# train_cmd.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "error.h"
    00014 #include "articulated_vehicles.h"
    00015 #include "command_func.h"
    00016 #include "pathfinder/npf/npf_func.h"
    00017 #include "pathfinder/yapf/yapf.hpp"
    00018 #include "news_func.h"
    00019 #include "company_func.h"
    00020 #include "newgrf_sound.h"
    00021 #include "newgrf_text.h"
    00022 #include "strings_func.h"
    00023 #include "viewport_func.h"
    00024 #include "vehicle_func.h"
    00025 #include "sound_func.h"
    00026 #include "ai/ai.hpp"
    00027 #include "game/game.hpp"
    00028 #include "newgrf_station.h"
    00029 #include "effectvehicle_func.h"
    00030 #include "network/network.h"
    00031 #include "spritecache.h"
    00032 #include "core/random_func.hpp"
    00033 #include "company_base.h"
    00034 #include "newgrf.h"
    00035 #include "order_backup.h"
    00036 #include "zoom_func.h"
    00037
    00038 #include "table/strings.h"
    00039 #include "table/train_cmd.h"
    00040
    00041 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
    00042 static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
    00043 bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
    00044 static TileIndex TrainApproachingCrossingTile(const Train *v);
    00045 static void CheckIfTrainNeedsService(Train *v);
    00046 static void CheckNextTrainTile(Train *v);
    00047
    00048 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
    00049 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
    00050
    00051
    00059 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
    00060 {
    00061   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
    00062
    00063   DiagDirection diagdir = DirToDiagDir(direction);
    00064
    00065   /* Determine the diagonal direction in which we will exit this tile */
    00066   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
    00067     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
    00068   }
    00069
    00070   return diagdir;
    00071 }
    00072
    00073
    00079 byte FreightWagonMult(CargoID cargo)
    00080 {
    00081   if (!CargoSpec::Get(cargo)->is_freight) return 1;
    00082   return _settings_game.vehicle.freight_trains;
    00083 }
    00084
    00086 void CheckTrainsLengths()
    00087 {
    00088   const Train *v;
    00089   bool first = true;
    00090
    00091   FOR_ALL_TRAINS(v) {
    00092     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
    00093       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
    00094         if (u->track != TRACK_BIT_DEPOT) {
    00095           if ((w->track != TRACK_BIT_DEPOT &&
    00096               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
    00097               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
    00098             SetDParam(0, v->index);
    00099             SetDParam(1, v->owner);
    00100             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
    00101
    00102             if (!_networking && first) {
    00103               first = false;
    00104               DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
    00105             }
    00106             /* Break so we warn only once for each train. */
    00107             break;
    00108           }
    00109         }
    00110       }
    00111     }
    00112   }
    00113 }
    00114
    00121 void Train::ConsistChanged(bool same_length)
    00122 {
    00123   uint16 max_speed = UINT16_MAX;
    00124
    00125   assert(this->IsFrontEngine() || this->IsFreeWagon());
    00126
    00127   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
    00128   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
    00129   this->gcache.cached_total_length = 0;
    00130   this->compatible_railtypes = RAILTYPES_NONE;
    00131
    00132   bool train_can_tilt = true;
    00133
    00134   for (Train *u = this; u != NULL; u = u->Next()) {
    00135     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00136
    00137     /* Check the this->first cache. */
    00138     assert(u->First() == this);
    00139
    00140     /* update the 'first engine' */
    00141     u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
    00142     u->railtype = rvi_u->railtype;
    00143
    00144     if (u->IsEngine()) first_engine = u->engine_type;
    00145
    00146     /* Set user defined data to its default value */
    00147     u->tcache.user_def_data = rvi_u->user_def_data;
    00148     this->InvalidateNewGRFCache();
    00149     u->InvalidateNewGRFCache();
    00150   }
    00151
    00152   for (Train *u = this; u != NULL; u = u->Next()) {
    00153     /* Update user defined data (must be done before other properties) */
    00154     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
    00155     this->InvalidateNewGRFCache();
    00156     u->InvalidateNewGRFCache();
    00157   }
    00158
    00159   for (Train *u = this; u != NULL; u = u->Next()) {
    00160     const Engine *e_u = u->GetEngine();
    00161     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00162
    00163     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00164
    00165     /* Cache wagon override sprite group. NULL is returned if there is none */
    00166     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
    00167
    00168     /* Reset colour map */
    00169     u->colourmap = PAL_NONE;
    00170
    00171     /* Update powered-wagon-status and visual effect */
    00172     u->UpdateVisualEffect(true);
    00173
    00174     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00175         UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
    00176       /* wagon is powered */
    00177       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
    00178     } else {
    00179       ClrBit(u->flags, VRF_POWEREDWAGON);
    00180     }
    00181
    00182     if (!u->IsArticulatedPart()) {
    00183       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00184          have railtype normal */
    00185       if (rvi_u->power > 0) {
    00186         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
    00187       }
    00188
    00189       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00190        * existing electric engines when elrails are disabled and then re-enabled */
    00191       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00192         u->railtype = RAILTYPE_RAIL;
    00193         u->compatible_railtypes |= RAILTYPES_RAIL;
    00194       }
    00195
    00196       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00197       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00198         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
    00199         if (speed != 0) max_speed = min(speed, max_speed);
    00200       }
    00201     }
    00202
    00203     u->cargo_cap = e_u->DetermineCapacity(u);
    00204     u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
    00205
    00206     /* check the vehicle length (callback) */
    00207     uint16 veh_len = CALLBACK_FAILED;
    00208     if (e_u->GetGRF() != NULL && e_u->GetGRF()->grf_version >= 8) {
    00209       /* Use callback 36 */
    00210       veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
    00211     } else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
    00212       /* Use callback 11 */
    00213       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00214     }
    00215     if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
    00216       ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
    00217     }
    00218     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00219     veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
    00220
    00221     /* verify length hasn't changed */
    00222     if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
    00223
    00224     /* update vehicle length? */
    00225     if (!same_length) u->gcache.cached_veh_length = veh_len;
    00226
    00227     this->gcache.cached_total_length += u->gcache.cached_veh_length;
    00228     this->InvalidateNewGRFCache();
    00229     u->InvalidateNewGRFCache();
    00230   }
    00231
    00232   /* store consist weight/max speed in cache */
    00233   this->vcache.cached_max_speed = max_speed;
    00234   this->tcache.cached_tilt = train_can_tilt;
    00235   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
    00236
    00237   /* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
    00238   this->CargoChanged();
    00239
    00240   if (this->IsFrontEngine()) {
    00241     this->UpdateAcceleration();
    00242     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    00243     InvalidateWindowData(WC_VEHICLE_REFIT, this->index);
    00244   }
    00245 }
    00246
    00257 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
    00258 {
    00259   const Station *st = Station::Get(station_id);
    00260   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
    00261   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
    00262
    00263   /* Default to the middle of the station for stations stops that are not in
    00264    * the order list like intermediate stations when non-stop is disabled */
    00265   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
    00266   if (v->gcache.cached_total_length >= *station_length) {
    00267     /* The train is longer than the station, make it stop at the far end of the platform */
    00268     osl = OSL_PLATFORM_FAR_END;
    00269   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
    00270     osl = v->current_order.GetStopLocation();
    00271   }
    00272
    00273   /* The stop location of the FRONT! of the train */
    00274   int stop;
    00275   switch (osl) {
    00276     default: NOT_REACHED();
    00277
    00278     case OSL_PLATFORM_NEAR_END:
    00279       stop = v->gcache.cached_total_length;
    00280       break;
    00281
    00282     case OSL_PLATFORM_MIDDLE:
    00283       stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
    00284       break;
    00285
    00286     case OSL_PLATFORM_FAR_END:
    00287       stop = *station_length;
    00288       break;
    00289   }
    00290
    00291   /* Subtract half the front vehicle length of the train so we get the real
    00292    * stop location of the train. */
    00293   return stop - (v->gcache.cached_veh_length + 1) / 2;
    00294 }
    00295
    00296
    00301 int Train::GetCurveSpeedLimit() const
    00302 {
    00303   assert(this->First() == this);
    00304
    00305   static const int absolute_max_speed = UINT16_MAX;
    00306   int max_speed = absolute_max_speed;
    00307
    00308   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
    00309
    00310   int curvecount[2] = {0, 0};
    00311
    00312   /* first find the curve speed limit */
    00313   int numcurve = 0;
    00314   int sum = 0;
    00315   int pos = 0;
    00316   int lastpos = -1;
    00317   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
    00318     Direction this_dir = u->direction;
    00319     Direction next_dir = u->Next()->direction;
    00320
    00321     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00322     if (dirdiff == DIRDIFF_SAME) continue;
    00323
    00324     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00325     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00326     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00327       if (lastpos != -1) {
    00328         numcurve++;
    00329         sum += pos - lastpos;
    00330         if (pos - lastpos == 1 && max_speed > 88) {
    00331           max_speed = 88;
    00332         }
    00333       }
    00334       lastpos = pos;
    00335     }
    00336
    00337     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00338     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00339       max_speed = 61;
    00340     }
    00341   }
    00342
    00343   if (numcurve > 0 && max_speed > 88) {
    00344     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00345       max_speed = absolute_max_speed;
    00346     } else {
    00347       sum /= numcurve;
    00348       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00349     }
    00350   }
    00351
    00352   if (max_speed != absolute_max_speed) {
    00353     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00354     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
    00355     max_speed += (max_speed / 2) * rti->curve_speed;
    00356
    00357     if (this->tcache.cached_tilt) {
    00358       /* Apply max_speed bonus of 20% for a tilting train */
    00359       max_speed += max_speed / 5;
    00360     }
    00361   }
    00362
    00363   return max_speed;
    00364 }
    00365
    00370 int Train::GetCurrentMaxSpeed() const
    00371 {
    00372   int max_speed = this->tcache.cached_max_curve_speed;
    00373   assert(max_speed == this->GetCurveSpeedLimit());
    00374
    00375   if (IsRailStationTile(this->tile)) {
    00376     StationID sid = GetStationIndex(this->tile);
    00377     if (this->current_order.ShouldStopAtStation(this, sid)) {
    00378       int station_ahead;
    00379       int station_length;
    00380       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
    00381
    00382       /* The distance to go is whatever is still ahead of the train minus the
    00383        * distance from the train's stop location to the end of the platform */
    00384       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
    00385
    00386       if (distance_to_go > 0) {
    00387         int st_max_speed = 120;
    00388
    00389         int delta_v = this->cur_speed / (distance_to_go + 1);
    00390         if (max_speed > (this->cur_speed - delta_v)) {
    00391           st_max_speed = this->cur_speed - (delta_v / 10);
    00392         }
    00393
    00394         st_max_speed = max(st_max_speed, 25 * distance_to_go);
    00395         max_speed = min(max_speed, st_max_speed);
    00396       }
    00397     }
    00398   }
    00399
    00400   for (const Train *u = this; u != NULL; u = u->Next()) {
    00401     if (u->track == TRACK_BIT_DEPOT) {
    00402       max_speed = min(max_speed, 61);
    00403       break;
    00404     }
    00405   }
    00406
    00407   return min(max_speed, this->gcache.cached_max_track_speed);
    00408 }
    00409
    00411 void Train::UpdateAcceleration()
    00412 {
    00413   assert(this->IsFrontEngine());
    00414
    00415   uint power = this->gcache.cached_power;
    00416   uint weight = this->gcache.cached_weight;
    00417   assert(weight != 0);
    00418   this->acceleration = Clamp(power / weight * 4, 1, 255);
    00419 }
    00420
    00426 int Train::GetDisplayImageWidth(Point *offset) const
    00427 {
    00428   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
    00429   int vehicle_pitch = 0;
    00430
    00431   const Engine *e = this->GetEngine();
    00432   if (e->GetGRF() != NULL && is_custom_sprite(e->u.rail.image_index)) {
    00433     reference_width = e->GetGRF()->traininfo_vehicle_width;
