clear the reservation for the whole platform. */
    02202     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02203       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02204     }
    02205   } else {
    02206     /* Any other tile */
    02207     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02208   }
    02209 }
    02210
    02217 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02218 {
    02219   assert(v->IsFrontEngine());
    02220
    02221   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02222   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02223   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02224   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02225
    02226   /* Can't be holding a reservation if we enter a depot. */
    02227   if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
    02228   if (v->track == TRACK_BIT_DEPOT) {
    02229     /* Front engine is in a depot. We enter if some part is not in the depot. */
    02230     for (const Train *u = v; u != NULL; u = u->Next()) {
    02231       if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
    02232     }
    02233   }
    02234   /* Don't free reservation if it's not ours. */
    02235   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02236
    02237   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02238   while (ft.Follow(tile, td)) {
    02239     tile = ft.m_new_tile;
    02240     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02241     td = RemoveFirstTrackdir(&bits);
    02242     assert(bits == TRACKDIR_BIT_NONE);
    02243
    02244     if (!IsValidTrackdir(td)) break;
    02245
    02246     if (IsTileType(tile, MP_RAILWAY)) {
    02247       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02248         /* Conventional signal along trackdir: remove reservation and stop. */
    02249         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02250         break;
    02251       }
    02252       if (HasPbsSignalOnTrackdir(tile, td)) {
    02253         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02254           /* Red PBS signal? Can't be our reservation, would be green then. */
    02255           break;
    02256         } else {
    02257           /* Turn the signal back to red. */
    02258           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02259           MarkTileDirtyByTile(tile);
    02260         }
    02261       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02262         break;
    02263       }
    02264     }
    02265
    02266     /* Don't free first station/bridge/tunnel if we are on it. */
    02267     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);
    02268
    02269     free_tile = true;
    02270   }
    02271 }
    02272
    02273 static const byte _initial_tile_subcoord[6][4][3] = {
    02274 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02275 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02276 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02277 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02278 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02279 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02280 };
    02281
    02294 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
    02295 {
    02296   switch (_settings_game.pf.pathfinder_for_trains) {
    02297     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02298     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02299
    02300     default: NOT_REACHED();
    02301   }
    02302 }
    02303
    02309 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02310 {
    02311   PBSTileInfo origin = FollowTrainReservation(v);
    02312
    02313   CFollowTrackRail ft(v);
    02314
    02315   TileIndex tile = origin.tile;
    02316   Trackdir  cur_td = origin.trackdir;
    02317   while (ft.Follow(tile, cur_td)) {
    02318     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02319       /* Possible signal tile. */
    02320       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02321     }
    02322
    02323     if (_settings_game.pf.forbid_90_deg) {
    02324       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02325       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02326     }
    02327
    02328     /* Station, depot or waypoint are a possible target. */
    02329     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02330     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02331       /* Choice found or possible target encountered.
    02332        * On finding a possible target, we need to stop and let the pathfinder handle the
    02333        * remaining path. This is because we don't know if this target is in one of our
    02334        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02335        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02336        * a wrong path not leading to our next destination. */
    02337       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02338
    02339       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02340        * actually starts its search at the first unreserved tile. */
    02341       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02342
    02343       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02344       if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02345       if (enterdir != NULL) *enterdir = ft.m_exitdir;
    02346       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02347     }
    02348
    02349     tile = ft.m_new_tile;
    02350     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02351
    02352     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02353       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02354       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02355       /* Safe position is all good, path valid and okay. */
    02356       return PBSTileInfo(tile, cur_td, true);
    02357     }
    02358
    02359     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02360   }
    02361
    02362   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02363     /* End of line, path valid and okay. */
    02364     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02365   }
    02366
    02367   /* Sorry, can't reserve path, back out. */
    02368   tile = origin.tile;
    02369   cur_td = origin.trackdir;
    02370   TileIndex stopped = ft.m_old_tile;
    02371   Trackdir  stopped_td = ft.m_old_td;
    02372   while (tile != stopped || cur_td != stopped_td) {
    02373     if (!ft.Follow(tile, cur_td)) break;
    02374
    02375     if (_settings_game.pf.forbid_90_deg) {
    02376       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02377       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02378     }
    02379     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02380
    02381     tile = ft.m_new_tile;
    02382     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02383
    02384     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02385   }
    02386
    02387   /* Path invalid. */
    02388   return PBSTileInfo();
    02389 }
    02390
    02401 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02402 {
    02403   switch (_settings_game.pf.pathfinder_for_trains) {
    02404     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02405     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02406
    02407     default: NOT_REACHED();
    02408   }
    02409 }
    02410
    02412 class VehicleOrderSaver {
    02413 private:
    02414   Train          *v;
    02415   Order          old_order;
    02416   TileIndex      old_dest_tile;
    02417   StationID      old_last_station_visited;
    02418   VehicleOrderID index;
    02419   bool           suppress_implicit_orders;
    02420
    02421 public:
    02422   VehicleOrderSaver(Train *_v) :
    02423     v(_v),
    02424     old_order(_v->current_order),
    02425     old_dest_tile(_v->dest_tile),
    02426     old_last_station_visited(_v->last_station_visited),
    02427     index(_v->cur_real_order_index),
    02428     suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
    02429   {
    02430   }
    02431
    02432   ~VehicleOrderSaver()
    02433   {
    02434     this->v->current_order = this->old_order;
    02435     this->v->dest_tile = this->old_dest_tile;
    02436     this->v->last_station_visited = this->old_last_station_visited;
    02437     SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
    02438   }
    02439
    02445   bool SwitchToNextOrder(bool skip_first)
    02446   {
    02447     if (this->v->GetNumOrders() == 0) return false;
    02448
    02449     if (skip_first) ++this->index;
    02450
    02451     int depth = 0;
    02452
    02453     do {
    02454       /* Wrap around. */
    02455       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02456
    02457       Order *order = this->v->GetOrder(this->index);
    02458       assert(order != NULL);
    02459
    02460       switch (order->GetType()) {
    02461         case OT_GOTO_DEPOT:
    02462           /* Skip service in depot orders when the train doesn't need service. */
