# 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
    00119 void Train::RailtypeChanged()
    00120 {
    00121   for (Train *u = this; u != NULL; u = u->Next()) {
    00122     /* The wagon-is-powered-state should not change, so the weight does not change. */
    00123     u->UpdateVisualEffect(false);
    00124   }
    00125   this->PowerChanged();
    00126   if (this->IsFrontEngine()) this->UpdateAcceleration();
    00127 }
    00128
    00135 void Train::ConsistChanged(bool same_length)
    00136 {
    00137   uint16 max_speed = UINT16_MAX;
    00138
    00139   assert(this->IsFrontEngine() || this->IsFreeWagon());
    00140
    00141   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
    00142   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
    00143   this->gcache.cached_total_length = 0;
    00144   this->compatible_railtypes = RAILTYPES_NONE;
    00145
    00146   bool train_can_tilt = true;
    00147
    00148   for (Train *u = this; u != NULL; u = u->Next()) {
    00149     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00150
    00151     /* Check the this->first cache. */
    00152     assert(u->First() == this);
    00153
    00154     /* update the 'first engine' */
    00155     u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
    00156     u->railtype = rvi_u->railtype;
    00157
    00158     if (u->IsEngine()) first_engine = u->engine_type;
    00159
    00160     /* Set user defined data to its default value */
    00161     u->tcache.user_def_data = rvi_u->user_def_data;
    00162     this->InvalidateNewGRFCache();
    00163     u->InvalidateNewGRFCache();
    00164   }
    00165
    00166   for (Train *u = this; u != NULL; u = u->Next()) {
    00167     /* Update user defined data (must be done before other properties) */
    00168     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
    00169     this->InvalidateNewGRFCache();
    00170     u->InvalidateNewGRFCache();
    00171   }
    00172
    00173   for (Train *u = this; u != NULL; u = u->Next()) {
    00174     const Engine *e_u = u->GetEngine();
    00175     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00176
    00177     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00178
    00179     /* Cache wagon override sprite group. NULL is returned if there is none */
    00180     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
    00181
    00182     /* Reset colour map */
    00183     u->colourmap = PAL_NONE;
    00184
    00185     /* Update powered-wagon-status and visual effect */
    00186     u->UpdateVisualEffect(true);
    00187
    00188     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00189         UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
    00190       /* wagon is powered */
    00191       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
    00192     } else {
    00193       ClrBit(u->flags, VRF_POWEREDWAGON);
    00194     }
    00195
    00196     if (!u->IsArticulatedPart()) {
    00197       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00198          have railtype normal */
    00199       if (rvi_u->power > 0) {
    00200         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
    00201       }
    00202
    00203       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00204        * existing electric engines when elrails are disabled and then re-enabled */
    00205       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00206         u->railtype = RAILTYPE_RAIL;
    00207         u->compatible_railtypes |= RAILTYPES_RAIL;
    00208       }
    00209
    00210       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00211       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00212         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
    00213         if (speed != 0) max_speed = min(speed, max_speed);
    00214       }
    00215     }
    00216
    00217     u->cargo_cap = e_u->DetermineCapacity(u);
    00218     u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
    00219
    00220     /* check the vehicle length (callback) */
    00221     uint16 veh_len = CALLBACK_FAILED;
    00222     if (e_u->GetGRF() != NULL && e_u->GetGRF()->grf_version >= 8) {
    00223       /* Use callback 36 */
    00224       veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
    00225     } else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
    00226       /* Use callback 11 */
    00227       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00228     }
    00229     if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
    00230       ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
    00231     }
    00232     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00233     veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
    00234
    00235     /* verify length hasn't changed */
    00236     if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
    00237
    00238     /* update vehicle length? */
    00239     if (!same_length) u->gcache.cached_veh_length = veh_len;
    00240
    00241     this->gcache.cached_total_length += u->gcache.cached_veh_length;
    00242     this->InvalidateNewGRFCache();
    00243     u->InvalidateNewGRFCache();
    00244   }
    00245
    00246   /* store consist weight/max speed in cache */
    00247   this->vcache.cached_max_speed = max_speed;
    00248   this->tcache.cached_tilt = train_can_tilt;
    00249   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
    00250
    00251   /* 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) */
    00252   this->CargoChanged();
    00253
    00254   if (this->IsFrontEngine()) {
    00255     this->UpdateAcceleration();
    00256     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    00257     InvalidateWindowData(WC_VEHICLE_REFIT, this->index);
    00258   }
    00259 }
    00260
    00271 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
    00272 {
    00273   const Station *st = Station::Get(station_id);
    00274   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
    00275   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
    00276
    00277   /* Default to the middle of the station for stations stops that are not in
    00278    * the order list like intermediate stations when non-stop is disabled */
    00279   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
    00280   if (v->gcache.cached_total_length >= *station_length) {
    00281     /* The train is longer than the station, make it stop at the far end of the platform */
    00282     osl = OSL_PLATFORM_FAR_END;
    00283   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
    00284     osl = v->current_order.GetStopLocation();