    00434     vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
    00435   }
    00436
    00437   if (offset != NULL) {
    00438     offset->x = reference_width / 2;
    00439     offset->y = vehicle_pitch;
    00440   }
    00441   return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
    00442 }
    00443
    00444 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
    00445 {
    00446   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00447 }
    00448
    00455 SpriteID Train::GetImage(Direction direction, EngineImageType image_type) const
    00456 {
    00457   uint8 spritenum = this->spritenum;
    00458   SpriteID sprite;
    00459
    00460   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00461
    00462   if (is_custom_sprite(spritenum)) {
    00463     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type);
    00464     if (sprite != 0) return sprite;
    00465
    00466     spritenum = this->GetEngine()->original_image_index;
    00467   }
    00468
    00469   sprite = GetDefaultTrainSprite(spritenum, direction);
    00470
    00471   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00472
    00473   return sprite;
    00474 }
    00475
    00476 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type)
    00477 {
    00478   const Engine *e = Engine::Get(engine);
    00479   Direction dir = rear_head ? DIR_E : DIR_W;
    00480   uint8 spritenum = e->u.rail.image_index;
    00481
    00482   if (is_custom_sprite(spritenum)) {
    00483     SpriteID sprite = GetCustomVehicleIcon(engine, dir, image_type);
    00484     if (sprite != 0) {
    00485       if (e->GetGRF() != NULL) {
    00486         y += e->GetGRF()->traininfo_vehicle_pitch;
    00487       }
    00488       return sprite;
    00489     }
    00490
    00491     spritenum = Engine::Get(engine)->original_image_index;
    00492   }
    00493
    00494   if (rear_head) spritenum++;
    00495
    00496   return GetDefaultTrainSprite(spritenum, DIR_W);
    00497 }
    00498
    00499 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
    00500 {
    00501   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00502     int yf = y;
    00503     int yr = y;
    00504
    00505     SpriteID spritef = GetRailIcon(engine, false, yf, image_type);
    00506     SpriteID spriter = GetRailIcon(engine, true, yr, image_type);
    00507     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
    00508     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
    00509
    00510     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);
    00511
    00512     DrawSprite(spritef, pal, preferred_x - 14, yf);
    00513     DrawSprite(spriter, pal, preferred_x + 15, yr);
    00514   } else {
    00515     SpriteID sprite = GetRailIcon(engine, false, y, image_type);
    00516     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00517     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));
    00518     DrawSprite(sprite, pal, preferred_x, y);
    00519   }
    00520 }
    00521
    00530 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
    00531 {
    00532   const RailVehicleInfo *rvi = &e->u.rail;
    00533
    00534   /* Check that the wagon can drive on the track in question */
    00535   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00536
    00537   if (flags & DC_EXEC) {
    00538     Train *v = new Train();
    00539     *ret = v;
    00540     v->spritenum = rvi->image_index;
    00541
    00542     v->engine_type = e->index;
    00543     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00544
    00545     DiagDirection dir = GetRailDepotDirection(tile);
    00546
    00547     v->direction = DiagDirToDir(dir);
    00548     v->tile = tile;
    00549
    00550     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00551     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00552
    00553     v->x_pos = x;
    00554     v->y_pos = y;
    00555     v->z_pos = GetSlopePixelZ(x, y);
    00556     v->owner = _current_company;
    00557     v->track = TRACK_BIT_DEPOT;
    00558     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00559
    00560     v->SetWagon();
    00561
    00562     v->SetFreeWagon();
    00563     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00564
    00565     v->cargo_type = e->GetDefaultCargoType();
    00566     v->cargo_cap = rvi->capacity;
    00567
    00568     v->railtype = rvi->railtype;
    00569
    00570     v->build_year = _cur_year;
    00571     v->cur_image = SPR_IMG_QUERY;
    00572     v->random_bits = VehicleRandomBits();
    00573
    00574     v->group_id = DEFAULT_GROUP;
    00575
    00576     AddArticulatedParts(v);
    00577
    00578     _new_vehicle_id = v->index;
    00579
    00580     VehicleUpdatePosition(v);
    00581     v->First()->ConsistChanged(false);
    00582     UpdateTrainGroupID(v->First());
    00583
    00584     CheckConsistencyOfArticulatedVehicle(v);
    00585
    00586     /* Try to connect the vehicle to one of free chains of wagons. */
    00587     Train *w;
    00588     FOR_ALL_TRAINS(w) {
    00589       if (w->tile == tile &&
    00590           w->IsFreeWagon() &&
    00591           w->engine_type == e->index &&
    00592           w->First() != v &&
    00593           !(w->vehstatus & VS_CRASHED)) {
    00594         DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00595         break;
    00596       }
    00597     }
    00598   }
    00599
    00600   return CommandCost();
    00601 }
    00602
    00604 static void NormalizeTrainVehInDepot(const Train *u)
    00605 {
    00606   const Train *v;
    00607   FOR_ALL_TRAINS(v) {
    00608     if (v->IsFreeWagon() && v->tile == u->tile &&
    00609         v->track == TRACK_BIT_DEPOT) {
    00610       if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
    00611           CMD_MOVE_RAIL_VEHICLE).Failed())
    00612         break;
    00613     }
    00614   }
    00615 }
    00616
    00617 static void AddRearEngineToMultiheadedTrain(Train *v)
    00618 {
    00619   Train *u = new Train();
    00620   v->value >>= 1;
    00621   u->value = v->value;
    00622   u->direction = v->direction;
    00623   u->owner = v->owner;
    00624   u->tile = v->tile;
    00625   u->x_pos = v->x_pos;
    00626   u->y_pos = v->y_pos;
    00627   u->z_pos = v->z_pos;
    00628   u->track = TRACK_BIT_DEPOT;
    00629   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00630   u->spritenum = v->spritenum + 1;
    00631   u->cargo_type = v->cargo_type;
    00632   u->cargo_subtype = v->cargo_subtype;
    00633   u->cargo_cap = v->cargo_cap;
    00634   u->railtype = v->railtype;
    00635   u->engine_type = v->engine_type;
    00636   u->build_year = v->build_year;
    00637   u->cur_image = SPR_IMG_QUERY;
    00638   u->random_bits = VehicleRandomBits();
    00639   v->SetMultiheaded();
    00640   u->SetMultiheaded();
    00641   v->SetNext(u);
    00642   VehicleUpdatePosition(u);
    00643
    00644   /* Now we need to link the front and rear engines together */
    00645   v->other_multiheaded_part = u;
    00646   u->other_multiheaded_part = v;
    00647 }
    00648
    00658 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
    00659 {
    00660   const RailVehicleInfo *rvi = &e->u.rail;
    00661
    00662   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
    00663
    00664   /* Check if depot and new engine uses the same kind of tracks *
    00665    * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
    00666   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00667
    00668   if (flags & DC_EXEC) {
    00669     DiagDirection dir = GetRailDepotDirection(tile);
    00670     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00671     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00672
    00673     Train *v = new Train();
    00674     *ret = v;
    00675     v->direction = DiagDirToDir(dir);
    00676     v->tile = tile;
    00677     v->owner = _current_company;
    00678     v->x_pos = x;
    00679     v->y_pos = y;
    00680     v->z_pos = GetSlopePixelZ(x, y);
    00681     v->track = TRACK_BIT_DEPOT;
    00682     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00683     v->spritenum = rvi->image_index;
    00684     v->cargo_type = e->GetDefaultCargoType();
    00685     v->cargo_cap = rvi->capacity;
    00686     v->last_station_visited = INVALID_STATION;
    00687     v->last_loading_station = INVALID_STATION;
    00688
    00689     v->engine_type = e->index;
    00690     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00691
    00692     v->reliability = e->reliability;
    00693     v->reliability_spd_dec = e->reliability_spd_dec;
    00694     v->max_age = e->GetLifeLengthInDays();
    00695
    00696     v->railtype = rvi->railtype;
    00697     _new_vehicle_id = v->index;
    00698
    00699     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
    00700     v->date_of_last_service = _date;
    00701     v->build_year = _cur_year;
    00702     v->cur_image = SPR_IMG_QUERY;
    00703     v->random_bits = VehicleRandomBits();
    00704
    00705     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00706
    00707     v->group_id = DEFAULT_GROUP;
    00708
    00709     v->SetFrontEngine();
    00710     v->SetEngine();
    00711
    00712     VehicleUpdatePosition(v);
    00713
    00714     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00715       AddRearEngineToMultiheadedTrain(v);
    00716     } else {
    00717       AddArticulatedParts(v);
    00718     }
    00719
    00720     v->ConsistChanged(false);
    00721     UpdateTrainGroupID(v);
    00722
    00723     if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00724       NormalizeTrainVehInDepot(v);
    00725     }
    00726
    00727     CheckConsistencyOfArticulatedVehicle(v);
    00728   }
    00729
    00730   return CommandCost();
    00731 }
    00732
    00737 bool Train::IsInDepot() const
    00738 {
    00739   /* Is the front engine stationary in the depot? */
    00740   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
    00741
    00742   /* Check whether the rest is also already trying to enter the depot. */
    00743   for (const Train *v = this; v != NULL; v = v->Next()) {
    00744     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
    00745   }
    00746
    00747   return true;
    00748 }
    00749
    00754 bool Train::IsStoppedInDepot() const
    00755 {
    00756   /* Are we stopped? Of course wagons don't really care... */
    00757   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
    00758   return this->IsInDepot();
    00759 }
    00760
    00761 static Train *FindGoodVehiclePos(const Train *src)
    00762 {
    00763   EngineID eng = src->engine_type;
    00764   TileIndex tile = src->tile;
    00765
    00766   Train *dst;
    00767   FOR_ALL_TRAINS(dst) {
    00768     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00769       /* check so all vehicles in the line have the same engine. */
    00770       Train *t = dst;
    00771       while (t->engine_type == eng) {
    00772         t = t->Next();
    00773         if (t == NULL) return dst;
    00774       }
    00775     }
    00776   }
    00777
    00778   return NULL;
    00779 }
    00780
    00782 typedef SmallVector<Train *, 16> TrainList;
    00783
    00789 static void MakeTrainBackup(TrainList &list, Train *t)
    00790 {
    00791   for (; t != NULL; t = t->Next()) *list.Append() = t;
    00792 }
    00793
    00798 static void RestoreTrainBackup(TrainList &list)
    00799 {
    00800   /* No train, nothing to do. */
    00801   if (list.Length() == 0) return;
    00802
    00803   Train *prev = NULL;
    00804   /* Iterate over the list and rebuild it. */
    00805   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    00806     Train *t = *iter;
    00807     if (prev != NULL) {
    00808       prev->SetNext(t);
    00809     } else if (t->Previous() != NULL) {
    00810       /* Make sure the head of the train is always the first in the chain. */
    00811       t->Previous()->SetNext(NULL);
    00812     }
    00813     prev = t;
    00814   }
    00815 }
    00816
    00822 static void RemoveFromConsist(Train *part, bool chain = false)
    00823 {
    00824   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    00825
    00826   /* Unlink at the front, but make it point to the next
    00827    * vehicle after the to be remove part. */
    00828   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    00829
    00830   /* Unlink at the back */
    00831   tail->SetNext(NULL);
    00832 }
    00833
    00839 static void InsertInConsist(Train *dst, Train *chain)
    00840 {
    00841   /* We do not want to add something in the middle of an articulated part. */
    00842   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    00843
    00844   chain->Last()->SetNext(dst->Next());
    00845   dst->SetNext(chain);
    00846 }
    00847
    00853 static void NormaliseDualHeads(Train *t)
    00854 {
    00855   for (; t != NULL; t = t->GetNextVehicle()) {
    00856     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    00857
    00858     /* Make sure that there are no free cars before next engine */
    00859     Train *u;
    00860     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    00861
    00862     if (u == t->other_multiheaded_part) continue;
    00863
    00864     /* Remove the part from the 'wrong' train */
    00865     RemoveFromConsist(t->other_multiheaded_part);
    00866     /* And add it to the 'right' train */
    00867     InsertInConsist(u, t->other_multiheaded_part);
    00868   }
    00869 }
    00870
    00875 static void NormaliseSubtypes(Train *chain)
    00876 {
    00877   /* Nothing to do */
    00878   if (chain == NULL) return;
    00879
    00880   /* We must be the first in the chain. */
    00881   assert(chain->Previous() == NULL);
    00882
    00883   /* Set the appropriate bits for the first in the chain. */
    00884   if (chain->IsWagon()) {
    00885     chain->SetFreeWagon();
    00886   } else {
    00887     assert(chain->IsEngine());
    00888     chain->SetFrontEngine();
    00889   }
    00890
    00891   /* Now clear the bits for the rest of the chain */
    00892   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    00893     t->ClearFreeWagon();
    00894     t->ClearFrontEngine();
    00895   }
    00896 }
    00897
    00907 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    00908 {
    00909   /* Just add 'new' engines and subtract the original ones.
    00910    * If that's less than or equal to 0 we can be sure we did
    00911    * not add any engines (read: trains) along the way. */
    00912   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    00913       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    00914       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    00915       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    00916     return CommandCost();
    00917   }
    00918
    00919   /* Get a free unit number and check whether it's within the bounds.