    02463           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02464         case OT_GOTO_STATION:
    02465         case OT_GOTO_WAYPOINT:
    02466           this->v->current_order = *order;
    02467           return UpdateOrderDest(this->v, order, 0, true);
    02468         case OT_CONDITIONAL: {
    02469           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02470           if (next != INVALID_VEH_ORDER_ID) {
    02471             depth++;
    02472             this->index = next;
    02473             /* Don't increment next, so no break here. */
    02474             continue;
    02475           }
    02476           break;
    02477         }
    02478         default:
    02479           break;
    02480       }
    02481       /* Don't increment inside the while because otherwise conditional
    02482        * orders can lead to an infinite loop. */
    02483       ++this->index;
    02484       depth++;
    02485     } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
    02486
    02487     return false;
    02488   }
    02489 };
    02490
    02491 /* choose a track */
    02492 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02493 {
    02494   Track best_track = INVALID_TRACK;
    02495   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02496   bool changed_signal = false;
    02497
    02498   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02499
    02500   if (got_reservation != NULL) *got_reservation = false;
    02501
    02502   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02503   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02504   /* Do we have a suitable reserved track? */
    02505   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02506
    02507   /* Quick return in case only one possible track is available */
    02508   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02509     Track track = FindFirstTrack(tracks);
    02510     /* We need to check for signals only here, as a junction tile can't have signals. */
    02511     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02512       do_track_reservation = true;
    02513       changed_signal = true;
    02514       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02515     } else if (!do_track_reservation) {
    02516       return track;
    02517     }
    02518     best_track = track;
    02519   }
    02520
    02521   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02522   DiagDirection dest_enterdir = enterdir;
    02523   if (do_track_reservation) {
    02524     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02525     if (res_dest.tile == INVALID_TILE) {
    02526       /* Reservation failed? */
    02527       if (mark_stuck) MarkTrainAsStuck(v);
    02528       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02529       return FindFirstTrack(tracks);
    02530     }
    02531     if (res_dest.okay) {
    02532       /* Got a valid reservation that ends at a safe target, quick exit. */
    02533       if (got_reservation != NULL) *got_reservation = true;
    02534       if (changed_signal) MarkTileDirtyByTile(tile);
    02535       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02536       return best_track;
    02537     }
    02538
    02539     /* Check if the train needs service here, so it has a chance to always find a depot.
    02540      * Also check if the current order is a service order so we don't reserve a path to
    02541      * the destination but instead to the next one if service isn't needed. */
    02542     CheckIfTrainNeedsService(v);
    02543     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02544   }
    02545
    02546   /* Save the current train order. The destructor will restore the old order on function exit. */
    02547   VehicleOrderSaver orders(v);
    02548
    02549   /* If the current tile is the destination of the current order and
    02550    * a reservation was requested, advance to the next order.
    02551    * Don't advance on a depot order as depots are always safe end points
    02552    * for a path and no look-ahead is necessary. This also avoids a
    02553    * problem with depot orders not part of the order list when the
    02554    * order list itself is empty. */
    02555   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02556     orders.SwitchToNextOrder(false);
    02557   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02558       v->current_order.IsType(OT_GOTO_STATION) ?
    02559       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02560       v->tile == v->dest_tile))) {
    02561     orders.SwitchToNextOrder(true);
    02562   }
    02563
    02564   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02565     /* Pathfinders are able to tell that route was only 'guessed'. */
    02566     bool      path_found = true;
    02567     TileIndex new_tile = res_dest.tile;
    02568
    02569     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
    02570     if (new_tile == tile) best_track = next_track;
    02571     v->HandlePathfindingResult(path_found);
    02572   }
    02573
    02574   /* No track reservation requested -> finished. */
    02575   if (!do_track_reservation) return best_track;
    02576
    02577   /* A path was found, but could not be reserved. */
    02578   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02579     if (mark_stuck) MarkTrainAsStuck(v);
    02580     FreeTrainTrackReservation(v);
    02581     return best_track;
    02582   }
    02583
    02584   /* No possible reservation target found, we are probably lost. */
    02585   if (res_dest.tile == INVALID_TILE) {
    02586     /* Try to find any safe destination. */
    02587     PBSTileInfo origin = FollowTrainReservation(v);
    02588     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02589       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02590       best_track = FindFirstTrack(res);
    02591       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02592       if (got_reservation != NULL) *got_reservation = true;
    02593       if (changed_signal) MarkTileDirtyByTile(tile);
    02594     } else {
    02595       FreeTrainTrackReservation(v);
    02596       if (mark_stuck) MarkTrainAsStuck(v);
    02597     }
    02598     return best_track;
    02599   }
    02600
    02601   if (got_reservation != NULL) *got_reservation = true;
    02602
    02603   /* Reservation target found and free, check if it is safe. */
    02604   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02605     /* Extend reservation until we have found a safe position. */
    02606     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02607     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02608     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02609     if (_settings_game.pf.forbid_90_deg) {
    02610       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02611     }
    02612
    02613     /* Get next order with destination. */
    02614     if (orders.SwitchToNextOrder(true)) {
    02615       PBSTileInfo cur_dest;
    02616       bool path_found;
    02617       DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
    02618       if (cur_dest.tile != INVALID_TILE) {
    02619         res_dest = cur_dest;
    02620         if (res_dest.okay) continue;
    02621         /* Path found, but could not be reserved. */
    02622         FreeTrainTrackReservation(v);
    02623         if (mark_stuck) MarkTrainAsStuck(v);
    02624         if (got_reservation != NULL) *got_reservation = false;
    02625         changed_signal = false;
    02626         break;
    02627       }
    02628     }
    02629     /* No order or no safe position found, try any position. */
    02630     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02631       FreeTrainTrackReservation(v);
    02632       if (mark_stuck) MarkTrainAsStuck(v);
    02633       if (got_reservation != NULL) *got_reservation = false;
    02634       changed_signal = false;
    02635     }
    02636     break;
    02637   }
    02638
    02639   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02640
    02641   if (changed_signal) MarkTileDirtyByTile(tile);
    02642
    02643   return best_track;
    02644 }
    02645
    02654 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02655 {
    02656   assert(v->IsFrontEngine());
    02657
    02658   /* We have to handle depots specially as the track follower won't look
    02659    * at the depot tile itself but starts from the next tile. If we are still
    02660    * inside the depot, a depot reservation can never be ours. */
    02661   if (v->track == TRACK_BIT_DEPOT) {
    02662     if (HasDepotReservation(v->tile)) {
    02663       if (mark_as_stuck) MarkTrainAsStuck(v);
    02664       return false;
    02665     } else {
    02666       /* Depot not reserved, but the next tile might be. */
    02667       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02668       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02669     }
    02670   }
    02671
    02672   Vehicle *other_train = NULL;
    02673   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02674   /* The path we are driving on is already blocked by some other train.