    00285   }
    00286
    00287   /* The stop location of the FRONT! of the train */
    00288   int stop;
    00289   switch (osl) {
    00290     default: NOT_REACHED();
    00291
    00292     case OSL_PLATFORM_NEAR_END:
    00293       stop = v->gcache.cached_total_length;
    00294       break;
    00295
    00296     case OSL_PLATFORM_MIDDLE:
    00297       stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
    00298       break;
    00299
    00300     case OSL_PLATFORM_FAR_END:
    00301       stop = *station_length;
    00302       break;
    00303   }
    00304
    00305   /* Subtract half the front vehicle length of the train so we get the real
    00306    * stop location of the train. */
    00307   return stop - (v->gcache.cached_veh_length + 1) / 2;
    00308 }
    00309
    00310
    00315 int Train::GetCurveSpeedLimit() const
    00316 {
    00317   assert(this->First() == this);
    00318
    00319   static const int absolute_max_speed = UINT16_MAX;
    00320   int max_speed = absolute_max_speed;
    00321
    00322   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
    00323
    00324   int curvecount[2] = {0, 0};
    00325
    00326   /* first find the curve speed limit */
    00327   int numcurve = 0;
    00328   int sum = 0;
    00329   int pos = 0;
    00330   int lastpos = -1;
    00331   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
    00332     Direction this_dir = u->direction;
    00333     Direction next_dir = u->Next()->direction;
    00334
    00335     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00336     if (dirdiff == DIRDIFF_SAME) continue;
    00337
    00338     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00339     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00340     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00341       if (lastpos != -1) {
    00342         numcurve++;
    00343         sum += pos - lastpos;
    00344         if (pos - lastpos == 1 && max_speed > 88) {
    00345           max_speed = 88;
    00346         }
    00347       }
    00348       lastpos = pos;
    00349     }
    00350
    00351     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00352     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00353       max_speed = 61;
    00354     }
    00355   }
    00356
    00357   if (numcurve > 0 && max_speed > 88) {
    00358     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00359       max_speed = absolute_max_speed;
    00360     } else {
    00361       sum /= numcurve;
    00362       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00363     }
    00364   }
    00365
    00366   if (max_speed != absolute_max_speed) {
    00367     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00368     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
    00369     max_speed += (max_speed / 2) * rti->curve_speed;
    00370
    00371     if (this->tcache.cached_tilt) {
    00372       /* Apply max_speed bonus of 20% for a tilting train */
    00373       max_speed += max_speed / 5;
    00374     }
    00375   }
    00376
    00377   return max_speed;
    00378 }
    00379
    00384 int Train::GetCurrentMaxSpeed() const
    00385 {
    00386   int max_speed = this->tcache.cached_max_curve_speed;
    00387   assert(max_speed == this->GetCurveSpeedLimit());
    00388
    00389   if (IsRailStationTile(this->tile)) {
    00390     StationID sid = GetStationIndex(this->tile);
    00391     if (this->current_order.ShouldStopAtStation(this, sid)) {
    00392       int station_ahead;
    00393       int station_length;
    00394       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
    00395
    00396       /* The distance to go is whatever is still ahead of the train minus the
    00397        * distance from the train's stop location to the end of the platform */
    00398       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
    00399
    00400       if (distance_to_go > 0) {
    00401         int st_max_speed = 120;
    00402
    00403         int delta_v = this->cur_speed / (distance_to_go + 1);
    00404         if (max_speed > (this->cur_speed - delta_v)) {
    00405           st_max_speed = this->cur_speed - (delta_v / 10);
    00406         }
    00407
    00408         st_max_speed = max(st_max_speed, 25 * distance_to_go);
    00409         max_speed = min(max_speed, st_max_speed);
    00410       }
    00411     }
    00412   }
    00413
    00414   for (const Train *u = this; u != NULL; u = u->Next()) {
    00415     if (u->track == TRACK_BIT_DEPOT) {
    00416       max_speed = min(max_speed, 61);
    00417       break;
    00418     }
    00419   }
    00420
    00421   return min(max_speed, this->gcache.cached_max_track_speed);
    00422 }
    00423
    00425 void Train::UpdateAcceleration()
    00426 {
    00427   assert(this->IsFrontEngine());
    00428
    00429   uint power = this->gcache.cached_power;
    00430   uint weight = this->gcache.cached_weight;
    00431   assert(weight != 0);
    00432   this->acceleration = Clamp(power / weight * 4, 1, 255);
    00433 }
    00434
    00440 int Train::GetDisplayImageWidth(Point *offset) const
    00441 {
    00442   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
    00443   int vehicle_pitch = 0;
    00444
    00445   const Engine *e = this->GetEngine();
    00446   if (e->GetGRF() != NULL && is_custom_sprite(e->u.rail.image_index)) {
    00447     reference_width = e->GetGRF()->traininfo_vehicle_width;
    00448     vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
    00449   }
    00450
    00451   if (offset != NULL) {
    00452     offset->x = reference_width / 2;
    00453     offset->y = vehicle_pitch;
    00454   }
    00455   return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
    00456 }
    00457
    00458 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
    00459 {
    00460   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00461 }
    00462
    00469 SpriteID Train::GetImage(Direction direction, EngineImageType image_type) const
    00470 {
    00471   uint8 spritenum = this->spritenum;
    00472   SpriteID sprite;
    00473
    00474   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00475
    00476   if (is_custom_sprite(spritenum)) {
    00477     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type);
    00478     if (sprite != 0) return sprite;
    00479
    00480     spritenum = this->GetEngine()->original_image_index;
    00481   }
    00482
    00483   sprite = GetDefaultTrainSprite(spritenum, direction);
    00484
    00485   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00486
    00487   return sprite;
    00488 }