    00920    * There will always be a maximum of one new train. */
    00921   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    00922
    00923   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00924 }
    00925
    00931 static CommandCost CheckTrainAttachment(Train *t)
    00932 {
    00933   /* No multi-part train, no need to check. */
    00934   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    00935
    00936   /* The maximum length for a train. For each part we decrease this by one
    00937    * and if the result is negative the train is simply too long. */
    00938   int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
    00939
    00940   Train *head = t;
    00941   Train *prev = t;
    00942
    00943   /* Break the prev -> t link so it always holds within the loop. */
    00944   t = t->Next();
    00945   prev->SetNext(NULL);
    00946
    00947   /* Make sure the cache is cleared. */
    00948   head->InvalidateNewGRFCache();
    00949
    00950   while (t != NULL) {
    00951     allowed_len -= t->gcache.cached_veh_length;
    00952
    00953     Train *next = t->Next();
    00954
    00955     /* Unlink the to-be-added piece; it is already unlinked from the previous
    00956      * part due to the fact that the prev -> t link is broken. */
    00957     t->SetNext(NULL);
    00958
    00959     /* Don't check callback for articulated or rear dual headed parts */
    00960     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    00961       /* Back up and clear the first_engine data to avoid using wagon override group */
    00962       EngineID first_engine = t->gcache.first_engine;
    00963       t->gcache.first_engine = INVALID_ENGINE;
    00964
    00965       /* We don't want the cache to interfere. head's cache is cleared before
    00966        * the loop and after each callback does not need to be cleared here. */
    00967       t->InvalidateNewGRFCache();
    00968
    00969       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    00970
    00971       /* Restore original first_engine data */
    00972       t->gcache.first_engine = first_engine;
    00973
    00974       /* We do not want to remember any cached variables from the test run */
    00975       t->InvalidateNewGRFCache();
    00976       head->InvalidateNewGRFCache();
    00977
    00978       if (callback != CALLBACK_FAILED) {
    00979         /* A failing callback means everything is okay */
    00980         StringID error = STR_NULL;
    00981
    00982         if (head->GetGRF()->grf_version < 8) {
    00983           if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    00984           if (callback  < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    00985           if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
    00986         } else {
    00987           if (callback < 0x400) {
    00988             error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    00989           } else {
    00990             switch (callback) {
    00991               case 0x400: // allow if railtypes match (always the case for OpenTTD)
    00992               case 0x401: // allow
    00993                 break;
    00994
    00995               default:    // unknown reason -> disallow
    00996               case 0x402: // disallow attaching
    00997                 error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    00998                 break;
    00999             }
    01000           }
    01001         }
    01002
    01003         if (error != STR_NULL) return_cmd_error(error);
    01004       }
    01005     }
    01006
    01007     /* And link it to the new part. */
    01008     prev->SetNext(t);
    01009     prev = t;
    01010     t = next;
    01011   }
    01012
    01013   if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    01014   return CommandCost();
    01015 }
    01016
    01027 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
    01028 {
    01029   /* Check whether we may actually construct the trains. */
    01030   CommandCost ret = CheckTrainAttachment(src);
    01031   if (ret.Failed()) return ret;
    01032   ret = CheckTrainAttachment(dst);
    01033   if (ret.Failed()) return ret;
    01034
    01035   /* Check whether we need to build a new train. */
    01036   return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
    01037 }
    01038
    01047 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01048 {
    01049   /* First determine the front of the two resulting trains */
    01050   if (*src_head == *dst_head) {
    01051     /* If we aren't moving part(s) to a new train, we are just moving the
    01052      * front back and there is not destination head. */
    01053     *dst_head = NULL;
    01054   } else if (*dst_head == NULL) {
    01055     /* If we are moving to a new train the head of the move train would become
    01056      * the head of the new vehicle. */
    01057     *dst_head = src;
    01058   }
    01059
    01060   if (src == *src_head) {
    01061     /* If we are moving the front of a train then we are, in effect, creating
    01062      * a new head for the train. Point to that. Unless we are moving the whole
    01063      * train in which case there is not 'source' train anymore.
    01064      * In case we are a multiheaded part we want the complete thing to come
    01065      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01066      * that is followed by a rear multihead we do not want to include that. */
    01067     *src_head = move_chain ? NULL :
    01068         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01069   }
    01070
    01071   /* Now it's just simply removing the part that we are going to move from the
    01072    * source train and *if* the destination is a not a new train add the chain
    01073    * at the destination location. */
    01074   RemoveFromConsist(src, move_chain);
    01075   if (*dst_head != src) InsertInConsist(dst, src);
    01076
    01077   /* Now normalise the dual heads, that is move the dual heads around in such
    01078    * a way that the head and rear of a dual head are in the same train */
    01079   NormaliseDualHeads(*src_head);
    01080   NormaliseDualHeads(*dst_head);
    01081 }
    01082
    01088 static void NormaliseTrainHead(Train *head)
    01089 {
    01090   /* Not much to do! */
    01091   if (head == NULL) return;
    01092
    01093   /* Tell the 'world' the train changed. */
    01094   head->ConsistChanged(false);
    01095   UpdateTrainGroupID(head);
    01096
    01097   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01098   if (!head->IsFrontEngine()) return;
    01099
    01100   /* Update the refit button and window */
    01101   InvalidateWindowData(WC_VEHICLE_REFIT, head->index);
    01102   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
    01103
    01104   /* If we don't have a unit number yet, set one. */
    01105   if (head->unitnumber != 0) return;
    01106   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01107 }
    01108
    01121 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01122 {
    01123   VehicleID s = GB(p1, 0, 20);
    01124   VehicleID d = GB(p2, 0, 20);
    01125   bool move_chain = HasBit(p1, 20);
    01126
    01127   Train *src = Train::GetIfValid(s);
    01128   if (src == NULL) return CMD_ERROR;
    01129
    01130   CommandCost ret = CheckOwnership(src->owner);
    01131   if (ret.Failed()) return ret;
    01132
    01133   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01134   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01135
    01136   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01137   Train *dst;
    01138   if (d == INVALID_VEHICLE) {
    01139     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01140   } else {
    01141     dst = Train::GetIfValid(d);
    01142     if (dst == NULL) return CMD_ERROR;
    01143
    01144     CommandCost ret = CheckOwnership(dst->owner);
    01145     if (ret.Failed()) return ret;
    01146
    01147     /* Do not allow appending to crashed vehicles, too */
    01148     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01149   }
    01150
    01151   /* if an articulated part is being handled, deal with its parent vehicle */
    01152   src = src->GetFirstEnginePart();
    01153   if (dst != NULL) {
    01154     dst = dst->GetFirstEnginePart();
    01155   }
    01156
    01157   /* don't move the same vehicle.. */
    01158   if (src == dst) return CommandCost();
    01159
    01160   /* locate the head of the two chains */
    01161   Train *src_head = src->First();
    01162   Train *dst_head;
    01163   if (dst != NULL) {
    01164     dst_head = dst->First();
    01165     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01166     /* Now deal with articulated part of destination wagon */
    01167     dst = dst->GetLastEnginePart();
    01168   } else {
    01169     dst_head = NULL;
    01170   }
    01171
    01172   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01173
    01174   /* When moving all wagons, we can't have the same src_head and dst_head */
    01175   if (move_chain && src_head == dst_head) return CommandCost();
    01176
    01177   /* When moving a multiheaded part to be place after itself, bail out. */
    01178   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01179
    01180   /* Check if all vehicles in the source train are stopped inside a depot. */
    01181   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01182
    01183   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01184   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01185
    01186   /* First make a backup of the order of the trains. That way we can do
    01187    * whatever we want with the order and later on easily revert. */
    01188   TrainList original_src;
    01189   TrainList original_dst;
    01190
    01191   MakeTrainBackup(original_src, src_head);
    01192   MakeTrainBackup(original_dst, dst_head);
    01193
    01194   /* Also make backup of the original heads as ArrangeTrains can change them.
    01195    * For the destination head we do not care if it is the same as the source
    01196    * head because in that case it's just a copy. */
    01197   Train *original_src_head = src_head;
    01198   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01199
    01200   /* We want this information from before the rearrangement, but execute this after the validation. */
    01201   bool original_src_head_front_engine = original_src_head != NULL && original_src_head->IsFrontEngine();
    01202   bool original_dst_head_front_engine = original_dst_head != NULL && original_dst_head->IsFrontEngine();
    01203
    01204   /* (Re)arrange the trains in the wanted arrangement. */
    01205   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01206
    01207   if ((flags & DC_AUTOREPLACE) == 0) {
    01208     /* If the autoreplace flag is set we do not need to test for the validity
    01209      * because we are going to revert the train to its original state. As we
    01210      * assume the original state was correct autoreplace can skip this. */
    01211     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
    01212     if (ret.Failed()) {
    01213       /* Restore the train we had. */
    01214       RestoreTrainBackup(original_src);
    01215       RestoreTrainBackup(original_dst);
    01216       return ret;
    01217     }
    01218   }
    01219
    01220   /* do it? */
    01221   if (flags & DC_EXEC) {
    01222     /* Remove old heads from the statistics */
    01223     if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
    01224     if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
    01225
    01226     /* First normalise the sub types of the chains. */
    01227     NormaliseSubtypes(src_head);
    01228     NormaliseSubtypes(dst_head);
    01229
    01230     /* There are 14 different cases:
    01231      *  1) front engine gets moved to a new train, it stays a front engine.
    01232      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01233      *     b) the 'next' part is an engine that becomes a front engine.
    01234      *     c) there is no 'next' part, nothing else happens
    01235      *  2) front engine gets moved to another train, it is not a front engine anymore
    01236      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01237      *     b) the 'next' part is an engine that becomes a front engine.
    01238      *     c) there is no 'next' part, nothing else happens
    01239      *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
    01240      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01241      *     b) the 'next' part is an engine that becomes a front engine.
    01242      *  4) free wagon gets moved
    01243      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01244      *     b) the 'next' part is an engine that becomes a front engine.
    01245      *     c) there is no 'next' part, nothing else happens
    01246      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01247      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01248      *  7) wagon gets moved, nothing happens
    01249      */
    01250     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01251       /* Cases #2 and #3: the front engine gets trashed. */
    01252       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01253       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01254       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01255       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01256       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01257       SetWindowDirty(WC_COMPANY, _current_company);
    01258
    01259       /* Delete orders, group stuff and the unit number as we're not the
    01260        * front of any vehicle anymore. */
    01261       DeleteVehicleOrders(src);
    01262       RemoveVehicleFromGroup(src);
    01263       src->unitnumber = 0;
    01264     }
    01265
    01266     /* We weren't a front engine but are becoming one. So
    01267      * we should be put in the default group. */
    01268     if (original_src_head != src && dst_head == src) {
    01269       SetTrainGroupID(src, DEFAULT_GROUP);
    01270       SetWindowDirty(WC_COMPANY, _current_company);
    01271     }
    01272
    01273     /* Add new heads to statistics */
    01274     if (src_head != NULL && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
    01275     if (dst_head != NULL && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
    01276
    01277     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01278     NormaliseTrainHead(src_head);
    01279     NormaliseTrainHead(dst_head);
    01280
    01281     if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
    01282       CheckCargoCapacity(src_head);
    01283       CheckCargoCapacity(dst_head);
    01284     }
    01285
    01286     /* We are undoubtedly changing something in the depot and train list. */
    01287     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01288     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01289   } else {
    01290     /* We don't want to execute what we're just tried. */
    01291     RestoreTrainBackup(original_src);
    01292     RestoreTrainBackup(original_dst);
    01293   }
    01294
    01295   return CommandCost();
    01296 }
    01297
    01309 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
    01310 {
    01311   /* Check if we deleted a vehicle window */
    01312   Window *w = NULL;
    01313
    01314   /* Sell a chain of vehicles or not? */
    01315   bool sell_chain = HasBit(data, 0);
    01316
    01317   Train *v = Train::From(t)->GetFirstEnginePart();
    01318   Train *first = v->First();
    01319
    01320   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01321
    01322   /* First make a backup of the order of the train. That way we can do
    01323    * whatever we want with the order and later on easily revert. */
    01324   TrainList original;
    01325   MakeTrainBackup(original, first);
    01326
    01327   /* We need to keep track of the new head and the head of what we're going to sell. */
    01328   Train *new_head = first;
    01329   Train *sell_head = NULL;
    01330
    01331   /* Split the train in the wanted way. */
    01332   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01333
    01334   /* We don't need to validate the second train; it's going to be sold. */
    01335   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
    01336   if (ret.Failed()) {
    01337     /* Restore the train we had. */
    01338     RestoreTrainBackup(original);
    01339     return ret;
    01340   }
    01341
    01342   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01343   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01344
    01345   if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
    01346     return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
    01347   }
    01348
    01349   /* do it? */
    01350   if (flags & DC_EXEC) {
    01351     /* First normalise the sub types of the chain. */
    01352     NormaliseSubtypes(new_head);
    01353
    01354     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01355       /* We are selling the front engine. In this case we want to
    01356        * 'give' the order, unit number and such to the new head. */
    01357       new_head->orders.list = first->orders.list;
    01358       new_head->AddToShared(first);
    01359       DeleteVehicleOrders(first);
    01360
    01361       /* Copy other important data from the front engine */
    01362       new_head->CopyVehicleConfigAndStatistics(first);
    01363       GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
    01364
    01365       /* If we deleted a window then open a new one for the 'new' train */
    01366       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
    01367     } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
    01368       OrderBackup::Backup(v, user);
    01369     }
    01370
    01371     /* We need to update the information about the train. */
    01372     NormaliseTrainHead(new_head);
    01373
    01374     /* We are undoubtedly changing something in the depot and train list. */
    01375     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01376     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01377