    02675    * This can only happen in certain situations when mixing path and
    02676    * block signals or when changing tracks and/or signals.
    02677    * Exit here as doing any further reservations will probably just
    02678    * make matters worse. */
    02679   if (other_train != NULL && other_train->index != v->index) {
    02680     if (mark_as_stuck) MarkTrainAsStuck(v);
    02681     return false;
    02682   }
    02683   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02684   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02685     /* Can't be stuck then. */
    02686     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02687     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02688     return true;
    02689   }
    02690
    02691   /* If we are in a depot, tentatively reserve the depot. */
    02692   if (v->track == TRACK_BIT_DEPOT) {
    02693     SetDepotReservation(v->tile, true);
    02694     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02695   }
    02696
    02697   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02698   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02699   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02700
    02701   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02702
    02703   bool res_made = false;
    02704   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02705
    02706   if (!res_made) {
    02707     /* Free the depot reservation as well. */
    02708     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02709     return false;
    02710   }
    02711
    02712   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02713     v->wait_counter = 0;
    02714     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02715   }
    02716   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02717   return true;
    02718 }
    02719
    02720
    02721 static bool CheckReverseTrain(const Train *v)
    02722 {
    02723   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02724       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02725       !(v->direction & 1)) {
    02726     return false;
    02727   }
    02728
    02729   assert(v->track != TRACK_BIT_NONE);
    02730
    02731   switch (_settings_game.pf.pathfinder_for_trains) {
    02732     case VPF_NPF: return NPFTrainCheckReverse(v);
    02733     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02734
    02735     default: NOT_REACHED();
    02736   }
    02737 }
    02738
    02744 TileIndex Train::GetOrderStationLocation(StationID station)
    02745 {
    02746   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02747
    02748   const Station *st = Station::Get(station);
    02749   if (!(st->facilities & FACIL_TRAIN)) {
    02750     /* The destination station has no trainstation tiles. */
    02751     this->IncrementRealOrderIndex();
    02752     return 0;
    02753   }
    02754
    02755   return st->xy;
    02756 }
    02757
    02759 void Train::MarkDirty()
    02760 {
    02761   Train *v = this;
    02762   do {
    02763     v->UpdateViewport(false, false);
    02764   } while ((v = v->Next()) != NULL);
    02765
    02766   /* need to update acceleration and cached values since the goods on the train changed. */
    02767   this->CargoChanged();
    02768   this->UpdateAcceleration();
    02769 }
    02770
    02778 int Train::UpdateSpeed()
    02779 {
    02780   switch (_settings_game.vehicle.train_acceleration_model) {
    02781     default: NOT_REACHED();
    02782     case AM_ORIGINAL:
    02783       return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, min(this->gcache.cached_max_track_speed, this->current_order.max_speed));
    02784
    02785     case AM_REALISTIC:
    02786       return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
    02787   }
    02788 }
    02789
    02795 static void TrainEnterStation(Train *v, StationID station)
    02796 {
    02797   v->last_station_visited = station;
    02798
    02799   /* check if a train ever visited this station before */
    02800   Station *st = Station::Get(station);
    02801   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    02802     st->had_vehicle_of_type |= HVOT_TRAIN;
    02803     SetDParam(0, st->index);
    02804     AddVehicleNewsItem(
    02805       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    02806       v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
    02807       v->index,
    02808       st->index
    02809     );
    02810     AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
    02811     Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
    02812   }
    02813
    02814   v->force_proceed = TFP_NONE;
    02815   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02816
    02817   v->BeginLoading();
    02818
    02819   TriggerStationRandomisation(st, v->tile, SRT_TRAIN_ARRIVES);
    02820   TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
    02821 }
    02822
    02823 /* Check if the vehicle is compatible with the specified tile */
    02824 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    02825 {
    02826   return IsTileOwner(tile, v->owner) &&
    02827       (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
    02828 }
    02829
    02831 struct AccelerationSlowdownParams {
    02832   byte small_turn;
    02833   byte large_turn;
    02834   byte z_up;
    02835   byte z_down;
    02836 };
    02837
    02839 static const AccelerationSlowdownParams _accel_slowdown[] = {
    02840   /* normal accel */
    02841   {256 / 4, 256 / 2, 256 / 4, 2},
    02842   {256 / 4, 256 / 2, 256 / 4, 2},
    02843   {0,       256 / 2, 256 / 4, 2},
    02844 };
    02845
    02851 static inline void AffectSpeedByZChange(Train *v, int old_z)
    02852 {
    02853   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
    02854
    02855   const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
    02856
    02857   if (old_z < v->z_pos) {
    02858     v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
    02859   } else {
    02860     uint16 spd = v->cur_speed + asp->z_down;
    02861     if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
    02862   }
    02863 }
    02864
    02865 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    02866 {
    02867   if (IsTileType(tile, MP_RAILWAY) &&
    02868       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    02869     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    02870     Trackdir trackdir = FindFirstTrackdir(tracks);
    02871     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    02872       /* A PBS block with a non-PBS signal facing us? */
    02873       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    02874     }
    02875   }
    02876   return false;
    02877 }
    02878
    02880 void Train::ReserveTrackUnderConsist() const
    02881 {
    02882   for (const Train *u = this; u != NULL; u = u->Next()) {
    02883     switch (u->track) {
    02884       case TRACK_BIT_WORMHOLE:
    02885         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    02886         break;
    02887       case TRACK_BIT_DEPOT:
    02888         break;
    02889       default:
    02890         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    02891         break;
    02892     }
    02893   }
    02894 }
    02895
    02902 uint Train::Crash(bool flooded)
    02903 {
    02904   uint pass = 0;
    02905   if (this->IsFrontEngine()) {
    02906     pass += 2; // driver
    02907
    02908     /* Remove the reserved path in front of the train if it is not stuck.