    00489
    00490 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type)
    00491 {
    00492   const Engine *e = Engine::Get(engine);
    00493   Direction dir = rear_head ? DIR_E : DIR_W;
    00494   uint8 spritenum = e->u.rail.image_index;
    00495
    00496   if (is_custom_sprite(spritenum)) {
    00497     SpriteID sprite = GetCustomVehicleIcon(engine, dir, image_type);
    00498     if (sprite != 0) {
    00499       if (e->GetGRF() != NULL) {
    00500         y += e->GetGRF()->traininfo_vehicle_pitch;
    00501       }
    00502       return sprite;
    00503     }
    00504
    00505     spritenum = Engine::Get(engine)->original_image_index;
    00506   }
    00507
    00508   if (rear_head) spritenum++;
    00509
    00510   return GetDefaultTrainSprite(spritenum, DIR_W);
    00511 }
    00512
    00513 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
    00514 {
    00515   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00516     int yf = y;
    00517     int yr = y;
    00518
    00519     SpriteID spritef = GetRailIcon(engine, false, yf, image_type);
    00520     SpriteID spriter = GetRailIcon(engine, true, yr, image_type);
    00521     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
    00522     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
    00523
    00524     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);
    00525
    00526     DrawSprite(spritef, pal, preferred_x - 14, yf);
    00527     DrawSprite(spriter, pal, preferred_x + 15, yr);
    00528   } else {
    00529     SpriteID sprite = GetRailIcon(engine, false, y, image_type);
    00530     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00531     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));
    00532     DrawSprite(sprite, pal, preferred_x, y);
    00533   }
    00534 }
    00535
    00544 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
    00545 {
    00546   const RailVehicleInfo *rvi = &e->u.rail;
    00547
    00548   /* Check that the wagon can drive on the track in question */
    00549   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00550
    00551   if (flags & DC_EXEC) {
    00552     Train *v = new Train();
    00553     *ret = v;
    00554     v->spritenum = rvi->image_index;
    00555
    00556     v->engine_type = e->index;
    00557     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00558
    00559     DiagDirection dir = GetRailDepotDirection(tile);
    00560
    00561     v->direction = DiagDirToDir(dir);
    00562     v->tile = tile;
    00563
    00564     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00565     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00566
    00567     v->x_pos = x;
    00568     v->y_pos = y;
    00569     v->z_pos = GetSlopePixelZ(x, y);
    00570     v->owner = _current_company;
    00571     v->track = TRACK_BIT_DEPOT;
    00572     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00573
    00574     v->SetWagon();
    00575
    00576     v->SetFreeWagon();
    00577     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00578
    00579     v->cargo_type = e->GetDefaultCargoType();
    00580     v->cargo_cap = rvi->capacity;
    00581
    00582     v->railtype = rvi->railtype;
    00583
    00584     v->build_year = _cur_year;
    00585     v->cur_image = SPR_IMG_QUERY;
    00586     v->random_bits = VehicleRandomBits();
    00587
    00588     v->group_id = DEFAULT_GROUP;
    00589
    00590     AddArticulatedParts(v);
    00591
    00592     _new_vehicle_id = v->index;
    00593
    00594     VehicleUpdatePosition(v);
    00595     v->First()->ConsistChanged(false);
    00596     UpdateTrainGroupID(v->First());
    00597
    00598     CheckConsistencyOfArticulatedVehicle(v);
    00599
    00600     /* Try to connect the vehicle to one of free chains of wagons. */
    00601     Train *w;
    00602     FOR_ALL_TRAINS(w) {
    00603       if (w->tile == tile &&
    00604           w->IsFreeWagon() &&
    00605           w->engine_type == e->index &&
    00606           w->First() != v &&
    00607           !(w->vehstatus & VS_CRASHED)) {
    00608         DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00609         break;
    00610       }
    00611     }
    00612   }
    00613
    00614   return CommandCost();
    00615 }
    00616
    00618 static void NormalizeTrainVehInDepot(const Train *u)
    00619 {
    00620   const Train *v;
    00621   FOR_ALL_TRAINS(v) {
    00622     if (v->IsFreeWagon() && v->tile == u->tile &&
    00623         v->track == TRACK_BIT_DEPOT) {
    00624       if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
    00625           CMD_MOVE_RAIL_VEHICLE).Failed())
    00626         break;
    00627     }
    00628   }
    00629 }
    00630
    00631 static void AddRearEngineToMultiheadedTrain(Train *v)
    00632 {
    00633   Train *u = new Train();
    00634   v->value >>= 1;
    00635   u->value = v->value;
    00636   u->direction = v->direction;
    00637   u->owner = v->owner;
    00638   u->tile = v->tile;
    00639   u->x_pos = v->x_pos;
    00640   u->y_pos = v->y_pos;
    00641   u->z_pos = v->z_pos;
    00642   u->track = TRACK_BIT_DEPOT;
    00643   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00644   u->spritenum = v->spritenum + 1;
    00645   u->cargo_type = v->cargo_type;
    00646   u->cargo_subtype = v->cargo_subtype;
    00647   u->cargo_cap = v->cargo_cap;
    00648   u->railtype = v->railtype;
    00649   u->engine_type = v->engine_type;
    00650   u->build_year = v->build_year;
    00651   u->cur_image = SPR_IMG_QUERY;
    00652   u->random_bits = VehicleRandomBits();
    00653   v->SetMultiheaded();
    00654   u->SetMultiheaded();
    00655   v->SetNext(u);
    00656   VehicleUpdatePosition(u);
    00657
    00658   /* Now we need to link the front and rear engines together */
    00659   v->other_multiheaded_part = u;
    00660   u->other_multiheaded_part = v;
    00661 }
    00662
    00672 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
    00673 {
    00674   const RailVehicleInfo *rvi = &e->u.rail;
    00675
    00676   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
    00677
    00678   /* Check if depot and new engine uses the same kind of tracks *
    00679    * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
    00680   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00681
    00682   if (flags & DC_EXEC) {
    00683     DiagDirection dir = GetRailDepotDirection(tile);
    00684     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00685     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00686
    00687     Train *v = new Train();
    00688     *ret = v;