    01378     /* Actually delete the sold 'goods' */
    01379     delete sell_head;
    01380   } else {
    01381     /* We don't want to execute what we're just tried. */
    01382     RestoreTrainBackup(original);
    01383   }
    01384
    01385   return cost;
    01386 }
    01387
    01388 void Train::UpdateDeltaXY(Direction direction)
    01389 {
    01390   /* Set common defaults. */
    01391   this->x_offs    = -1;
    01392   this->y_offs    = -1;
    01393   this->x_extent  =  3;
    01394   this->y_extent  =  3;
    01395   this->z_extent  =  6;
    01396   this->x_bb_offs =  0;
    01397   this->y_bb_offs =  0;
    01398
    01399   if (!IsDiagonalDirection(direction)) {
    01400     static const int _sign_table[] =
    01401     {
    01402       // x, y
    01403       -1, -1, // DIR_N
    01404       -1,  1, // DIR_E
    01405        1,  1, // DIR_S
    01406        1, -1, // DIR_W
    01407     };
    01408
    01409     int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
    01410
    01411     /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
    01412     this->x_offs -= half_shorten * _sign_table[direction];
    01413     this->y_offs -= half_shorten * _sign_table[direction + 1];
    01414     this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
    01415     this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
    01416   } else {
    01417     switch (direction) {
    01418         /* Shorten southern corner of the bounding box according the vehicle length
    01419          * and center the bounding box on the vehicle. */
    01420       case DIR_NE:
    01421         this->x_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01422         this->x_extent  = this->gcache.cached_veh_length - 1;
    01423         this->x_bb_offs = -1;
    01424         break;
    01425
    01426       case DIR_NW:
    01427         this->y_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01428         this->y_extent  = this->gcache.cached_veh_length - 1;
    01429         this->y_bb_offs = -1;
    01430         break;
    01431
    01432         /* Move northern corner of the bounding box down according to vehicle length
    01433          * and center the bounding box on the vehicle. */
    01434       case DIR_SW:
    01435         this->x_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01436         this->x_extent  = VEHICLE_LENGTH - 1;
    01437         this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01438         break;
    01439
    01440       case DIR_SE:
    01441         this->y_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01442         this->y_extent  = VEHICLE_LENGTH - 1;
    01443         this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01444         break;
    01445
    01446       default:
    01447         NOT_REACHED();
    01448     }
    01449   }
    01450 }
    01451
    01456 static void MarkTrainAsStuck(Train *v)
    01457 {
    01458   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01459     /* It is the first time the problem occurred, set the "train stuck" flag. */
    01460     SetBit(v->flags, VRF_TRAIN_STUCK);
    01461
    01462     v->wait_counter = 0;
    01463
    01464     /* Stop train */
    01465     v->cur_speed = 0;
    01466     v->subspeed = 0;
    01467     v->SetLastSpeed();
    01468
    01469     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01470   }
    01471 }
    01472
    01480 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01481 {
    01482   uint16 flag1 = *swap_flag1;
    01483   uint16 flag2 = *swap_flag2;
    01484
    01485   /* Clear the flags */
    01486   ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
    01487   ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01488   ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
    01489   ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01490
    01491   /* Reverse the rail-flags (if needed) */
    01492   if (HasBit(flag1, GVF_GOINGUP_BIT)) {
    01493     SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01494   } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
    01495     SetBit(*swap_flag2, GVF_GOINGUP_BIT);
    01496   }
    01497   if (HasBit(flag2, GVF_GOINGUP_BIT)) {
    01498     SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01499   } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
    01500     SetBit(*swap_flag1, GVF_GOINGUP_BIT);
    01501   }
    01502 }
    01503
    01508 static void UpdateStatusAfterSwap(Train *v)
    01509 {
    01510   /* Reverse the direction. */
    01511   if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
    01512
    01513   /* Call the proper EnterTile function unless we are in a wormhole. */
    01514   if (v->track != TRACK_BIT_WORMHOLE) {
    01515     VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
    01516   } else {
    01517     /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
    01518      * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
    01519      * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
    01520      * when we shouldn't have. Check if this is the case. */
    01521     TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
    01522     if (IsTileType(vt, MP_TUNNELBRIDGE)) {
    01523       VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
    01524       if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
    01525         /* We have just left the wormhole, possibly set the
    01526          * "goingdown" bit. UpdateInclination() can be used
    01527          * because we are at the border of the tile. */
    01528         VehicleUpdatePosition(v);
    01529         v->UpdateInclination(true, true);
    01530         return;
    01531       }
    01532     }
    01533   }
    01534
    01535   VehicleUpdatePosition(v);
    01536   v->UpdateViewport(true, true);
    01537 }
    01538
    01545 void ReverseTrainSwapVeh(Train *v, int l, int r)
    01546 {
    01547   Train *a, *b;
    01548
    01549   /* locate vehicles to swap */
    01550   for (a = v; l != 0; l--) a = a->Next();
    01551   for (b = v; r != 0; r--) b = b->Next();
    01552
    01553   if (a != b) {
    01554     /* swap the hidden bits */
    01555     {
    01556       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
    01557       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
    01558       a->vehstatus = tmp;
    01559     }
    01560
    01561     Swap(a->track, b->track);
    01562     Swap(a->direction, b->direction);
    01563     Swap(a->x_pos, b->x_pos);
    01564     Swap(a->y_pos, b->y_pos);
    01565     Swap(a->tile,  b->tile);
    01566     Swap(a->z_pos, b->z_pos);
    01567
    01568     SwapTrainFlags(&a->gv_flags, &b->gv_flags);
    01569
    01570     UpdateStatusAfterSwap(a);
    01571     UpdateStatusAfterSwap(b);
    01572   } else {
    01573     /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
    01574      * This is a little bit redundant way, a->gv_flags will
    01575      * be (re)set twice, but it reduces code duplication */
    01576     SwapTrainFlags(&a->gv_flags, &a->gv_flags);
    01577     UpdateStatusAfterSwap(a);
    01578   }
    01579 }
    01580
    01581
    01587 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01588 {
    01589   return (v->type == VEH_TRAIN) ? v : NULL;
    01590 }
    01591
    01592
    01599 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01600 {
    01601   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01602
    01603   Train *t = Train::From(v);
    01604   if (!t->IsFrontEngine()) return NULL;
    01605
    01606   TileIndex tile = *(TileIndex *)data;
    01607
    01608   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01609
    01610   return t;
    01611 }
    01612
    01613
    01620 static bool TrainApproachingCrossing(TileIndex tile)
    01621 {
    01622   assert(IsLevelCrossingTile(tile));
    01623
    01624   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01625   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01626
    01627   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01628
    01629   dir = ReverseDiagDir(dir);
    01630   tile_from = tile + TileOffsByDiagDir(dir);
    01631
    01632   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01633 }
    01634
    01635
    01642 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01643 {
    01644   assert(IsLevelCrossingTile(tile));
    01645
    01646   /* train on crossing || train approaching crossing || reserved */
    01647   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
    01648
    01649   if (new_state != IsCrossingBarred(tile)) {
    01650     if (new_state && sound) {
    01651       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01652     }
    01653     SetCrossingBarred(tile, new_state);
    01654     MarkTileDirtyByTile(tile);
    01655   }
    01656 }
    01657
    01658
    01664 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01665 {
    01666   if (!IsCrossingBarred(tile)) {
    01667     BarCrossing(tile);
    01668     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01669     MarkTileDirtyByTile(tile);
    01670   }
    01671 }
    01672
    01673
    01679 static void AdvanceWagonsBeforeSwap(Train *v)
    01680 {
    01681   Train *base = v;
    01682   Train *first = base; // first vehicle to move
    01683   Train *last = v->Last(); // last vehicle to move
    01684   uint length = CountVehiclesInChain(v);
    01685
    01686   while (length > 2) {
    01687     last = last->Previous();
    01688     first = first->Next();
    01689
    01690     int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
    01691
    01692     /* do not update images now
    01693      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01694     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01695
    01696     base = first; // == base->Next()
    01697     length -= 2;
    01698   }
    01699 }
    01700
    01701
    01707 static void AdvanceWagonsAfterSwap(Train *v)
    01708 {
    01709   /* first of all, fix the situation when the train was entering a depot */
    01710   Train *dep = v; // last vehicle in front of just left depot
    01711   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01712     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01713   }
    01714
    01715   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01716
    01717   if (leave != NULL) {
    01718     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01719     int d = TicksToLeaveDepot(dep);
    01720
    01721     if (d <= 0) {
    01722       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01723       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01724       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01725     }
    01726   } else {
    01727     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01728   }
    01729
    01730   Train *base = v;
    01731   Train *first = base; // first vehicle to move
    01732   Train *last = v->Last(); // last vehicle to move
    01733   uint length = CountVehiclesInChain(v);
    01734
    01735   /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
    01736    * they have already correct spacing, so we have to make sure they are moved how they should */
    01737   bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
    01738
    01739   while (length > 2) {
    01740     /* we reached vehicle (originally) in front of a depot, stop now
    01741      * (we would move wagons that are already moved with new wagon length). */
    01742     if (base == dep) break;
    01743
    01744     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01745     if (last == dep) nomove = true;
    01746
    01747     last = last->Previous();
    01748     first = first->Next();
    01749
    01750     int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
    01751
    01752     /* do not update images now */
    01753     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01754
    01755     base = first; // == base->Next()
    01756     length -= 2;
    01757   }
    01758 }
    01759
    01764 void ReverseTrainDirection(Train *v)
    01765 {
    01766   if (IsRailDepotTile(v->tile)) {
    01767     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01768   }
    01769
    01770   /* Clear path reservation in front if train is not stuck. */
    01771   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01772
    01773   /* Check if we were approaching a rail/road-crossing */
    01774   TileIndex crossing = TrainApproachingCrossingTile(v);
    01775
    01776   /* count number of vehicles */
    01777   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01778
    01779   AdvanceWagonsBeforeSwap(v);
    01780
    01781   /* swap start<>end, start+1<>end-1, ... */
    01782   int l = 0;
    01783   do {
    01784     ReverseTrainSwapVeh(v, l++, r--);
    01785   } while (l <= r);
    01786
    01787   AdvanceWagonsAfterSwap(v);
    01788
    01789   if (IsRailDepotTile(v->tile)) {
    01790     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01791   }
    01792
    01793   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01794
    01795   ClrBit(v->flags, VRF_REVERSING);
    01796
    01797   /* recalculate cached data */
    01798   v->ConsistChanged(true);
    01799
    01800   /* update all images */
    01801   for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01802
    01803   /* update crossing we were approaching */
    01804   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01805
    01806   /* maybe we are approaching crossing now, after reversal */
    01807   crossing = TrainApproachingCrossingTile(v);
    01808   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01809
    01810   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01811   if (v->track == TRACK_BIT_DEPOT) {
    01812     /* Can't be stuck here as inside a depot is always a safe tile. */
    01813     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01814     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01815     return;
    01816   }
    01817
    01818   /* TrainExitDir does not always produce the desired dir for depots and
    01819    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01820   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01821   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01822
    01823   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01824     /* If we are currently on a tile with conventional signals, we can't treat the
    01825      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01826     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01827       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01828       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01829
    01830     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01831     if (TryPathReserve(v, false, first_tile_okay)) {
    01832       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01833       CheckNextTrainTile(v);
    01834     } else if (v->current_order.GetType() != OT_LOADING) {
    01835       /* Do not wait for a way out when we're still loading */
    01836       MarkTrainAsStuck(v);
    01837     }
    01838   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01839     /* A train not inside a PBS block can't be stuck. */
    01840     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01841     v->wait_counter = 0;
    01842   }
    01843 }
    01844
    01854 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01855 {
    01856   Train *v = Train::GetIfValid(p1);
    01857   if (v == NULL) return CMD_ERROR;
    01858
    01859   CommandCost ret = CheckOwnership(v->owner);
    01860   if (ret.Failed()) return ret;
    01861
    01862   if (p2 != 0) {
    01863     /* turn a single unit around */
    01864
    01865     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01866       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01867     }
    01868     if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
    01869
    01870     Train *front = v->First();
    01871     /* make sure the vehicle is stopped in the depot */
    01872     if (!front->IsStoppedInDepot()) {
    01873       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01874     }
    01875
    01876     if (flags & DC_EXEC) {
    01877       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01878
    01879       front->ConsistChanged(false);
    01880       SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    01881       SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01882       SetWindowDirty(WC_VEHICLE_VIEW, front->index);
    01883       SetWindowClassesDirty(WC_TRAINS_LIST);
    01884     }
    01885   } else {
    01886     /* turn the whole train around */
    01887     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
    01888
    01889     if (flags & DC_EXEC) {
    01890       /* Properly leave the station if we are loading and won't be loading anymore */
    01891       if (v->current_order.IsType(OT_LOADING)) {
    01892         const Vehicle *last = v;
    01893         while (last->Next() != NULL) last = last->Next();
    01894
    01895         /* not a station || different station --> leave the station */
    01896         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    01897           v->LeaveStation();
    01898         }
    01899       }
    01900
    01901       /* We cancel any 'skip signal at dangers' here */
    01902       v->force_proceed = TFP_NONE;
    01903       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01904
    01905       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
    01906         ToggleBit(v->flags, VRF_REVERSING);
    01907       } else {
    01908         v->cur_speed = 0;
    01909         v->SetLastSpeed();
    01910         HideFillingPercent(&v->fill_percent_te_id);
    01911         ReverseTrainDirection(v);
    01912       }
    01913     }
    01914   }
    01915   return CommandCost();
    01916 }
    01917
    01927 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01928 {
    01929   Train *t = Train::GetIfValid(p1);
    01930   if (t == NULL) return CMD_ERROR;
    01931
    01932   CommandCost ret = CheckOwnership(t->owner);
    01933   if (ret.Failed()) return ret;
    01934
    01935
    01936   if (flags & DC_EXEC) {
    01937     /* If we are forced to proceed, cancel that order.