    02909      * Also clear all reserved tracks the train is currently on. */
    02910     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    02911     for (const Train *v = this; v != NULL; v = v->Next()) {
    02912       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    02913       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    02914         /* ClearPathReservation will not free the wormhole exit
    02915          * if the train has just entered the wormhole. */
    02916         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    02917       }
    02918     }
    02919
    02920     /* we may need to update crossing we were approaching,
    02921      * but must be updated after the train has been marked crashed */
    02922     TileIndex crossing = TrainApproachingCrossingTile(this);
    02923     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    02924
    02925     /* Remove the loading indicators (if any) */
    02926     HideFillingPercent(&this->fill_percent_te_id);
    02927   }
    02928
    02929   pass += this->GroundVehicleBase::Crash(flooded);
    02930
    02931   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    02932   return pass;
    02933 }
    02934
    02941 static uint TrainCrashed(Train *v)
    02942 {
    02943   uint num = 0;
    02944
    02945   /* do not crash train twice */
    02946   if (!(v->vehstatus & VS_CRASHED)) {
    02947     num = v->Crash();
    02948     AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02949     Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02950   }
    02951
    02952   /* Try to re-reserve track under already crashed train too.
    02953    * Crash() clears the reservation! */
    02954   v->ReserveTrackUnderConsist();
    02955
    02956   return num;
    02957 }
    02958
    02960 struct TrainCollideChecker {
    02961   Train *v;
    02962   uint num;
    02963 };
    02964
    02971 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    02972 {
    02973   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    02974
    02975   /* not a train or in depot */
    02976   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    02977
    02978   /* do not crash into trains of another company. */
    02979   if (v->owner != tcc->v->owner) return NULL;
    02980
    02981   /* get first vehicle now to make most usual checks faster */
    02982   Train *coll = Train::From(v)->First();
    02983
    02984   /* can't collide with own wagons */
    02985   if (coll == tcc->v) return NULL;
    02986
    02987   int x_diff = v->x_pos - tcc->v->x_pos;
    02988   int y_diff = v->y_pos - tcc->v->y_pos;
    02989
    02990   /* Do fast calculation to check whether trains are not in close vicinity
    02991    * and quickly reject trains distant enough for any collision.
    02992    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    02993    * Differences are then ORed and then we check for any higher bits */
    02994   uint hash = (y_diff + 7) | (x_diff + 7);
    02995   if (hash & ~15) return NULL;
    02996
    02997   /* Slower check using multiplication */
    02998   int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
    02999   if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return NULL;
    03000
    03001   /* Happens when there is a train under bridge next to bridge head */
    03002   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    03003
    03004   /* crash both trains */
    03005   tcc->num += TrainCrashed(tcc->v);
    03006   tcc->num += TrainCrashed(coll);
    03007
    03008   return NULL; // continue searching
    03009 }
    03010
    03018 static bool CheckTrainCollision(Train *v)
    03019 {
    03020   /* can't collide in depot */
    03021   if (v->track == TRACK_BIT_DEPOT) return false;
    03022
    03023   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    03024
    03025   TrainCollideChecker tcc;
    03026   tcc.v = v;
    03027   tcc.num = 0;
    03028
    03029   /* find colliding vehicles */
    03030   if (v->track == TRACK_BIT_WORMHOLE) {
    03031     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    03032     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    03033   } else {
    03034     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    03035   }
    03036
    03037   /* any dead -> no crash */
    03038   if (tcc.num == 0) return false;
    03039
    03040   SetDParam(0, tcc.num);
    03041   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->index);
    03042
    03043   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    03044   if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    03045   return true;
    03046 }
    03047
    03048 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    03049 {
    03050   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    03051
    03052   Train *t = Train::From(v);
    03053   DiagDirection exitdir = *(DiagDirection *)data;
    03054
    03055   /* not front engine of a train, inside wormhole or depot, crashed */
    03056   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    03057
    03058   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    03059
    03060   return t;
    03061 }
    03062
    03070 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
    03071 {
    03072   Train *first = v->First();
    03073   Train *prev;
    03074   bool direction_changed = false; // has direction of any part changed?
    03075
    03076   /* For every vehicle after and including the given vehicle */
    03077   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    03078     DiagDirection enterdir = DIAGDIR_BEGIN;
    03079     bool update_signals_crossing = false; // will we update signals or crossing state?
    03080
    03081     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    03082     if (v->track != TRACK_BIT_WORMHOLE) {
    03083       /* Not inside tunnel */
    03084       if (gp.old_tile == gp.new_tile) {
    03085         /* Staying in the old tile */
    03086         if (v->track == TRACK_BIT_DEPOT) {
    03087           /* Inside depot */
    03088           gp.x = v->x_pos;
    03089           gp.y = v->y_pos;
    03090         } else {
    03091           /* Not inside depot */
    03092
    03093           /* Reverse when we are at the end of the track already, do not move to the new position */
    03094           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
    03095
    03096           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03097           if (HasBit(r, VETS_CANNOT_ENTER)) {
    03098             goto invalid_rail;
    03099           }
    03100           if (HasBit(r, VETS_ENTERED_STATION)) {
    03101             /* The new position is the end of the platform */
    03102             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03103           }
    03104         }
    03105       } else {
    03106         /* A new tile is about to be entered. */
    03107
    03108         /* Determine what direction we're entering the new tile from */
    03109         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    03110         assert(IsValidDiagDirection(enterdir));
    03111
    03112         /* Get the status of the tracks in the new tile and mask
    03113          * away the bits that aren't reachable. */
    03114         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    03115         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    03116
    03117         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03118         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    03119
    03120         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03121         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    03122           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    03123            * can be switched on halfway a turn */
    03124           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03125         }
    03126
    03127         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    03128
    03129         /* Check if the new tile constrains tracks that are compatible
    03130          * with the current train, if not, bail out. */
    03131         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    03132
    03133         TrackBits chosen_track;
    03134         if (prev == NULL) {
    03135           /* Currently the locomotive is active. Determine which one of the
    03136            * available tracks to choose */
    03137           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    03138           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    03139
    03140           if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    03141             /* For each signal we find decrease the counter by one.