    00689     v->direction = DiagDirToDir(dir);
    00690     v->tile = tile;
    00691     v->owner = _current_company;
    00692     v->x_pos = x;
    00693     v->y_pos = y;
    00694     v->z_pos = GetSlopePixelZ(x, y);
    00695     v->track = TRACK_BIT_DEPOT;
    00696     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00697     v->spritenum = rvi->image_index;
    00698     v->cargo_type = e->GetDefaultCargoType();
    00699     v->cargo_cap = rvi->capacity;
    00700     v->last_station_visited = INVALID_STATION;
    00701     v->last_loading_station = INVALID_STATION;
    00702
    00703     v->engine_type = e->index;
    00704     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00705
    00706     v->reliability = e->reliability;
    00707     v->reliability_spd_dec = e->reliability_spd_dec;
    00708     v->max_age = e->GetLifeLengthInDays();
    00709
    00710     v->railtype = rvi->railtype;
    00711     _new_vehicle_id = v->index;
    00712
    00713     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
    00714     v->date_of_last_service = _date;
    00715     v->build_year = _cur_year;
    00716     v->cur_image = SPR_IMG_QUERY;
    00717     v->random_bits = VehicleRandomBits();
    00718
    00719     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00720
    00721     v->group_id = DEFAULT_GROUP;
    00722
    00723     v->SetFrontEngine();
    00724     v->SetEngine();
    00725
    00726     VehicleUpdatePosition(v);
    00727
    00728     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00729       AddRearEngineToMultiheadedTrain(v);
    00730     } else {
    00731       AddArticulatedParts(v);
    00732     }
    00733
    00734     v->ConsistChanged(false);
    00735     UpdateTrainGroupID(v);
    00736
    00737     if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00738       NormalizeTrainVehInDepot(v);
    00739     }
    00740
    00741     CheckConsistencyOfArticulatedVehicle(v);
    00742   }
    00743
    00744   return CommandCost();
    00745 }
    00746
    00751 bool Train::IsInDepot() const
    00752 {
    00753   /* Is the front engine stationary in the depot? */
    00754   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
    00755
    00756   /* Check whether the rest is also already trying to enter the depot. */
    00757   for (const Train *v = this; v != NULL; v = v->Next()) {
    00758     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
    00759   }
    00760
    00761   return true;
    00762 }
    00763
    00768 bool Train::IsStoppedInDepot() const
    00769 {
    00770   /* Are we stopped? Of course wagons don't really care... */
    00771   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
    00772   return this->IsInDepot();
    00773 }
    00774
    00775 static Train *FindGoodVehiclePos(const Train *src)
    00776 {
    00777   EngineID eng = src->engine_type;
    00778   TileIndex tile = src->tile;
    00779
    00780   Train *dst;
    00781   FOR_ALL_TRAINS(dst) {
    00782     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00783       /* check so all vehicles in the line have the same engine. */
    00784       Train *t = dst;
    00785       while (t->engine_type == eng) {
    00786         t = t->Next();
    00787         if (t == NULL) return dst;
    00788       }
    00789     }
    00790   }
    00791
    00792   return NULL;
    00793 }
    00794
    00796 typedef SmallVector<Train *, 16> TrainList;
    00797
    00803 static void MakeTrainBackup(TrainList &list, Train *t)
    00804 {
    00805   for (; t != NULL; t = t->Next()) *list.Append() = t;
    00806 }
    00807
    00812 static void RestoreTrainBackup(TrainList &list)
    00813 {
    00814   /* No train, nothing to do. */
    00815   if (list.Length() == 0) return;
    00816
    00817   Train *prev = NULL;
    00818   /* Iterate over the list and rebuild it. */
    00819   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    00820     Train *t = *iter;
    00821     if (prev != NULL) {
    00822       prev->SetNext(t);
    00823     } else if (t->Previous() != NULL) {
    00824       /* Make sure the head of the train is always the first in the chain. */
    00825       t->Previous()->SetNext(NULL);
    00826     }
    00827     prev = t;
    00828   }
    00829 }
    00830
    00836 static void RemoveFromConsist(Train *part, bool chain = false)
    00837 {
    00838   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    00839
    00840   /* Unlink at the front, but make it point to the next
    00841    * vehicle after the to be remove part. */
    00842   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    00843
    00844   /* Unlink at the back */
    00845   tail->SetNext(NULL);
    00846 }
    00847
    00853 static void InsertInConsist(Train *dst, Train *chain)
    00854 {
    00855   /* We do not want to add something in the middle of an articulated part. */
    00856   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    00857
    00858   chain->Last()->SetNext(dst->Next());
    00859   dst->SetNext(chain);
    00860 }
    00861
    00867 static void NormaliseDualHeads(Train *t)
    00868 {
    00869   for (; t != NULL; t = t->GetNextVehicle()) {
    00870     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    00871
    00872     /* Make sure that there are no free cars before next engine */
    00873     Train *u;
    00874     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    00875
    00876     if (u == t->other_multiheaded_part) continue;
    00877
    00878     /* Remove the part from the 'wrong' train */
    00879     RemoveFromConsist(t->other_multiheaded_part);
    00880     /* And add it to the 'right' train */
    00881     InsertInConsist(u, t->other_multiheaded_part);
    00882   }
    00883 }
    00884
    00889 static void NormaliseSubtypes(Train *chain)
    00890 {
    00891   /* Nothing to do */
    00892   if (chain == NULL) return;
    00893
    00894   /* We must be the first in the chain. */
    00895   assert(chain->Previous() == NULL);
    00896
    00897   /* Set the appropriate bits for the first in the chain. */
    00898   if (chain->IsWagon()) {
    00899     chain->SetFreeWagon();
    00900   } else {
    00901     assert(chain->IsEngine());
    00902     chain->SetFrontEngine();
    00903   }
    00904
    00905   /* Now clear the bits for the rest of the chain */
    00906   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    00907     t->ClearFreeWagon();
    00908     t->ClearFrontEngine();
    00909   }
    00910 }
    00911
    00921 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    00922 {
    00923   /* Just add 'new' engines and subtract the original ones.