    01938      * If we are marked stuck we would want to force the train
    01939      * to proceed to the next signal. In the other cases we
    01940      * would like to pass the signal at danger and run till the
    01941      * next signal we encounter. */
    01942     t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? TFP_STUCK : TFP_SIGNAL;
    01943     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    01944   }
    01945
    01946   return CommandCost();
    01947 }
    01948
    01956 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    01957 {
    01958   assert(!(v->vehstatus & VS_CRASHED));
    01959
    01960   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    01961
    01962   PBSTileInfo origin = FollowTrainReservation(v);
    01963   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    01964
    01965   switch (_settings_game.pf.pathfinder_for_trains) {
    01966     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    01967     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    01968
    01969     default: NOT_REACHED();
    01970   }
    01971 }
    01972
    01980 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    01981 {
    01982   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    01983   if (tfdd.best_length == UINT_MAX) return false;
    01984
    01985   if (location    != NULL) *location    = tfdd.tile;
    01986   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    01987   if (reverse     != NULL) *reverse     = tfdd.reverse;
    01988
    01989   return true;
    01990 }
    01991
    01993 void Train::PlayLeaveStationSound() const
    01994 {
    01995   static const SoundFx sfx[] = {
    01996     SND_04_TRAIN,
    01997     SND_0A_TRAIN_HORN,
    01998     SND_0A_TRAIN_HORN,
    01999     SND_47_MAGLEV_2,
    02000     SND_41_MAGLEV
    02001   };
    02002
    02003   if (PlayVehicleSound(this, VSE_START)) return;
    02004
    02005   EngineID engtype = this->engine_type;
    02006   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    02007 }
    02008
    02013 static void CheckNextTrainTile(Train *v)
    02014 {
    02015   /* Don't do any look-ahead if path_backoff_interval is 255. */
    02016   if (_settings_game.pf.path_backoff_interval == 255) return;
    02017
    02018   /* Exit if we are inside a depot. */
    02019   if (v->track == TRACK_BIT_DEPOT) return;
    02020
    02021   switch (v->current_order.GetType()) {
    02022     /* Exit if we reached our destination depot. */
    02023     case OT_GOTO_DEPOT:
    02024       if (v->tile == v->dest_tile) return;
    02025       break;
    02026
    02027     case OT_GOTO_WAYPOINT:
    02028       /* If we reached our waypoint, make sure we see that. */
    02029       if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
    02030       break;
    02031
    02032     case OT_NOTHING:
    02033     case OT_LEAVESTATION:
    02034     case OT_LOADING:
    02035       /* Exit if the current order doesn't have a destination, but the train has orders. */
    02036       if (v->GetNumOrders() > 0) return;
    02037       break;
    02038
    02039     default:
    02040       break;
    02041   }
    02042   /* Exit if we are on a station tile and are going to stop. */
    02043   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    02044
    02045   Trackdir td = v->GetVehicleTrackdir();
    02046
    02047   /* On a tile with a red non-pbs signal, don't look ahead. */
    02048   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    02049       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    02050       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    02051
    02052   CFollowTrackRail ft(v);
    02053   if (!ft.Follow(v->tile, td)) return;
    02054
    02055   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    02056     /* Next tile is not reserved. */
    02057     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02058       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    02059         /* If the next tile is a PBS signal, try to make a reservation. */
    02060         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02061         if (_settings_game.pf.forbid_90_deg) {
    02062           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    02063         }
    02064         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    02065       }
    02066     }
    02067   }
    02068 }
    02069
    02075 static bool CheckTrainStayInDepot(Train *v)
    02076 {
    02077   /* bail out if not all wagons are in the same depot or not in a depot at all */
    02078   for (const Train *u = v; u != NULL; u = u->Next()) {
    02079     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    02080   }
    02081
    02082   /* if the train got no power, then keep it in the depot */
    02083   if (v->gcache.cached_power == 0) {
    02084     v->vehstatus |= VS_STOPPED;
    02085     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    02086     return true;
    02087   }
    02088
    02089   SigSegState seg_state;
    02090
    02091   if (v->force_proceed == TFP_NONE) {
    02092     /* force proceed was not pressed */
    02093     if (++v->wait_counter < 37) {
    02094       SetWindowClassesDirty(WC_TRAINS_LIST);
    02095       return true;
    02096     }
    02097
    02098     v->wait_counter = 0;
    02099
    02100     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02101     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02102       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02103       SetWindowClassesDirty(WC_TRAINS_LIST);
    02104       return true;
    02105     }
    02106   } else {
    02107     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02108   }
    02109
    02110   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02111   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02112     /* We need to have a reservation for this to work. */
    02113     if (HasDepotReservation(v->tile)) return true;
    02114     SetDepotReservation(v->tile, true);
    02115     VehicleEnterDepot(v);
    02116     return true;
    02117   }
    02118
    02119   /* Only leave when we can reserve a path to our destination. */
    02120   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
    02121     /* No path and no force proceed. */
    02122     SetWindowClassesDirty(WC_TRAINS_LIST);
    02123     MarkTrainAsStuck(v);
    02124     return true;
    02125   }
    02126
    02127   SetDepotReservation(v->tile, true);
    02128   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02129
    02130   VehicleServiceInDepot(v);
    02131   SetWindowClassesDirty(WC_TRAINS_LIST);
    02132   v->PlayLeaveStationSound();
    02133
    02134   v->track = TRACK_BIT_X;
    02135   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02136
    02137   v->vehstatus &= ~VS_HIDDEN;
    02138   v->cur_speed = 0;
    02139
    02140   v->UpdateViewport(true, true);
    02141   VehicleUpdatePosition(v);
    02142   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02143   v->UpdateAcceleration();
    02144   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02145
    02146   return false;
    02147 }
    02148
    02155 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02156 {
    02157   DiagDirection dir = TrackdirToExitdir(track_dir);
    02158
    02159   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02160     /* Are we just leaving a tunnel/bridge? */
    02161     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02162       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02163
    02164       if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
    02165         /* Free the reservation only if no other train is on the tiles. */
    02166         SetTunnelBridgeReservation(tile, false);
    02167         SetTunnelBridgeReservation(end, false);
    02168
    02169         if (_settings_client.gui.show_track_reservation) {
    02170           MarkTileDirtyByTile(tile);
    02171           MarkTileDirtyByTile(end);
    02172         }
    02173       }
    02174     }
    02175   } else if (IsRailStationTile(tile)) {
    02176     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02177     /* If the new tile is not a further tile of the same station, we
    02178      * clear the reservation for the whole platform. */
    02179     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02180       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02181     }
    02182   } else {
    02183     /* Any other tile */
    02184     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02185   }
    02186 }
    02187
    02194 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02195 {
    02196   assert(v->IsFrontEngine());
    02197
    02198   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02199   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02200   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02201   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02202
    02203   /* Don't free reservation if it's not ours. */
    02204   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02205
    02206   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02207   while (ft.Follow(tile, td)) {
    02208     tile = ft.m_new_tile;
    02209     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02210     td = RemoveFirstTrackdir(&bits);
    02211     assert(bits == TRACKDIR_BIT_NONE);
    02212
    02213     if (!IsValidTrackdir(td)) break;
    02214
    02215     if (IsTileType(tile, MP_RAILWAY)) {
    02216       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02217         /* Conventional signal along trackdir: remove reservation and stop. */
    02218         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02219         break;
    02220       }
    02221       if (HasPbsSignalOnTrackdir(tile, td)) {
    02222         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02223           /* Red PBS signal? Can't be our reservation, would be green then. */
    02224           break;
    02225         } else {
    02226           /* Turn the signal back to red. */
    02227           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02228           MarkTileDirtyByTile(tile);
    02229         }
    02230       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02231         break;
    02232       }
    02233     }
    02234
    02235     /* Don't free first station/bridge/tunnel if we are on it. */
    02236     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);
    02237
    02238     free_tile = true;
    02239   }
    02240 }
    02241
    02242 static const byte _initial_tile_subcoord[6][4][3] = {
    02243 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02244 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02245 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02246 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02247 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02248 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02249 };
    02250
    02263 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
    02264 {
    02265   switch (_settings_game.pf.pathfinder_for_trains) {
    02266     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02267     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02268
    02269     default: NOT_REACHED();
    02270   }
    02271 }
    02272
    02278 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02279 {
    02280   PBSTileInfo origin = FollowTrainReservation(v);
    02281
    02282   CFollowTrackRail ft(v);
    02283
    02284   TileIndex tile = origin.tile;
    02285   Trackdir  cur_td = origin.trackdir;
    02286   while (ft.Follow(tile, cur_td)) {
    02287     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02288       /* Possible signal tile. */
    02289       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02290     }
    02291
    02292     if (_settings_game.pf.forbid_90_deg) {
    02293       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02294       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02295     }
    02296
    02297     /* Station, depot or waypoint are a possible target. */
    02298     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02299     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02300       /* Choice found or possible target encountered.
    02301        * On finding a possible target, we need to stop and let the pathfinder handle the
    02302        * remaining path. This is because we don't know if this target is in one of our
    02303        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02304        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02305        * a wrong path not leading to our next destination. */
    02306       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02307
    02308       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02309        * actually starts its search at the first unreserved tile. */
    02310       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02311
    02312       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02313       if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02314       if (enterdir != NULL) *enterdir = ft.m_exitdir;
    02315       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02316     }
    02317
    02318     tile = ft.m_new_tile;
    02319     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02320
    02321     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02322       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02323       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02324       /* Safe position is all good, path valid and okay. */
    02325       return PBSTileInfo(tile, cur_td, true);
    02326     }
    02327
    02328     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02329   }
    02330
    02331   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02332     /* End of line, path valid and okay. */
    02333     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02334   }
    02335
    02336   /* Sorry, can't reserve path, back out. */
    02337   tile = origin.tile;
    02338   cur_td = origin.trackdir;
    02339   TileIndex stopped = ft.m_old_tile;
    02340   Trackdir  stopped_td = ft.m_old_td;
    02341   while (tile != stopped || cur_td != stopped_td) {
    02342     if (!ft.Follow(tile, cur_td)) break;
    02343
    02344     if (_settings_game.pf.forbid_90_deg) {
    02345       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02346       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02347     }
    02348     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02349
    02350     tile = ft.m_new_tile;
    02351     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02352
    02353     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02354   }
    02355
    02356   /* Path invalid. */
    02357   return PBSTileInfo();
    02358 }
    02359
    02370 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02371 {
    02372   switch (_settings_game.pf.pathfinder_for_trains) {
    02373     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02374     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02375
    02376     default: NOT_REACHED();
    02377   }
    02378 }
    02379
    02381 class VehicleOrderSaver {
    02382 private:
    02383   Train          *v;
    02384   Order          old_order;
    02385   TileIndex      old_dest_tile;
    02386   StationID      old_last_station_visited;
    02387   VehicleOrderID index;
    02388   bool           suppress_implicit_orders;
    02389
    02390 public:
    02391   VehicleOrderSaver(Train *_v) :
    02392     v(_v),
    02393     old_order(_v->current_order),
    02394     old_dest_tile(_v->dest_tile),
    02395     old_last_station_visited(_v->last_station_visited),
    02396     index(_v->cur_real_order_index),
    02397     suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
    02398   {
    02399   }
    02400
    02401   ~VehicleOrderSaver()
    02402   {
    02403     this->v->current_order = this->old_order;
    02404     this->v->dest_tile = this->old_dest_tile;
    02405     this->v->last_station_visited = this->old_last_station_visited;
    02406     SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
    02407   }
    02408
    02414   bool SwitchToNextOrder(bool skip_first)
    02415   {
    02416     if (this->v->GetNumOrders() == 0) return false;
    02417
    02418     if (skip_first) ++this->index;
    02419
    02420     int depth = 0;
    02421
    02422     do {
    02423       /* Wrap around. */
    02424       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02425
    02426       Order *order = this->v->GetOrder(this->index);
    02427       assert(order != NULL);
    02428
    02429       switch (order->GetType()) {
    02430         case OT_GOTO_DEPOT:
    02431           /* Skip service in depot orders when the train doesn't need service. */
    02432           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02433         case OT_GOTO_STATION:
    02434         case OT_GOTO_WAYPOINT:
    02435           this->v->current_order = *order;
    02436           return UpdateOrderDest(this->v, order, 0, true);
    02437         case OT_CONDITIONAL: {
    02438           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02439           if (next != INVALID_VEH_ORDER_ID) {
    02440             depth++;
    02441             this->index = next;
    02442             /* Don't increment next, so no break here. */
    02443             continue;
    02444           }
    02445           break;
    02446         }
    02447         default:
    02448           break;
    02449       }
    02450       /* Don't increment inside the while because otherwise conditional
    02451        * orders can lead to an infinite loop. */
    02452       ++this->index;
    02453       depth++;
    02454     } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
    02455
    02456     return false;
    02457   }
    02458 };
    02459
    02460 /* choose a track */
    02461 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02462 {
    02463   Track best_track = INVALID_TRACK;
    02464   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02465   bool changed_signal = false;
    02466
    02467   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02468
    02469   if (got_reservation != NULL) *got_reservation = false;
    02470
    02471   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02472   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02473   /* Do we have a suitable reserved track? */
    02474   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02475
    02476   /* Quick return in case only one possible track is available */
    02477   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02478     Track track = FindFirstTrack(tracks);
    02479     /* We need to check for signals only here, as a junction tile can't have signals. */
    02480     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02481       do_track_reservation = true;
    02482       changed_signal = true;
    02483       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02484     } else if (!do_track_reservation) {
    02485       return track;
    02486     }
    02487     best_track = track;
    02488   }
    02489
    02490   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02491   DiagDirection dest_enterdir = enterdir;
    02492   if (do_track_reservation) {
    02493     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02494     if (res_dest.tile == INVALID_TILE) {
    02495       /* Reservation failed? */
    02496       if (mark_stuck) MarkTrainAsStuck(v);
    02497       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02498       return FindFirstTrack(tracks);
    02499     }
    02500     if (res_dest.okay) {
    02501       /* Got a valid reservation that ends at a safe target, quick exit. */
    02502       if (got_reservation != NULL) *got_reservation = true;
    02503       if (changed_signal) MarkTileDirtyByTile(tile);
    02504       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02505       return best_track;
    02506     }
    02507
    02508     /* Check if the train needs service here, so it has a chance to always find a depot.