    03142              * We start at two, so the first signal we pass decreases
    03143              * this to one, then if we reach the next signal it is
    03144              * decreased to zero and we won't pass that new signal. */
    03145             Trackdir dir = FindFirstTrackdir(trackdirbits);
    03146             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
    03147                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
    03148               /* However, we do not want to be stopped by PBS signals
    03149                * entered via the back. */
    03150               v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
    03151               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03152             }
    03153           }
    03154
    03155           /* Check if it's a red signal and that force proceed is not clicked. */
    03156           if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
    03157             /* In front of a red signal */
    03158             Trackdir i = FindFirstTrackdir(trackdirbits);
    03159
    03160             /* Don't handle stuck trains here. */
    03161             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
    03162
    03163             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03164               v->cur_speed = 0;
    03165               v->subspeed = 0;
    03166               v->progress = 255 - 100;
    03167               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return false;
    03168             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03169               v->cur_speed = 0;
    03170               v->subspeed = 0;
    03171               v->progress = 255 - 10;
    03172               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03173                 DiagDirection exitdir = TrackdirToExitdir(i);
    03174                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03175
    03176                 exitdir = ReverseDiagDir(exitdir);
    03177
    03178                 /* check if a train is waiting on the other side */
    03179                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
    03180               }
    03181             }
    03182
    03183             /* If we would reverse but are currently in a PBS block and
    03184              * reversing of stuck trains is disabled, don't reverse.
    03185              * This does not apply if the reason for reversing is a one-way
    03186              * signal blocking us, because a train would then be stuck forever. */
    03187             if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
    03188                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03189               v->wait_counter = 0;
    03190               return false;
    03191             }
    03192             goto reverse_train_direction;
    03193           } else {
    03194             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
    03195           }
    03196         } else {
    03197           /* The wagon is active, simply follow the prev vehicle. */
    03198           if (prev->tile == gp.new_tile) {
    03199             /* Choose the same track as prev */
    03200             if (prev->track == TRACK_BIT_WORMHOLE) {
    03201               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03202                * However, just choose the track into the wormhole. */
    03203               assert(IsTunnel(prev->tile));
    03204               chosen_track = bits;
    03205             } else {
    03206               chosen_track = prev->track;
    03207             }
    03208           } else {
    03209             /* Choose the track that leads to the tile where prev is.
    03210              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03211              * I.e. when the tile between them has only space for a single vehicle like
    03212              *  1) horizontal/vertical track tiles and
    03213              *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
    03214              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
    03215              */
    03216             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03217               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03218               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03219               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03220               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03221             };
    03222             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03223             assert(IsValidDiagDirection(exitdir));
    03224             chosen_track = _connecting_track[enterdir][exitdir];
    03225           }
    03226           chosen_track &= bits;
    03227         }
    03228
    03229         /* Make sure chosen track is a valid track */
    03230         assert(
    03231             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03232             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03233             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03234
    03235         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03236         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03237         gp.x = (gp.x & ~0xF) | b[0];
    03238         gp.y = (gp.y & ~0xF) | b[1];
    03239         Direction chosen_dir = (Direction)b[2];
    03240
    03241         /* Call the landscape function and tell it that the vehicle entered the tile */
    03242         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03243         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03244           goto invalid_rail;
    03245         }
    03246
    03247         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03248           Track track = FindFirstTrack(chosen_track);
    03249           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03250           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03251             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03252             MarkTileDirtyByTile(gp.new_tile);
    03253           }
    03254
    03255           /* Clear any track reservation when the last vehicle leaves the tile */
    03256           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03257
    03258           v->tile = gp.new_tile;
    03259
    03260           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03261             v->First()->ConsistChanged(true);
    03262           }
    03263
    03264           v->track = chosen_track;
    03265           assert(v->track);
    03266         }
    03267
    03268         /* We need to update signal status, but after the vehicle position hash
    03269          * has been updated by UpdateInclination() */
    03270         update_signals_crossing = true;
    03271
    03272         if (chosen_dir != v->direction) {
    03273           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
    03274             const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
    03275             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03276             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
    03277           }
    03278           direction_changed = true;
    03279           v->direction = chosen_dir;
    03280         }
    03281
    03282         if (v->IsFrontEngine()) {
    03283           v->wait_counter = 0;
    03284
    03285           /* If we are approaching a crossing that is reserved, play the sound now. */
    03286           TileIndex crossing = TrainApproachingCrossingTile(v);
    03287           if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.new_year) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03288
    03289           /* Always try to extend the reservation when entering a tile. */
    03290           CheckNextTrainTile(v);
    03291         }
    03292
    03293         if (HasBit(r, VETS_ENTERED_STATION)) {
    03294           /* The new position is the location where we want to stop */
    03295           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03296         }
    03297       }
    03298     } else {
    03299       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03300         /* Perform look-ahead on tunnel exit. */
    03301         if (v->IsFrontEngine()) {
    03302           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03303           CheckNextTrainTile(v);
    03304         }
    03305         /* Prevent v->UpdateInclination() being called with wrong parameters.