    00924    * If that's less than or equal to 0 we can be sure we did
    00925    * not add any engines (read: trains) along the way. */
    00926   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    00927       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    00928       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    00929       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    00930     return CommandCost();
    00931   }
    00932
    00933   /* Get a free unit number and check whether it's within the bounds.
    00934    * There will always be a maximum of one new train. */
    00935   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    00936
    00937   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00938 }
    00939
    00945 static CommandCost CheckTrainAttachment(Train *t)
    00946 {
    00947   /* No multi-part train, no need to check. */
    00948   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    00949
    00950   /* The maximum length for a train. For each part we decrease this by one
    00951    * and if the result is negative the train is simply too long. */
    00952   int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
    00953
    00954   Train *head = t;
    00955   Train *prev = t;
    00956
    00957   /* Break the prev -> t link so it always holds within the loop. */
    00958   t = t->Next();
    00959   prev->SetNext(NULL);
    00960
    00961   /* Make sure the cache is cleared. */
    00962   head->InvalidateNewGRFCache();
    00963
    00964   while (t != NULL) {
    00965     allowed_len -= t->gcache.cached_veh_length;
    00966
    00967     Train *next = t->Next();
    00968
    00969     /* Unlink the to-be-added piece; it is already unlinked from the previous
    00970      * part due to the fact that the prev -> t link is broken. */
    00971     t->SetNext(NULL);
    00972
    00973     /* Don't check callback for articulated or rear dual headed parts */
    00974     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    00975       /* Back up and clear the first_engine data to avoid using wagon override group */
    00976       EngineID first_engine = t->gcache.first_engine;
    00977       t->gcache.first_engine = INVALID_ENGINE;
    00978
    00979       /* We don't want the cache to interfere. head's cache is cleared before
    00980        * the loop and after each callback does not need to be cleared here. */
    00981       t->InvalidateNewGRFCache();
    00982
    00983       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    00984
    00985       /* Restore original first_engine data */
    00986       t->gcache.first_engine = first_engine;
    00987
    00988       /* We do not want to remember any cached variables from the test run */
    00989       t->InvalidateNewGRFCache();
    00990       head->InvalidateNewGRFCache();
    00991
    00992       if (callback != CALLBACK_FAILED) {
    00993         /* A failing callback means everything is okay */
    00994         StringID error = STR_NULL;
    00995
    00996         if (head->GetGRF()->grf_version < 8) {
    00997           if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    00998           if (callback  < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    00999           if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
    01000         } else {
    01001           if (callback < 0x400) {
    01002             error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    01003           } else {
    01004             switch (callback) {
    01005               case 0x400: // allow if railtypes match (always the case for OpenTTD)
    01006               case 0x401: // allow
    01007                 break;
    01008
    01009               default:    // unknown reason -> disallow
    01010               case 0x402: // disallow attaching
    01011                 error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    01012                 break;
    01013             }
    01014           }
    01015         }
    01016
    01017         if (error != STR_NULL) return_cmd_error(error);
    01018       }
    01019     }
    01020
    01021     /* And link it to the new part. */
    01022     prev->SetNext(t);
    01023     prev = t;
    01024     t = next;
    01025   }
    01026
    01027   if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    01028   return CommandCost();
    01029 }
    01030
    01041 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
    01042 {
    01043   /* Check whether we may actually construct the trains. */
    01044   CommandCost ret = CheckTrainAttachment(src);
    01045   if (ret.Failed()) return ret;
    01046   ret = CheckTrainAttachment(dst);
    01047   if (ret.Failed()) return ret;
    01048
    01049   /* Check whether we need to build a new train. */
    01050   return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
    01051 }
    01052
    01061 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01062 {
    01063   /* First determine the front of the two resulting trains */
    01064   if (*src_head == *dst_head) {
    01065     /* If we aren't moving part(s) to a new train, we are just moving the
    01066      * front back and there is not destination head. */
    01067     *dst_head = NULL;
    01068   } else if (*dst_head == NULL) {
    01069     /* If we are moving to a new train the head of the move train would become
    01070      * the head of the new vehicle. */
    01071     *dst_head = src;
    01072   }
    01073
    01074   if (src == *src_head) {
    01075     /* If we are moving the front of a train then we are, in effect, creating
    01076      * a new head for the train. Point to that. Unless we are moving the whole
    01077      * train in which case there is not 'source' train anymore.