    02509      * Also check if the current order is a service order so we don't reserve a path to
    02510      * the destination but instead to the next one if service isn't needed. */
    02511     CheckIfTrainNeedsService(v);
    02512     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02513   }
    02514
    02515   /* Save the current train order. The destructor will restore the old order on function exit. */
    02516   VehicleOrderSaver orders(v);
    02517
    02518   /* If the current tile is the destination of the current order and
    02519    * a reservation was requested, advance to the next order.
    02520    * Don't advance on a depot order as depots are always safe end points
    02521    * for a path and no look-ahead is necessary. This also avoids a
    02522    * problem with depot orders not part of the order list when the
    02523    * order list itself is empty. */
    02524   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02525     orders.SwitchToNextOrder(false);
    02526   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02527       v->current_order.IsType(OT_GOTO_STATION) ?
    02528       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02529       v->tile == v->dest_tile))) {
    02530     orders.SwitchToNextOrder(true);
    02531   }
    02532
    02533   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02534     /* Pathfinders are able to tell that route was only 'guessed'. */
    02535     bool      path_found = true;
    02536     TileIndex new_tile = res_dest.tile;
    02537
    02538     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
    02539     if (new_tile == tile) best_track = next_track;
    02540     v->HandlePathfindingResult(path_found);
    02541   }
    02542
    02543   /* No track reservation requested -> finished. */
    02544   if (!do_track_reservation) return best_track;
    02545
    02546   /* A path was found, but could not be reserved. */
    02547   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02548     if (mark_stuck) MarkTrainAsStuck(v);
    02549     FreeTrainTrackReservation(v);
    02550     return best_track;
    02551   }
    02552
    02553   /* No possible reservation target found, we are probably lost. */
    02554   if (res_dest.tile == INVALID_TILE) {
    02555     /* Try to find any safe destination. */
    02556     PBSTileInfo origin = FollowTrainReservation(v);
    02557     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02558       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02559       best_track = FindFirstTrack(res);
    02560       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02561       if (got_reservation != NULL) *got_reservation = true;
    02562       if (changed_signal) MarkTileDirtyByTile(tile);
    02563     } else {
    02564       FreeTrainTrackReservation(v);
    02565       if (mark_stuck) MarkTrainAsStuck(v);
    02566     }
    02567     return best_track;
    02568   }
    02569
    02570   if (got_reservation != NULL) *got_reservation = true;
    02571
    02572   /* Reservation target found and free, check if it is safe. */
    02573   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02574     /* Extend reservation until we have found a safe position. */
    02575     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02576     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02577     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02578     if (_settings_game.pf.forbid_90_deg) {
    02579       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02580     }
    02581
    02582     /* Get next order with destination. */
    02583     if (orders.SwitchToNextOrder(true)) {
    02584       PBSTileInfo cur_dest;
    02585       bool path_found;
    02586       DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
    02587       if (cur_dest.tile != INVALID_TILE) {
    02588         res_dest = cur_dest;
    02589         if (res_dest.okay) continue;
    02590         /* Path found, but could not be reserved. */
    02591         FreeTrainTrackReservation(v);
    02592         if (mark_stuck) MarkTrainAsStuck(v);
    02593         if (got_reservation != NULL) *got_reservation = false;
    02594         changed_signal = false;
    02595         break;
    02596       }
    02597     }
    02598     /* No order or no safe position found, try any position. */
    02599     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02600       FreeTrainTrackReservation(v);
    02601       if (mark_stuck) MarkTrainAsStuck(v);
    02602       if (got_reservation != NULL) *got_reservation = false;
    02603       changed_signal = false;
    02604     }
    02605     break;
    02606   }
    02607
    02608   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02609
    02610   if (changed_signal) MarkTileDirtyByTile(tile);
    02611
    02612   return best_track;
    02613 }
    02614
    02623 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02624 {
    02625   assert(v->IsFrontEngine());
    02626
    02627   /* We have to handle depots specially as the track follower won't look
    02628    * at the depot tile itself but starts from the next tile. If we are still
    02629    * inside the depot, a depot reservation can never be ours. */
    02630   if (v->track == TRACK_BIT_DEPOT) {
    02631     if (HasDepotReservation(v->tile)) {
    02632       if (mark_as_stuck) MarkTrainAsStuck(v);
    02633       return false;
    02634     } else {
    02635       /* Depot not reserved, but the next tile might be. */
    02636       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02637       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02638     }
    02639   }
    02640
    02641   Vehicle *other_train = NULL;
    02642   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02643   /* The path we are driving on is already blocked by some other train.
    02644    * This can only happen in certain situations when mixing path and
    02645    * block signals or when changing tracks and/or signals.
    02646    * Exit here as doing any further reservations will probably just
    02647    * make matters worse. */
    02648   if (other_train != NULL && other_train->index != v->index) {
    02649     if (mark_as_stuck) MarkTrainAsStuck(v);
    02650     return false;
    02651   }
    02652   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02653   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02654     /* Can't be stuck then. */
    02655     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02656     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02657     return true;
    02658   }
    02659
    02660   /* If we are in a depot, tentatively reserve the depot. */
    02661   if (v->track == TRACK_BIT_DEPOT) {
    02662     SetDepotReservation(v->tile, true);
    02663     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02664   }
    02665
    02666   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02667   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02668   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02669
    02670   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02671
    02672   bool res_made = false;
    02673   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02674
    02675   if (!res_made) {
    02676     /* Free the depot reservation as well. */
    02677     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02678     return false;
    02679   }
    02680
    02681   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02682     v->wait_counter = 0;
    02683     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02684   }
    02685   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02686   return true;
    02687 }
    02688
    02689
    02690 static bool CheckReverseTrain(const Train *v)
    02691 {
    02692   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02693       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02694       !(v->direction & 1)) {
    02695     return false;
    02696   }
    02697
    02698   assert(v->track != TRACK_BIT_NONE);
    02699
    02700   switch (_settings_game.pf.pathfinder_for_trains) {
    02701     case VPF_NPF: return NPFTrainCheckReverse(v);
    02702     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02703
    02704     default: NOT_REACHED();
    02705   }
    02706 }
    02707
    02713 TileIndex Train::GetOrderStationLocation(StationID station)
    02714 {
    02715   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02716
    02717   const Station *st = Station::Get(station);
    02718   if (!(st->facilities & FACIL_TRAIN)) {
    02719     /* The destination station has no trainstation tiles. */
    02720     this->IncrementRealOrderIndex();
    02721     return 0;
    02722   }
    02723
    02724   return st->xy;
    02725 }
    02726
    02728 void Train::MarkDirty()
    02729 {
    02730   Train *v = this;
    02731   do {
    02732     v->UpdateViewport(false, false);
    02733   } while ((v = v->Next()) != NULL);
    02734
    02735   /* need to update acceleration and cached values since the goods on the train changed. */
    02736   this->CargoChanged();
    02737   this->UpdateAcceleration();
    02738 }
    02739
    02747 int Train::UpdateSpeed()
    02748 {
    02749   switch (_settings_game.vehicle.train_acceleration_model) {
    02750     default: NOT_REACHED();
    02751     case AM_ORIGINAL:
    02752       return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->gcache.cached_max_track_speed);
    02753
    02754     case AM_REALISTIC:
    02755       return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
    02756   }
    02757 }
    02758
    02764 static void TrainEnterStation(Train *v, StationID station)
    02765 {
    02766   v->last_station_visited = station;
    02767
    02768   /* check if a train ever visited this station before */
    02769   Station *st = Station::Get(station);
    02770   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    02771     st->had_vehicle_of_type |= HVOT_TRAIN;
    02772     SetDParam(0, st->index);
    02773     AddVehicleNewsItem(
    02774       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    02775       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
    02776       v->index,
    02777       st->index
    02778     );
    02779     AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
    02780     Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
    02781   }
    02782
    02783   v->force_proceed = TFP_NONE;
    02784   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02785
    02786   v->BeginLoading();
    02787
    02788   TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
    02789 }
    02790
    02791 /* Check if the vehicle is compatible with the specified tile */
    02792 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    02793 {
    02794   return IsTileOwner(tile, v->owner) &&
    02795       (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
    02796 }
    02797
    02799 struct AccelerationSlowdownParams {
    02800   byte small_turn;
    02801   byte large_turn;
    02802   byte z_up;
    02803   byte z_down;
    02804 };
    02805
    02807 static const AccelerationSlowdownParams _accel_slowdown[] = {
    02808   /* normal accel */
    02809   {256 / 4, 256 / 2, 256 / 4, 2},
    02810   {256 / 4, 256 / 2, 256 / 4, 2},
    02811   {0,       256 / 2, 256 / 4, 2},
    02812 };
    02813
    02819 static inline void AffectSpeedByZChange(Train *v, int old_z)
    02820 {
    02821   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
    02822
    02823   const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
    02824
    02825   if (old_z < v->z_pos) {
    02826     v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
    02827   } else {
    02828     uint16 spd = v->cur_speed + asp->z_down;
    02829     if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
    02830   }
    02831 }
    02832
    02833 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    02834 {
    02835   if (IsTileType(tile, MP_RAILWAY) &&
    02836       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    02837     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    02838     Trackdir trackdir = FindFirstTrackdir(tracks);
    02839     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    02840       /* A PBS block with a non-PBS signal facing us? */
    02841       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    02842     }
    02843   }
    02844   return false;
    02845 }
    02846
    02848 void Train::ReserveTrackUnderConsist() const
    02849 {
    02850   for (const Train *u = this; u != NULL; u = u->Next()) {
    02851     switch (u->track) {
    02852       case TRACK_BIT_WORMHOLE:
    02853         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    02854         break;
    02855       case TRACK_BIT_DEPOT:
    02856         break;
    02857       default:
    02858         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    02859         break;
    02860     }
    02861   }
    02862 }
    02863
    02870 uint Train::Crash(bool flooded)
    02871 {
    02872   uint pass = 0;
    02873   if (this->IsFrontEngine()) {
    02874     pass += 2; // driver
    02875
    02876     /* Remove the reserved path in front of the train if it is not stuck.
    02877      * Also clear all reserved tracks the train is currently on. */
    02878     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    02879     for (const Train *v = this; v != NULL; v = v->Next()) {
    02880       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    02881       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    02882         /* ClearPathReservation will not free the wormhole exit
    02883          * if the train has just entered the wormhole. */
    02884         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    02885       }
    02886     }
    02887
    02888     /* we may need to update crossing we were approaching,
    02889      * but must be updated after the train has been marked crashed */
    02890     TileIndex crossing = TrainApproachingCrossingTile(this);
    02891     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    02892
    02893     /* Remove the loading indicators (if any) */
    02894     HideFillingPercent(&this->fill_percent_te_id);
    02895   }
    02896
    02897   pass += this->GroundVehicleBase::Crash(flooded);
    02898
    02899   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    02900   return pass;
    02901 }
    02902
    02909 static uint TrainCrashed(Train *v)
    02910 {
    02911   uint num = 0;
    02912
    02913   /* do not crash train twice */
    02914   if (!(v->vehstatus & VS_CRASHED)) {
    02915     num = v->Crash();
    02916     AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02917     Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02918   }
    02919
    02920   /* Try to re-reserve track under already crashed train too.
    02921    * Crash() clears the reservation! */
    02922   v->ReserveTrackUnderConsist();
    02923
    02924   return num;
    02925 }
    02926
    02928 struct TrainCollideChecker {
    02929   Train *v;
    02930   uint num;
    02931 };
    02932
    02939 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    02940 {
    02941   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    02942
    02943   /* not a train or in depot */
    02944   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    02945
    02946   /* do not crash into trains of another company. */
    02947   if (v->owner != tcc->v->owner) return NULL;
    02948
    02949   /* get first vehicle now to make most usual checks faster */
    02950   Train *coll = Train::From(v)->First();
    02951
    02952   /* can't collide with own wagons */
    02953   if (coll == tcc->v) return NULL;
    02954
    02955   int x_diff = v->x_pos - tcc->v->x_pos;
    02956   int y_diff = v->y_pos - tcc->v->y_pos;
    02957
    02958   /* Do fast calculation to check whether trains are not in close vicinity
    02959    * and quickly reject trains distant enough for any collision.