    03306          * This could happen if the train was reversed inside the tunnel/bridge. */
    03307         if (gp.old_tile == gp.new_tile) {
    03308           gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
    03309         }
    03310       } else {
    03311         v->x_pos = gp.x;
    03312         v->y_pos = gp.y;
    03313         VehicleUpdatePosition(v);
    03314         if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true);
    03315         continue;
    03316       }
    03317     }
    03318
    03319     /* update image of train, as well as delta XY */
    03320     v->UpdateDeltaXY(v->direction);
    03321
    03322     v->x_pos = gp.x;
    03323     v->y_pos = gp.y;
    03324     VehicleUpdatePosition(v);
    03325
    03326     /* update the Z position of the vehicle */
    03327     int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
    03328
    03329     if (prev == NULL) {
    03330       /* This is the first vehicle in the train */
    03331       AffectSpeedByZChange(v, old_z);
    03332     }
    03333
    03334     if (update_signals_crossing) {
    03335       if (v->IsFrontEngine()) {
    03336         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03337           /* We are entering a block with PBS signals right now, but
    03338            * not through a PBS signal. This means we don't have a
    03339            * reservation right now. As a conventional signal will only
    03340            * ever be green if no other train is in the block, getting
    03341            * a path should always be possible. If the player built
    03342            * such a strange network that it is not possible, the train
    03343            * will be marked as stuck and the player has to deal with
    03344            * the problem. */
    03345           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03346               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03347               !TryPathReserve(v)) {
    03348             MarkTrainAsStuck(v);
    03349           }
    03350         }
    03351       }
    03352
    03353       /* Signals can only change when the first
    03354        * (above) or the last vehicle moves. */
    03355       if (v->Next() == NULL) {
    03356         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03357         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03358       }
    03359     }
    03360
    03361     /* Do not check on every tick to save some computing time. */
    03362     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03363   }
    03364
    03365   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
    03366
    03367   return true;
    03368
    03369 invalid_rail:
    03370   /* We've reached end of line?? */
    03371   if (prev != NULL) error("Disconnecting train");
    03372
    03373 reverse_train_direction:
    03374   if (reverse) {
    03375     v->wait_counter = 0;
    03376     v->cur_speed = 0;
    03377     v->subspeed = 0;
    03378     ReverseTrainDirection(v);
    03379   }
    03380
    03381   return false;
    03382 }
    03383
    03390 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03391 {
    03392   TrackBits *trackbits = (TrackBits *)data;
    03393
    03394   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03395     TrackBits train_tbits = Train::From(v)->track;
    03396     if (train_tbits == TRACK_BIT_WORMHOLE) {
    03397       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03398       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03399     } else if (train_tbits != TRACK_BIT_DEPOT) {
    03400       *trackbits |= train_tbits;
    03401     }
    03402   }
    03403
    03404   return NULL;
    03405 }
    03406
    03414 static void DeleteLastWagon(Train *v)
    03415 {
    03416   Train *first = v->First();
    03417
    03418   /* Go to the last wagon and delete the link pointing there
    03419    * *u is then the one-before-last wagon, and *v the last
    03420    * one which will physically be removed */
    03421   Train *u = v;
    03422   for (; v->Next() != NULL; v = v->Next()) u = v;
    03423   u->SetNext(NULL);
    03424
    03425   if (first != v) {
    03426     /* Recalculate cached train properties */
    03427     first->ConsistChanged(false);
    03428     /* Update the depot window if the first vehicle is in depot -
    03429      * if v == first, then it is updated in PreDestructor() */
    03430     if (first->track == TRACK_BIT_DEPOT) {
    03431       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03432     }
    03433   }
    03434
    03435   /* 'v' shouldn't be accessed after it has been deleted */
    03436   TrackBits trackbits = v->track;
    03437   TileIndex tile = v->tile;
    03438   Owner owner = v->owner;
    03439
    03440   delete v;
    03441   v = NULL; // make sure nobody will try to read 'v' anymore
    03442
    03443   if (trackbits == TRACK_BIT_WORMHOLE) {
    03444     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03445     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03446   }
    03447
    03448   Track track = TrackBitsToTrack(trackbits);
    03449   if (HasReservedTracks(tile, trackbits)) {
    03450     UnreserveRailTrack(tile, track);
    03451
    03452     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03453     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03454     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03455
    03456     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03457     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03458     Track t;
    03459     FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
    03460   }
    03461
    03462   /* check if the wagon was on a road/rail-crossing */
    03463   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03464
    03465   /* Update signals */
    03466   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03467     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03468   } else {
    03469     SetSignalsOnBothDir(tile, track, owner);
    03470   }
    03471 }
    03472
    03477 static void ChangeTrainDirRandomly(Train *v)
    03478 {
    03479   static const DirDiff delta[] = {
    03480     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03481   };
    03482
    03483   do {
    03484     /* We don't need to twist around vehicles if they're not visible */
    03485     if (!(v->vehstatus & VS_HIDDEN)) {
    03486       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03487       v->UpdateDeltaXY(v->direction);
    03488       v->cur_image = v->GetImage(v->direction, EIT_ON_MAP);
    03489       /* Refrain from updating the z position of the vehicle when on
    03490        * a bridge, because UpdateInclination() will put the vehicle under
    03491        * the bridge in that case */
    03492       if (v->track != TRACK_BIT_WORMHOLE) {
    03493         VehicleUpdatePosition(v);
    03494         v->UpdateInclination(false, false);
    03495       }
    03496     }
    03497   } while ((v = v->Next()) != NULL);
    03498 }
    03499
    03505 static bool HandleCrashedTrain(Train *v)
    03506 {
    03507   int state = ++v->crash_anim_pos;
    03508
    03509   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03510     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03511   }
    03512
    03513   uint32 r;
    03514   if (state <= 200 && Chance16R(1, 7, r)) {
    03515     int index = (r * 10 >> 16);
    03516
    03517     Vehicle *u = v;
    03518     do {
    03519       if (--index < 0) {
    03520         r = Random();
    03521
    03522         CreateEffectVehicleRel(u,
    03523           GB(r,  8, 3) + 2,
    03524           GB(r, 16, 3) + 2,
    03525           GB(r,  0, 3) + 5,
    03526           EV_EXPLOSION_SMALL);
    03527         break;
    03528       }
    03529     } while ((u = u->Next()) != NULL);
    03530   }
    03531
    03532   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03533
    03534   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03535     bool ret = v->Next() != NULL;
    03536     DeleteLastWagon(v);
    03537     return ret;
    03538   }
    03539
    03540   return true;
    03541 }
    03542
    03544 static const uint16 _breakdown_speeds[16] = {
    03545   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03546 };
    03547
    03548
    03557 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
    03558 {
    03559   /* Calc position within the current tile */
    03560   uint x = v->x_pos & 0xF;
    03561   uint y = v->y_pos & 0xF;
    03562
    03563   /* for diagonal directions, 'x' will be 0..15 -
    03564    * for other directions, it will be 1, 3, 5, ..., 15 */
    03565   switch (v->direction) {
    03566     case DIR_N : x = ~x + ~y + 25; break;
    03567     case DIR_NW: x = y;            // FALL THROUGH
    03568     case DIR_NE: x = ~x + 16;      break;
    03569     case DIR_E : x = ~x + y + 9;   break;
    03570     case DIR_SE: x = y;            break;
    03571     case DIR_S : x = x + y - 7;    break;
    03572     case DIR_W : x = ~y + x + 9;   break;
    03573     default: break;
    03574   }
    03575
    03576   /* Do not reverse when approaching red signal. Make sure the vehicle's front
    03577    * does not cross the tile boundary when we do reverse, but as the vehicle's
    03578    * location is based on their center, use half a vehicle's length as offset.