    01078      * In case we are a multiheaded part we want the complete thing to come
    01079      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01080      * that is followed by a rear multihead we do not want to include that. */
    01081     *src_head = move_chain ? NULL :
    01082         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01083   }
    01084
    01085   /* Now it's just simply removing the part that we are going to move from the
    01086    * source train and *if* the destination is a not a new train add the chain
    01087    * at the destination location. */
    01088   RemoveFromConsist(src, move_chain);
    01089   if (*dst_head != src) InsertInConsist(dst, src);
    01090
    01091   /* Now normalise the dual heads, that is move the dual heads around in such
    01092    * a way that the head and rear of a dual head are in the same train */
    01093   NormaliseDualHeads(*src_head);
    01094   NormaliseDualHeads(*dst_head);
    01095 }
    01096
    01102 static void NormaliseTrainHead(Train *head)
    01103 {
    01104   /* Not much to do! */
    01105   if (head == NULL) return;
    01106
    01107   /* Tell the 'world' the train changed. */
    01108   head->ConsistChanged(false);
    01109   UpdateTrainGroupID(head);
    01110
    01111   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01112   if (!head->IsFrontEngine()) return;
    01113
    01114   /* Update the refit button and window */
    01115   InvalidateWindowData(WC_VEHICLE_REFIT, head->index);
    01116   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
    01117
    01118   /* If we don't have a unit number yet, set one. */
    01119   if (head->unitnumber != 0) return;
    01120   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01121 }
    01122
    01135 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01136 {
    01137   VehicleID s = GB(p1, 0, 20);
    01138   VehicleID d = GB(p2, 0, 20);
    01139   bool move_chain = HasBit(p1, 20);
    01140
    01141   Train *src = Train::GetIfValid(s);
    01142   if (src == NULL) return CMD_ERROR;
    01143
    01144   CommandCost ret = CheckOwnership(src->owner);
    01145   if (ret.Failed()) return ret;
    01146
    01147   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01148   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01149
    01150   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01151   Train *dst;
    01152   if (d == INVALID_VEHICLE) {
    01153     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01154   } else {
    01155     dst = Train::GetIfValid(d);
    01156     if (dst == NULL) return CMD_ERROR;
    01157
    01158     CommandCost ret = CheckOwnership(dst->owner);
    01159     if (ret.Failed()) return ret;
    01160
    01161     /* Do not allow appending to crashed vehicles, too */
    01162     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01163   }
    01164
    01165   /* if an articulated part is being handled, deal with its parent vehicle */
    01166   src = src->GetFirstEnginePart();
    01167   if (dst != NULL) {
    01168     dst = dst->GetFirstEnginePart();
    01169   }
    01170
    01171   /* don't move the same vehicle.. */
    01172   if (src == dst) return CommandCost();
    01173
    01174   /* locate the head of the two chains */
    01175   Train *src_head = src->First();
    01176   Train *dst_head;
    01177   if (dst != NULL) {
    01178     dst_head = dst->First();
    01179     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01180     /* Now deal with articulated part of destination wagon */
    01181     dst = dst->GetLastEnginePart();
    01182   } else {
    01183     dst_head = NULL;
    01184   }
    01185
    01186   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01187
    01188   /* When moving all wagons, we can't have the same src_head and dst_head */
    01189   if (move_chain && src_head == dst_head) return CommandCost();
    01190
    01191   /* When moving a multiheaded part to be place after itself, bail out. */
    01192   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01193
    01194   /* Check if all vehicles in the source train are stopped inside a depot. */
    01195   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01196
    01197   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01198   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01199
    01200   /* First make a backup of the order of the trains. That way we can do
    01201    * whatever we want with the order and later on easily revert. */
    01202   TrainList original_src;
    01203   TrainList original_dst;
    01204
    01205   MakeTrainBackup(original_src, src_head);
    01206   MakeTrainBackup(original_dst, dst_head);
    01207
    01208   /* Also make backup of the original heads as ArrangeTrains can change them.
    01209    * For the destination head we do not care if it is the same as the source
    01210    * head because in that case it's just a copy. */
    01211   Train *original_src_head = src_head;
    01212   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01213
    01214   /* We want this information from before the rearrangement, but execute this after the validation. */
    01215   bool original_src_head_front_engine = original_src_head != NULL && original_src_head->IsFrontEngine();
    01216   bool original_dst_head_front_engine = original_dst_head != NULL && original_dst_head->IsFrontEngine();
    01217
    01218   /* (Re)arrange the trains in the wanted arrangement. */
    01219   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01220
    01221   if ((flags & DC_AUTOREPLACE) == 0) {
    01222     /* If the autoreplace flag is set we do not need to test for the validity
    01223      * because we are going to revert the train to its original state. As we
    01224      * assume the original state was correct autoreplace can skip this. */
    01225     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
    01226     if (ret.Failed()) {
    01227       /* Restore the train we had. */
    01228       RestoreTrainBackup(original_src);
    01229       RestoreTrainBackup(original_dst);
    01230       return ret;
    01231     }
    01232   }
    01233
    01234   /* do it? */
    01235   if (flags & DC_EXEC) {
    01236     /* Remove old heads from the statistics */
    01237     if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
    01238     if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
    01239
    01240     /* First normalise the sub types of the chains. */
    01241     NormaliseSubtypes(src_head);
    01242     NormaliseSubtypes(dst_head);
    01243
    01244     /* There are 14 different cases:
    01245      *  1) front engine gets moved to a new train, it stays a front engine.
    01246      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01247      *     b) the 'next' part is an engine that becomes a front engine.
    01248      *     c) there is no 'next' part, nothing else happens
    01249      *  2) front engine gets moved to another train, it is not a front engine anymore
    01250      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01251      *     b) the 'next' part is an engine that becomes a front engine.
    01252      *     c) there is no 'next' part, nothing else happens
    01253      *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
    01254      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01255      *     b) the 'next' part is an engine that becomes a front engine.
    01256      *  4) free wagon gets moved
    01257      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01258      *     b) the 'next' part is an engine that becomes a front engine.