    02960    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    02961    * Differences are then ORed and then we check for any higher bits */
    02962   uint hash = (y_diff + 7) | (x_diff + 7);
    02963   if (hash & ~15) return NULL;
    02964
    02965   /* Slower check using multiplication */
    02966   int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
    02967   if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return NULL;
    02968
    02969   /* Happens when there is a train under bridge next to bridge head */
    02970   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    02971
    02972   /* crash both trains */
    02973   tcc->num += TrainCrashed(tcc->v);
    02974   tcc->num += TrainCrashed(coll);
    02975
    02976   return NULL; // continue searching
    02977 }
    02978
    02986 static bool CheckTrainCollision(Train *v)
    02987 {
    02988   /* can't collide in depot */
    02989   if (v->track == TRACK_BIT_DEPOT) return false;
    02990
    02991   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    02992
    02993   TrainCollideChecker tcc;
    02994   tcc.v = v;
    02995   tcc.num = 0;
    02996
    02997   /* find colliding vehicles */
    02998   if (v->track == TRACK_BIT_WORMHOLE) {
    02999     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    03000     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    03001   } else {
    03002     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    03003   }
    03004
    03005   /* any dead -> no crash */
    03006   if (tcc.num == 0) return false;
    03007
    03008   SetDParam(0, tcc.num);
    03009   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
    03010     NS_ACCIDENT,
    03011     v->index
    03012   );
    03013
    03014   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    03015   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    03016   return true;
    03017 }
    03018
    03019 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    03020 {
    03021   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    03022
    03023   Train *t = Train::From(v);
    03024   DiagDirection exitdir = *(DiagDirection *)data;
    03025
    03026   /* not front engine of a train, inside wormhole or depot, crashed */
    03027   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    03028
    03029   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    03030
    03031   return t;
    03032 }
    03033
    03041 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
    03042 {
    03043   Train *first = v->First();
    03044   Train *prev;
    03045   bool direction_changed = false; // has direction of any part changed?
    03046
    03047   /* For every vehicle after and including the given vehicle */
    03048   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    03049     DiagDirection enterdir = DIAGDIR_BEGIN;
    03050     bool update_signals_crossing = false; // will we update signals or crossing state?
    03051
    03052     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    03053     if (v->track != TRACK_BIT_WORMHOLE) {
    03054       /* Not inside tunnel */
    03055       if (gp.old_tile == gp.new_tile) {
    03056         /* Staying in the old tile */
    03057         if (v->track == TRACK_BIT_DEPOT) {
    03058           /* Inside depot */
    03059           gp.x = v->x_pos;
    03060           gp.y = v->y_pos;
    03061         } else {
    03062           /* Not inside depot */
    03063
    03064           /* Reverse when we are at the end of the track already, do not move to the new position */
    03065           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
    03066
    03067           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03068           if (HasBit(r, VETS_CANNOT_ENTER)) {
    03069             goto invalid_rail;
    03070           }
    03071           if (HasBit(r, VETS_ENTERED_STATION)) {
    03072             /* The new position is the end of the platform */
    03073             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03074           }
    03075         }
    03076       } else {
    03077         /* A new tile is about to be entered. */
    03078
    03079         /* Determine what direction we're entering the new tile from */
    03080         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    03081         assert(IsValidDiagDirection(enterdir));
    03082
    03083         /* Get the status of the tracks in the new tile and mask
    03084          * away the bits that aren't reachable. */
    03085         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    03086         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    03087
    03088         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03089         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    03090
    03091         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03092         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    03093           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    03094            * can be switched on halfway a turn */
    03095           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03096         }
    03097
    03098         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    03099
    03100         /* Check if the new tile constrains tracks that are compatible
    03101          * with the current train, if not, bail out. */
    03102         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    03103
    03104         TrackBits chosen_track;
    03105         if (prev == NULL) {
    03106           /* Currently the locomotive is active. Determine which one of the
    03107            * available tracks to choose */
    03108           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    03109           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    03110
    03111           if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    03112             /* For each signal we find decrease the counter by one.
    03113              * We start at two, so the first signal we pass decreases
    03114              * this to one, then if we reach the next signal it is
    03115              * decreased to zero and we won't pass that new signal. */
    03116             Trackdir dir = FindFirstTrackdir(trackdirbits);
    03117             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
    03118                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
    03119               /* However, we do not want to be stopped by PBS signals
    03120                * entered via the back. */
    03121               v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
    03122               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03123             }
    03124           }
    03125
    03126           /* Check if it's a red signal and that force proceed is not clicked. */
    03127           if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
    03128             /* In front of a red signal */
    03129             Trackdir i = FindFirstTrackdir(trackdirbits);
    03130
    03131             /* Don't handle stuck trains here. */
    03132             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
    03133
    03134             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03135               v->cur_speed = 0;
    03136               v->subspeed = 0;
    03137               v->progress = 255 - 100;
    03138               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return false;
    03139             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03140               v->cur_speed = 0;
    03141               v->subspeed = 0;
    03142               v->progress = 255 - 10;
    03143               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03144                 DiagDirection exitdir = TrackdirToExitdir(i);
    03145                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03146
    03147                 exitdir = ReverseDiagDir(exitdir);
    03148
    03149                 /* check if a train is waiting on the other side */
    03150                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
    03151               }
    03152             }
    03153
    03154             /* If we would reverse but are currently in a PBS block and
    03155              * reversing of stuck trains is disabled, don't reverse.
    03156              * This does not apply if the reason for reversing is a one-way
    03157              * signal blocking us, because a train would then be stuck forever. */
    03158             if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
    03159                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03160               v->wait_counter = 0;
    03161               return false;
    03162             }
    03163             goto reverse_train_direction;
    03164           } else {
    03165             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
    03166           }
    03167         } else {
    03168           /* The wagon is active, simply follow the prev vehicle. */
    03169           if (prev->tile == gp.new_tile) {
    03170             /* Choose the same track as prev */
    03171             if (prev->track == TRACK_BIT_WORMHOLE) {
    03172               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03173                * However, just choose the track into the wormhole. */
    03174               assert(IsTunnel(prev->tile));
    03175               chosen_track = bits;
    03176             } else {
    03177               chosen_track = prev->track;
    03178             }
    03179           } else {
    03180             /* Choose the track that leads to the tile where prev is.
    03181              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03182              * I.e. when the tile between them has only space for a single vehicle like
    03183              *  1) horizontal/vertical track tiles and
    03184              *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
    03185              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
    03186              */
    03187             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03188               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03189               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03190               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03191               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03192             };
    03193             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03194             assert(IsValidDiagDirection(exitdir));
    03195             chosen_track = _connecting_track[enterdir][exitdir];
    03196           }
    03197           chosen_track &= bits;
    03198         }
    03199
    03200         /* Make sure chosen track is a valid track */
    03201         assert(
    03202             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03203             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03204             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03205
    03206         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03207         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03208         gp.x = (gp.x & ~0xF) | b[0];
    03209         gp.y = (gp.y & ~0xF) | b[1];
    03210         Direction chosen_dir = (Direction)b[2];
    03211
    03212         /* Call the landscape function and tell it that the vehicle entered the tile */
    03213         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03214         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03215           goto invalid_rail;
    03216         }
    03217
    03218         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03219           Track track = FindFirstTrack(chosen_track);
    03220           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03221           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03222             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03223             MarkTileDirtyByTile(gp.new_tile);
    03224           }
    03225
    03226           /* Clear any track reservation when the last vehicle leaves the tile */
    03227           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03228
    03229           v->tile = gp.new_tile;
    03230
    03231           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03232             v->First()->ConsistChanged(true);
    03233           }
    03234
    03235           v->track = chosen_track;
    03236           assert(v->track);
    03237         }
    03238
    03239         /* We need to update signal status, but after the vehicle position hash
    03240          * has been updated by UpdateInclination() */
    03241         update_signals_crossing = true;
    03242
    03243         if (chosen_dir != v->direction) {
    03244           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
    03245             const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
    03246             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03247             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
    03248           }
    03249           direction_changed = true;
    03250           v->direction = chosen_dir;
    03251         }
    03252
    03253         if (v->IsFrontEngine()) {
    03254           v->wait_counter = 0;
    03255
    03256           /* If we are approaching a crossing that is reserved, play the sound now. */
    03257           TileIndex crossing = TrainApproachingCrossingTile(v);
    03258           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03259
    03260           /* Always try to extend the reservation when entering a tile. */
    03261           CheckNextTrainTile(v);
    03262         }
    03263
    03264         if (HasBit(r, VETS_ENTERED_STATION)) {
    03265           /* The new position is the location where we want to stop */
    03266           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03267         }
    03268       }
    03269     } else {
    03270       /* In a tunnel or on a bridge
    03271        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
    03272        * - for bridges, only the middle part - without the bridge heads */
    03273       if (!(v->vehstatus & VS_HIDDEN)) {
    03274         Train *first = v->First();
    03275         first->cur_speed = min(first->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
    03276       }
    03277
    03278       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03279         /* Perform look-ahead on tunnel exit. */
    03280         if (v->IsFrontEngine()) {
    03281           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03282           CheckNextTrainTile(v);
    03283         }
    03284         /* Prevent v->UpdateInclination() being called with wrong parameters.
    03285          * This could happen if the train was reversed inside the tunnel/bridge. */
    03286         if (gp.old_tile == gp.new_tile) {
    03287           gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
    03288         }
    03289       } else {
    03290         v->x_pos = gp.x;
    03291         v->y_pos = gp.y;
    03292         VehicleUpdatePosition(v);
    03293         if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true);
    03294         continue;
    03295       }
    03296     }
    03297
    03298     /* update image of train, as well as delta XY */
    03299     v->UpdateDeltaXY(v->direction);
    03300
    03301     v->x_pos = gp.x;
    03302     v->y_pos = gp.y;
    03303     VehicleUpdatePosition(v);
    03304
    03305     /* update the Z position of the vehicle */
    03306     int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
    03307
    03308     if (prev == NULL) {
    03309       /* This is the first vehicle in the train */
    03310       AffectSpeedByZChange(v, old_z);
    03311     }
    03312
    03313     if (update_signals_crossing) {
    03314       if (v->IsFrontEngine()) {
    03315         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03316           /* We are entering a block with PBS signals right now, but
    03317            * not through a PBS signal. This means we don't have a
    03318            * reservation right now. As a conventional signal will only
    03319            * ever be green if no other train is in the block, getting
    03320            * a path should always be possible. If the player built
    03321            * such a strange network that it is not possible, the train
    03322            * will be marked as stuck and the player has to deal with
    03323            * the problem. */
    03324           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03325               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03326               !TryPathReserve(v)) {
    03327             MarkTrainAsStuck(v);
    03328           }
    03329         }
    03330       }
    03331
    03332       /* Signals can only change when the first
    03333        * (above) or the last vehicle moves. */
    03334       if (v->Next() == NULL) {
    03335         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03336         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03337       }
    03338     }
    03339
    03340     /* Do not check on every tick to save some computing time. */
    03341     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03342   }
    03343
    03344   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
    03345
    03346   return true;
    03347
    03348 invalid_rail:
    03349   /* We've reached end of line?? */
    03350   if (prev != NULL) error("Disconnecting train");
    03351
    03352 reverse_train_direction:
    03353   if (reverse) {
    03354     v->wait_counter = 0;
    03355     v->cur_speed = 0;
    03356     v->subspeed = 0;
    03357     ReverseTrainDirection(v);
    03358   }
    03359
    03360   return false;
    03361 }
    03362
    03369 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03370 {
    03371   TrackBits *trackbits = (TrackBits *)data;
    03372
    03373   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03374     TrackBits train_tbits = Train::From(v)->track;
    03375     if (train_tbits == TRACK_BIT_WORMHOLE) {
    03376       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03377       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03378     } else if (train_tbits != TRACK_BIT_DEPOT) {
    03379       *trackbits |= train_tbits;
    03380     }
    03381   }
    03382
    03383   return NULL;
    03384 }
    03385
    03393 static void DeleteLastWagon(Train *v)
    03394 {
    03395   Train *first = v->First();
    03396
    03397   /* Go to the last wagon and delete the link pointing there
    03398    * *u is then the one-before-last wagon, and *v the last
    03399    * one which will physically be removed */
    03400   Train *u = v;
    03401   for (; v->Next() != NULL; v = v->Next()) u = v;
    03402   u->SetNext(NULL);
    03403
    03404   if (first != v) {
    03405     /* Recalculate cached train properties */
    03406     first->ConsistChanged(false);
    03407     /* Update the depot window if the first vehicle is in depot -
    03408      * if v == first, then it is updated in PreDestructor() */
    03409     if (first->track == TRACK_BIT_DEPOT) {
    03410       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03411     }
    03412   }
    03413
    03414   /* 'v' shouldn't be accessed after it has been deleted */
    03415   TrackBits trackbits = v->track;
    03416   TileIndex tile = v->tile;
    03417   Owner owner = v->owner;
    03418
    03419   delete v;
    03420   v = NULL; // make sure nobody will try to read 'v' anymore
    03421
    03422   if (trackbits == TRACK_BIT_WORMHOLE) {
    03423     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03424     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03425   }
    03426
    03427   Track track = TrackBitsToTrack(trackbits);
    03428   if (HasReservedTracks(tile, trackbits)) {
    03429     UnreserveRailTrack(tile, track);
    03430
    03431     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03432     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03433     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03434
    03435     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03436     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03437     Track t;
    03438     FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
    03439   }
    03440
    03441   /* check if the wagon was on a road/rail-crossing */
    03442   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03443
    03444   /* Update signals */
    03445   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03446     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03447   } else {
    03448     SetSignalsOnBothDir(tile, track, owner);
    03449   }
    03450 }
    03451
    03456 static void ChangeTrainDirRandomly(Train *v)
    03457 {
    03458   static const DirDiff delta[] = {
    03459     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03460   };
    03461
    03462   do {
    03463     /* We don't need to twist around vehicles if they're not visible */
    03464     if (!(v->vehstatus & VS_HIDDEN)) {
    03465       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03466       v->UpdateDeltaXY(v->direction);
    03467       v->cur_image = v->GetImage(v->direction, EIT_ON_MAP);
    03468       /* Refrain from updating the z position of the vehicle when on
    03469        * a bridge, because UpdateInclination() will put the vehicle under
    03470        * the bridge in that case */
    03471       if (v->track != TRACK_BIT_WORMHOLE) {
    03472         VehicleUpdatePosition(v);
    03473         v->UpdateInclination(false, false);
    03474       }
    03475     }
    03476   } while ((v = v->Next()) != NULL);
    03477 }
    03478
    03484 static bool HandleCrashedTrain(Train *v)
    03485 {
    03486   int state = ++v->crash_anim_pos;
    03487
    03488   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03489     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03490   }
    03491
    03492   uint32 r;
    03493   if (state <= 200 && Chance16R(1, 7, r)) {
    03494     int index = (r * 10 >> 16);
    03495
    03496     Vehicle *u = v;
    03497     do {
    03498       if (--index < 0) {
    03499         r = Random();
    03500
    03501         CreateEffectVehicleRel(u,
    03502           GB(r,  8, 3) + 2,
    03503           GB(r, 16, 3) + 2,
    03504           GB(r,  0, 3) + 5,
    03505           EV_EXPLOSION_SMALL);
    03506         break;
    03507       }
    03508     } while ((u = u->Next()) != NULL);
    03509   }
    03510
    03511   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03512
    03513   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03514     bool ret = v->Next() != NULL;
    03515     DeleteLastWagon(v);
    03516     return ret;
    03517   }
    03518
    03519   return true;
    03520 }
    03521
    03523 static const uint16 _breakdown_speeds[16] = {
    03524   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03525 };
    03526
    03527
    03536 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
    03537 {
    03538   /* Calc position within the current tile */
    03539   uint x = v->x_pos & 0xF;
    03540   uint y = v->y_pos & 0xF;
    03541
    03542   /* for diagonal directions, 'x' will be 0..15 -
    03543    * for other directions, it will be 1, 3, 5, ..., 15 */
    03544   switch (v->direction) {
    03545     case DIR_N : x = ~x + ~y + 25; break;
    03546     case DIR_NW: x = y;            // FALL THROUGH
    03547     case DIR_NE: x = ~x + 16;      break;
    03548     case DIR_E : x = ~x + y + 9;   break;
    03549     case DIR_SE: x = y;            break;
    03550     case DIR_S : x = x + y - 7;    break;
    03551     case DIR_W : x = ~y + x + 9;   break;
    03552     default: break;
    03553   }
    03554
    03555   /* Do not reverse when approaching red signal. Make sure the vehicle's front
    03556    * does not cross the tile boundary when we do reverse, but as the vehicle's
    03557    * location is based on their center, use half a vehicle's length as offset.