    03579    * Multiply the half-length by two for straight directions to compensate that
    03580    * we only get odd x offsets there. */
    03581   if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
    03582     /* we are too near the tile end, reverse now */
    03583     v->cur_speed = 0;
    03584     if (reverse) ReverseTrainDirection(v);
    03585     return false;
    03586   }
    03587
    03588   /* slow down */
    03589   v->vehstatus |= VS_TRAIN_SLOWING;
    03590   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03591   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03592
    03593   return true;
    03594 }
    03595
    03596
    03602 static bool TrainCanLeaveTile(const Train *v)
    03603 {
    03604   /* Exit if inside a tunnel/bridge or a depot */
    03605   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03606
    03607   TileIndex tile = v->tile;
    03608
    03609   /* entering a tunnel/bridge? */
    03610   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03611     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03612     if (DiagDirToDir(dir) == v->direction) return false;
    03613   }
    03614
    03615   /* entering a depot? */
    03616   if (IsRailDepotTile(tile)) {
    03617     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03618     if (DiagDirToDir(dir) == v->direction) return false;
    03619   }
    03620
    03621   return true;
    03622 }
    03623
    03624
    03632 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03633 {
    03634   assert(v->IsFrontEngine());
    03635   assert(!(v->vehstatus & VS_CRASHED));
    03636
    03637   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03638
    03639   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03640   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03641
    03642   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03643   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03644       !CheckCompatibleRail(v, tile)) {
    03645     return INVALID_TILE;
    03646   }
    03647
    03648   return tile;
    03649 }
    03650
    03651
    03659 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
    03660 {
    03661   /* First, handle broken down train */
    03662
    03663   int t = v->breakdown_ctr;
    03664   if (t > 1) {
    03665     v->vehstatus |= VS_TRAIN_SLOWING;
    03666
    03667     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    03668     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03669   } else {
    03670     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03671   }
    03672
    03673   if (!TrainCanLeaveTile(v)) return true;
    03674
    03675   /* Determine the non-diagonal direction in which we will exit this tile */
    03676   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03677   /* Calculate next tile */
    03678   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03679
    03680   /* Determine the track status on the next tile */
    03681   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03682   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03683
    03684   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03685   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03686
    03687   /* We are sure the train is not entering a depot, it is detected above */
    03688
    03689   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03690   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03691   if (_settings_game.pf.forbid_90_deg) {
    03692     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03693   }
    03694
    03695   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03696   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03697     return TrainApproachingLineEnd(v, false, reverse);
    03698   }
    03699
    03700   /* approaching red signal */
    03701   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
    03702
    03703   /* approaching a rail/road crossing? then make it red */
    03704   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03705
    03706   return true;
    03707 }
    03708
    03709
    03710 static bool TrainLocoHandler(Train *v, bool mode)
    03711 {
    03712   /* train has crashed? */
    03713   if (v->vehstatus & VS_CRASHED) {
    03714     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03715   }
    03716
    03717   if (v->force_proceed != TFP_NONE) {
    03718     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03719     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03720   }
    03721
    03722   /* train is broken down? */
    03723   if (v->HandleBreakdown()) return true;
    03724
    03725   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03726     ReverseTrainDirection(v);
    03727   }
    03728
    03729   /* exit if train is stopped */
    03730   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03731
    03732   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03733   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03734     v->wait_counter = 0;
    03735     v->cur_speed = 0;
    03736     v->subspeed = 0;
    03737     ClrBit(v->flags, VRF_LEAVING_STATION);
    03738     ReverseTrainDirection(v);
    03739     return true;
    03740   } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
    03741     /* Try to reserve a path when leaving the station as we
    03742      * might not be marked as wanting a reservation, e.g.