    01259      *     c) there is no 'next' part, nothing else happens
    01260      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01261      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01262      *  7) wagon gets moved, nothing happens
    01263      */
    01264     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01265       /* Cases #2 and #3: the front engine gets trashed. */
    01266       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01267       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01268       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01269       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01270       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01271       SetWindowDirty(WC_COMPANY, _current_company);
    01272
    01273       /* Delete orders, group stuff and the unit number as we're not the
    01274        * front of any vehicle anymore. */
    01275       DeleteVehicleOrders(src);
    01276       RemoveVehicleFromGroup(src);
    01277       src->unitnumber = 0;
    01278     }
    01279
    01280     /* We weren't a front engine but are becoming one. So
    01281      * we should be put in the default group. */
    01282     if (original_src_head != src && dst_head == src) {
    01283       SetTrainGroupID(src, DEFAULT_GROUP);
    01284       SetWindowDirty(WC_COMPANY, _current_company);
    01285     }
    01286
    01287     /* Add new heads to statistics */
    01288     if (src_head != NULL && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
    01289     if (dst_head != NULL && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
    01290
    01291     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01292     NormaliseTrainHead(src_head);
    01293     NormaliseTrainHead(dst_head);
    01294
    01295     if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
    01296       CheckCargoCapacity(src_head);
    01297       CheckCargoCapacity(dst_head);
    01298     }
    01299
    01300     /* We are undoubtedly changing something in the depot and train list. */
    01301     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01302     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01303   } else {
    01304     /* We don't want to execute what we're just tried. */
    01305     RestoreTrainBackup(original_src);
    01306     RestoreTrainBackup(original_dst);
    01307   }
    01308
    01309   return CommandCost();
    01310 }
    01311
    01323 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
    01324 {
    01325   /* Check if we deleted a vehicle window */
    01326   Window *w = NULL;
    01327
    01328   /* Sell a chain of vehicles or not? */
    01329   bool sell_chain = HasBit(data, 0);
    01330
    01331   Train *v = Train::From(t)->GetFirstEnginePart();
    01332   Train *first = v->First();
    01333
    01334   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01335
    01336   /* First make a backup of the order of the train. That way we can do
    01337    * whatever we want with the order and later on easily revert. */
    01338   TrainList original;
    01339   MakeTrainBackup(original, first);
    01340
    01341   /* We need to keep track of the new head and the head of what we're going to sell. */
    01342   Train *new_head = first;
    01343   Train *sell_head = NULL;
    01344
    01345   /* Split the train in the wanted way. */
    01346   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01347
    01348   /* We don't need to validate the second train; it's going to be sold. */
    01349   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
    01350   if (ret.Failed()) {
    01351     /* Restore the train we had. */
    01352     RestoreTrainBackup(original);
    01353     return ret;
    01354   }
    01355
    01356   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01357   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01358
    01359   if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
    01360     return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
    01361   }
    01362
    01363   /* do it? */
    01364   if (flags & DC_EXEC) {
    01365     /* First normalise the sub types of the chain. */
    01366     NormaliseSubtypes(new_head);
    01367
    01368     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01369       /* We are selling the front engine. In this case we want to
    01370        * 'give' the order, unit number and such to the new head. */
    01371       new_head->orders.list = first->orders.list;
    01372       new_head->AddToShared(first);
    01373       DeleteVehicleOrders(first);
    01374
    01375       /* Copy other important data from the front engine */
    01376       new_head->CopyVehicleConfigAndStatistics(first);
    01377       GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
    01378
    01379       /* If we deleted a window then open a new one for the 'new' train */
    01380       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
    01381     } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
    01382       OrderBackup::Backup(v, user);
    01383     }
    01384
    01385     /* We need to update the information about the train. */
    01386     NormaliseTrainHead(new_head);
    01387
    01388     /* We are undoubtedly changing something in the depot and train list. */
    01389     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01390     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01391
    01392     /* Actually delete the sold 'goods' */
    01393     delete sell_head;
    01394   } else {
    01395     /* We don't want to execute what we're just tried. */
    01396     RestoreTrainBackup(original);
    01397   }
    01398
    01399   return cost;
    01400 }
    01401
    01402 void Train::UpdateDeltaXY(Direction direction)
    01403 {
    01404   /* Set common defaults. */
    01405   this->x_offs    = -1;
    01406   this->y_offs    = -1;
    01407   this->x_extent  =  3;
    01408   this->y_extent  =  3;
    01409   this->z_extent  =  6;
    01410   this->x_bb_offs =  0;
    01411   this->y_bb_offs =  0;
    01412
    01413   if (!IsDiagonalDirection(direction)) {
    01414     static const int _sign_table[] =
    01415     {
    01416       // x, y
    01417       -1, -1, // DIR_N
    01418       -1,  1, // DIR_E
    01419        1,  1, // DIR_S
    01420        1, -1, // DIR_W
    01421     };
    01422
    01423     int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
    01424
    01425     /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
    01426     this->x_offs -= half_shorten * _sign_table[direction];
    01427     this->y_offs -= half_shorten * _sign_table[direction + 1];
    01428     this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
    01429     this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
    01430   } else {
    01431     switch (direction) {
    01432         /* Shorten southern corner of the bounding box according the vehicle length
    01433          * and center the bounding box on the vehicle. */
    01434       case DIR_NE:
    01435         this->x_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01436         this->x_extent  = this->gcache.cached_veh_length - 1;