    03558    * Multiply the half-length by two for straight directions to compensate that
    03559    * we only get odd x offsets there. */
    03560   if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
    03561     /* we are too near the tile end, reverse now */
    03562     v->cur_speed = 0;
    03563     if (reverse) ReverseTrainDirection(v);
    03564     return false;
    03565   }
    03566
    03567   /* slow down */
    03568   v->vehstatus |= VS_TRAIN_SLOWING;
    03569   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03570   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03571
    03572   return true;
    03573 }
    03574
    03575
    03581 static bool TrainCanLeaveTile(const Train *v)
    03582 {
    03583   /* Exit if inside a tunnel/bridge or a depot */
    03584   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03585
    03586   TileIndex tile = v->tile;
    03587
    03588   /* entering a tunnel/bridge? */
    03589   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03590     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03591     if (DiagDirToDir(dir) == v->direction) return false;
    03592   }
    03593
    03594   /* entering a depot? */
    03595   if (IsRailDepotTile(tile)) {
    03596     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03597     if (DiagDirToDir(dir) == v->direction) return false;
    03598   }
    03599
    03600   return true;
    03601 }
    03602
    03603
    03611 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03612 {
    03613   assert(v->IsFrontEngine());
    03614   assert(!(v->vehstatus & VS_CRASHED));
    03615
    03616   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03617
    03618   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03619   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03620
    03621   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03622   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03623       !CheckCompatibleRail(v, tile)) {
    03624     return INVALID_TILE;
    03625   }
    03626
    03627   return tile;
    03628 }
    03629
    03630
    03638 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
    03639 {
    03640   /* First, handle broken down train */
    03641
    03642   int t = v->breakdown_ctr;
    03643   if (t > 1) {
    03644     v->vehstatus |= VS_TRAIN_SLOWING;
    03645
    03646     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    03647     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03648   } else {
    03649     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03650   }
    03651
    03652   if (!TrainCanLeaveTile(v)) return true;
    03653
    03654   /* Determine the non-diagonal direction in which we will exit this tile */
    03655   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03656   /* Calculate next tile */
    03657   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03658
    03659   /* Determine the track status on the next tile */
    03660   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03661   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03662
    03663   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03664   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03665
    03666   /* We are sure the train is not entering a depot, it is detected above */
    03667
    03668   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03669   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03670   if (_settings_game.pf.forbid_90_deg) {
    03671     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03672   }
    03673
    03674   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03675   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03676     return TrainApproachingLineEnd(v, false, reverse);
    03677   }
    03678
    03679   /* approaching red signal */
    03680   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
    03681
    03682   /* approaching a rail/road crossing? then make it red */
    03683   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03684
    03685   return true;
    03686 }
    03687
    03688
    03689 static bool TrainLocoHandler(Train *v, bool mode)
    03690 {
    03691   /* train has crashed? */
    03692   if (v->vehstatus & VS_CRASHED) {
    03693     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03694   }
    03695
    03696   if (v->force_proceed != TFP_NONE) {
    03697     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03698     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03699   }
    03700
    03701   /* train is broken down? */
    03702   if (v->HandleBreakdown()) return true;
    03703
    03704   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03705     ReverseTrainDirection(v);
    03706   }
    03707
    03708   /* exit if train is stopped */
    03709   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03710
    03711   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03712   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03713     v->wait_counter = 0;
    03714     v->cur_speed = 0;
    03715     v->subspeed = 0;
    03716     ClrBit(v->flags, VRF_LEAVING_STATION);
    03717     ReverseTrainDirection(v);
    03718     return true;
    03719   } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
    03720     /* Try to reserve a path when leaving the station as we
    03721      * might not be marked as wanting a reservation, e.g.
    03722      * when an overlength train gets turned around in a station. */
    03723     DiagDirection dir = TrainExitDir(v->direction, v->track);
    03724     if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    03725
    03726     if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    03727       TryPathReserve(v, true, true);
    03728     }
    03729     ClrBit(v->flags, VRF_LEAVING_STATION);
    03730   }
    03731
    03732   v->HandleLoading(mode);
    03733
    03734   if (v->current_order.IsType(OT_LOADING)) return true;
    03735
    03736   if (CheckTrainStayInDepot(v)) return true;
    03737
    03738   if (!mode) v->ShowVisualEffect();
    03739
    03740   /* We had no order but have an order now, do look ahead. */
    03741   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    03742     CheckNextTrainTile(v);
    03743   }
    03744
    03745   /* Handle stuck trains. */
    03746   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    03747     ++v->wait_counter;
    03748
    03749     /* Should we try reversing this tick if still stuck? */
    03750     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
    03751
    03752     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
    03753     if (!TryPathReserve(v)) {
    03754       /* Still stuck. */
    03755       if (turn_around) ReverseTrainDirection(v);
    03756
    03757       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    03758         /* Show message to player. */
    03759         if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
    03760           SetDParam(0, v->index);
    03761           AddVehicleNewsItem(
    03762             STR_NEWS_TRAIN_IS_STUCK,
    03763             NS_ADVICE,
    03764             v->index
    03765           );
    03766         }
    03767         v->wait_counter = 0;
    03768       }
    03769       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    03770       if (v->force_proceed == TFP_NONE) return true;
    03771       ClrBit(v->flags, VRF_TRAIN_STUCK);
    03772       v->wait_counter = 0;
    03773       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03774     }
    03775   }
    03776
    03777   if (v->current_order.IsType(OT_LEAVESTATION)) {
    03778     v->current_order.Free();
    03779     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03780     return true;
    03781   }
    03782
    03783   int j = v->UpdateSpeed();
    03784
    03785   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    03786   if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    03787     /* If we manually stopped, we're not force-proceeding anymore. */
    03788     v->force_proceed = TFP_NONE;
    03789     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03790   }
    03791
    03792   int adv_spd = v->GetAdvanceDistance();
    03793   if (j < adv_spd) {
    03794     /* if the vehicle has speed 0, update the last_speed field. */
    03795     if (v->cur_speed == 0) v->SetLastSpeed();
    03796   } else {
    03797     TrainCheckIfLineEnds(v);
    03798     /* Loop until the train has finished moving. */
    03799     for (;;) {
    03800       j -= adv_spd;
    03801       TrainController(v, NULL);
    03802       /* Don't continue to move if the train crashed. */
    03803       if (CheckTrainCollision(v)) break;
    03804       /* Determine distance to next map position */
    03805       adv_spd = v->GetAdvanceDistance();
    03806
    03807       /* No more moving this tick */
    03808       if (j < adv_spd || v->cur_speed == 0) break;
    03809
    03810       OrderType order_type = v->current_order.GetType();
    03811       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    03812       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    03813             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    03814             IsTileType(v->tile, MP_STATION) &&
    03815             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    03816         ProcessOrders(v);
    03817       }
    03818     }
    03819     v->SetLastSpeed();
    03820   }
    03821
    03822   for (Train *u = v; u != NULL; u = u->Next()) {
    03823     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    03824
    03825     u->UpdateViewport(false, false);
    03826   }
    03827
    03828   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    03829
    03830   return true;
    03831 }
    03832
    03837 Money Train::GetRunningCost() const
    03838 {
    03839   Money cost = 0;
    03840   const Train *v = this;
    03841
    03842   do {
    03843     const Engine *e = v->GetEngine();
    03844     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    03845
    03846     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    03847     if (cost_factor == 0) continue;
    03848
    03849     /* Halve running cost for multiheaded parts */
    03850     if (v->IsMultiheaded()) cost_factor /= 2;
    03851
    03852     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
    03853   } while ((v = v->GetNextVehicle()) != NULL);
    03854
    03855   return cost;
    03856 }
    03857
    03862 bool Train::Tick()
    03863 {
    03864   this->tick_counter++;
    03865
    03866   if (this->IsFrontEngine()) {
    03867     if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
    03868
    03869     this->current_order_time++;
    03870
    03871     if (!TrainLocoHandler(this, false)) return false;
    03872
    03873     return TrainLocoHandler(this, true);
    03874   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    03875     /* Delete flooded standalone wagon chain */
    03876     if (++this->crash_anim_pos >= 4400) {
    03877       delete this;
    03878       return false;
    03879     }
    03880   }
    03881
    03882   return true;
    03883 }
    03884
    03889 static void CheckIfTrainNeedsService(Train *v)
    03890 {
    03891   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    03892   if (v->IsInDepot()) {
    03893     VehicleServiceInDepot(v);
    03894     return;
    03895   }
    03896
    03897   uint max_penalty;
    03898   switch (_settings_game.pf.pathfinder_for_trains) {
    03899     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    03900     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    03901     default: NOT_REACHED();
    03902   }
    03903
    03904   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    03905   /* Only go to the depot if it is not too far out of our way. */
    03906   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    03907     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    03908       /* If we were already heading for a depot but it has
    03909        * suddenly moved farther away, we continue our normal
    03910        * schedule? */
    03911       v->current_order.MakeDummy();
    03912       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03913     }
    03914     return;
    03915   }
    03916
    03917   DepotID depot = GetDepotIndex(tfdd.tile);
    03918
    03919   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    03920       v->current_order.GetDestination() != depot &&
    03921       !Chance16(3, 16)) {
    03922     return;
    03923   }
    03924
    03925   SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
    03926   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    03927   v->dest_tile = tfdd.tile;
    03928   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03929 }
    03930
    03932 void Train::OnNewDay()
    03933 {
    03934   AgeVehicle(this);
    03935
    03936   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    03937
    03938   if (this->IsFrontEngine()) {
    03939     CheckVehicleBreakdown(this);
    03940
    03941     CheckIfTrainNeedsService(this);
    03942
    03943     CheckOrders(this);
    03944
    03945     /* update destination */
    03946     if (this->current_order.IsType(OT_GOTO_STATION)) {
    03947       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    03948       if (tile != INVALID_TILE) this->dest_tile = tile;
    03949     }
    03950
    03951     if (this->running_ticks != 0) {
    03952       /* running costs */
    03953       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    03954
    03955       this->profit_this_year -= cost.GetCost();
    03956       this->running_ticks = 0;
    03957
    03958       SubtractMoneyFromCompanyFract(this->owner, cost);
    03959
    03960       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    03961       SetWindowClassesDirty(WC_TRAINS_LIST);
    03962     }
    03963   }
    03964 }
    03965
    03970 Trackdir Train::GetVehicleTrackdir() const
    03971 {
    03972   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    03973
    03974   if (this->track == TRACK_BIT_DEPOT) {
    03975     /* We'll assume the train is facing outwards */
    03976     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    03977   }
    03978
    03979   if (this->track == TRACK_BIT_WORMHOLE) {
    03980     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    03981     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    03982   }
    03983
    03984   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    03985 }