    03743      * when an overlength train gets turned around in a station. */
    03744     DiagDirection dir = TrainExitDir(v->direction, v->track);
    03745     if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    03746
    03747     if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    03748       TryPathReserve(v, true, true);
    03749     }
    03750     ClrBit(v->flags, VRF_LEAVING_STATION);
    03751   }
    03752
    03753   v->HandleLoading(mode);
    03754
    03755   if (v->current_order.IsType(OT_LOADING)) return true;
    03756
    03757   if (CheckTrainStayInDepot(v)) return true;
    03758
    03759   if (!mode) v->ShowVisualEffect();
    03760
    03761   /* We had no order but have an order now, do look ahead. */
    03762   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    03763     CheckNextTrainTile(v);
    03764   }
    03765
    03766   /* Handle stuck trains. */
    03767   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    03768     ++v->wait_counter;
    03769
    03770     /* Should we try reversing this tick if still stuck? */
    03771     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
    03772
    03773     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
    03774     if (!TryPathReserve(v)) {
    03775       /* Still stuck. */
    03776       if (turn_around) ReverseTrainDirection(v);
    03777
    03778       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    03779         /* Show message to player. */
    03780         if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
    03781           SetDParam(0, v->index);
    03782           AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
    03783         }
    03784         v->wait_counter = 0;
    03785       }
    03786       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    03787       if (v->force_proceed == TFP_NONE) return true;
    03788       ClrBit(v->flags, VRF_TRAIN_STUCK);
    03789       v->wait_counter = 0;
    03790       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03791     }
    03792   }
    03793
    03794   if (v->current_order.IsType(OT_LEAVESTATION)) {
    03795     v->current_order.Free();
    03796     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03797     return true;
    03798   }
    03799
    03800   int j = v->UpdateSpeed();
    03801
    03802   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    03803   if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    03804     /* If we manually stopped, we're not force-proceeding anymore. */
    03805     v->force_proceed = TFP_NONE;
    03806     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03807   }
    03808
    03809   int adv_spd = v->GetAdvanceDistance();
    03810   if (j < adv_spd) {
    03811     /* if the vehicle has speed 0, update the last_speed field. */
    03812     if (v->cur_speed == 0) v->SetLastSpeed();
    03813   } else {
    03814     TrainCheckIfLineEnds(v);
    03815     /* Loop until the train has finished moving. */
    03816     for (;;) {
    03817       j -= adv_spd;
    03818       TrainController(v, NULL);
    03819       /* Don't continue to move if the train crashed. */
    03820       if (CheckTrainCollision(v)) break;
    03821       /* Determine distance to next map position */
    03822       adv_spd = v->GetAdvanceDistance();
    03823
    03824       /* No more moving this tick */
    03825       if (j < adv_spd || v->cur_speed == 0) break;
    03826
    03827       OrderType order_type = v->current_order.GetType();
    03828       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    03829       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    03830             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    03831             IsTileType(v->tile, MP_STATION) &&
    03832             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    03833         ProcessOrders(v);
    03834       }
    03835     }
    03836     v->SetLastSpeed();
    03837   }
    03838
    03839   for (Train *u = v; u != NULL; u = u->Next()) {
    03840     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    03841
    03842     u->UpdateViewport(false, false);
    03843   }
    03844
    03845   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    03846
    03847   return true;
    03848 }
    03849
    03854 Money Train::GetRunningCost() const
    03855 {
    03856   Money cost = 0;
    03857   const Train *v = this;
    03858
    03859   do {
    03860     const Engine *e = v->GetEngine();
    03861     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    03862
    03863     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    03864     if (cost_factor == 0) continue;
    03865
    03866     /* Halve running cost for multiheaded parts */
    03867     if (v->IsMultiheaded()) cost_factor /= 2;
    03868
    03869     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
    03870   } while ((v = v->GetNextVehicle()) != NULL);
    03871
    03872   return cost;
    03873 }
    03874
    03879 bool Train::Tick()
    03880 {
    03881   this->tick_counter++;
    03882
    03883   if (this->IsFrontEngine()) {
    03884     if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
    03885
    03886     this->current_order_time++;
    03887
    03888     if (!TrainLocoHandler(this, false)) return false;
    03889
    03890     return TrainLocoHandler(this, true);
    03891   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    03892     /* Delete flooded standalone wagon chain */
    03893     if (++this->crash_anim_pos >= 4400) {
    03894       delete this;
    03895       return false;
    03896     }
    03897   }
    03898
    03899   return true;
    03900 }
    03901
    03906 static void CheckIfTrainNeedsService(Train *v)
    03907 {
    03908   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    03909   if (v->IsChainInDepot()) {
    03910     VehicleServiceInDepot(v);
    03911     return;
    03912   }
    03913
    03914   uint max_penalty;
    03915   switch (_settings_game.pf.pathfinder_for_trains) {
    03916     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    03917     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    03918     default: NOT_REACHED();
    03919   }
    03920
    03921   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    03922   /* Only go to the depot if it is not too far out of our way. */
    03923   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    03924     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    03925       /* If we were already heading for a depot but it has
    03926        * suddenly moved farther away, we continue our normal
    03927        * schedule? */
    03928       v->current_order.MakeDummy();
    03929       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03930     }
    03931     return;
    03932   }
    03933
    03934   DepotID depot = GetDepotIndex(tfdd.tile);
    03935
    03936   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    03937       v->current_order.GetDestination() != depot &&
    03938       !Chance16(3, 16)) {
    03939     return;
    03940   }
    03941
    03942   SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
    03943   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    03944   v->dest_tile = tfdd.tile;
    03945   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03946 }
    03947
    03949 void Train::OnNewDay()
    03950 {
    03951   AgeVehicle(this);
    03952
    03953   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    03954
    03955   if (this->IsFrontEngine()) {
    03956     CheckVehicleBreakdown(this);
    03957
    03958     CheckIfTrainNeedsService(this);
    03959
    03960     CheckOrders(this);
    03961
    03962     /* update destination */
    03963     if (this->current_order.IsType(OT_GOTO_STATION)) {
    03964       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    03965       if (tile != INVALID_TILE) this->dest_tile = tile;
    03966     }
    03967
    03968     if (this->running_ticks != 0) {
    03969       /* running costs */
    03970       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    03971
    03972       this->profit_this_year -= cost.GetCost();
    03973       this->running_ticks = 0;
    03974
    03975       SubtractMoneyFromCompanyFract(this->owner, cost);
    03976
    03977       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    03978       SetWindowClassesDirty(WC_TRAINS_LIST);
    03979     }
    03980   }
    03981 }
    03982
    03987 Trackdir Train::GetVehicleTrackdir() const
    03988 {
    03989   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    03990
    03991   if (this->track == TRACK_BIT_DEPOT) {
    03992     /* We'll assume the train is facing outwards */
    03993     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    03994   }
    03995
    03996   if (this->track == TRACK_BIT_WORMHOLE) {
    03997     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    03998     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    03999   }
    04000
    04001   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    04002 }