    01437         this->x_bb_offs = -1;
    01438         break;
    01439
    01440       case DIR_NW:
    01441         this->y_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01442         this->y_extent  = this->gcache.cached_veh_length - 1;
    01443         this->y_bb_offs = -1;
    01444         break;
    01445
    01446         /* Move northern corner of the bounding box down according to vehicle length
    01447          * and center the bounding box on the vehicle. */
    01448       case DIR_SW:
    01449         this->x_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01450         this->x_extent  = VEHICLE_LENGTH - 1;
    01451         this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01452         break;
    01453
    01454       case DIR_SE:
    01455         this->y_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01456         this->y_extent  = VEHICLE_LENGTH - 1;
    01457         this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01458         break;
    01459
    01460       default:
    01461         NOT_REACHED();
    01462     }
    01463   }
    01464 }
    01465
    01470 static void MarkTrainAsStuck(Train *v)
    01471 {
    01472   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01473     /* It is the first time the problem occurred, set the "train stuck" flag. */
    01474     SetBit(v->flags, VRF_TRAIN_STUCK);
    01475
    01476     v->wait_counter = 0;
    01477
    01478     /* Stop train */
    01479     v->cur_speed = 0;
    01480     v->subspeed = 0;
    01481     v->SetLastSpeed();
    01482
    01483     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01484   }
    01485 }
    01486
    01494 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01495 {
    01496   uint16 flag1 = *swap_flag1;
    01497   uint16 flag2 = *swap_flag2;
    01498
    01499   /* Clear the flags */
    01500   ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
    01501   ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01502   ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
    01503   ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01504
    01505   /* Reverse the rail-flags (if needed) */
    01506   if (HasBit(flag1, GVF_GOINGUP_BIT)) {
    01507     SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01508   } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
    01509     SetBit(*swap_flag2, GVF_GOINGUP_BIT);
    01510   }
    01511   if (HasBit(flag2, GVF_GOINGUP_BIT)) {
    01512     SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01513   } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
    01514     SetBit(*swap_flag1, GVF_GOINGUP_BIT);
    01515   }
    01516 }
    01517
    01522 static void UpdateStatusAfterSwap(Train *v)
    01523 {
    01524   /* Reverse the direction. */
    01525   if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
    01526
    01527   /* Call the proper EnterTile function unless we are in a wormhole. */
    01528   if (v->track != TRACK_BIT_WORMHOLE) {
    01529     VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
    01530   } else {
    01531     /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
    01532      * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
    01533      * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
    01534      * when we shouldn't have. Check if this is the case. */
    01535     TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
    01536     if (IsTileType(vt, MP_TUNNELBRIDGE)) {
    01537       VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
    01538       if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
    01539         /* We have just left the wormhole, possibly set the
    01540          * "goingdown" bit. UpdateInclination() can be used
    01541          * because we are at the border of the tile. */
    01542         VehicleUpdatePosition(v);
    01543         v->UpdateInclination(true, true);
    01544         return;
    01545       }
    01546     }
    01547   }
    01548
    01549   VehicleUpdatePosition(v);
    01550   v->UpdateViewport(true, true);
    01551 }
    01552
    01559 void ReverseTrainSwapVeh(Train *v, int l, int r)
    01560 {
    01561   Train *a, *b;
    01562
    01563   /* locate vehicles to swap */
    01564   for (a = v; l != 0; l--) a = a->Next();
    01565   for (b = v; r != 0; r--) b = b->Next();
    01566
    01567   if (a != b) {
    01568     /* swap the hidden bits */
    01569     {
    01570       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
    01571       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
    01572       a->vehstatus = tmp;
    01573     }
    01574
    01575     Swap(a->track, b->track);
    01576     Swap(a->direction, b->direction);
    01577     Swap(a->x_pos, b->x_pos);
    01578     Swap(a->y_pos, b->y_pos);
    01579     Swap(a->tile,  b->tile);
    01580     Swap(a->z_pos, b->z_pos);
    01581
    01582     SwapTrainFlags(&a->gv_flags, &b->gv_flags);
    01583
    01584     UpdateStatusAfterSwap(a);
    01585     UpdateStatusAfterSwap(b);
    01586   } else {
    01587     /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
    01588      * This is a little bit redundant way, a->gv_flags will
    01589      * be (re)set twice, but it reduces code duplication */
    01590     SwapTrainFlags(&a->gv_flags, &a->gv_flags);
    01591     UpdateStatusAfterSwap(a);
    01592   }
    01593
    01594   /* Update power of the train in case tiles were different rail type. */
    01595   v->RailtypeChanged();
    01596 }
    01597
    01598
    01604 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01605 {
    01606   return (v->type == VEH_TRAIN) ? v : NULL;
    01607 }
    01608
    01609
    01616 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01617 {
    01618   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01619
    01620   Train *t = Train::From(v);
    01621   if (!t->IsFrontEngine()) return NULL;
    01622
    01623   TileIndex tile = *(TileIndex *)data;
    01624
    01625   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01626
    01627   return t;
    01628 }
    01629
    01630
    01637 static bool TrainApproachingCrossing(TileIndex tile)
    01638 {
    01639   assert(IsLevelCrossingTile(tile));
    01640
    01641   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01642   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01643
    01644   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01645
    01646   dir = ReverseDiagDir(dir);
    01647   tile_from = tile + TileOffsByDiagDir(dir);
    01648
    01649   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01650 }
    01651
    01652
    01659 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01660 {
    01661   assert(IsLevelCrossingTile(tile));
    01662
    01663   /* train on crossing || train approaching crossing || reserved */
    01664   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
    01665
    01666   if (new_state != IsCrossingBarred(tile)) {
    01667     if (new_state && sound) {
    01668       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01669     }
    01670     SetCrossingBarred(tile, new_state);
    01671     MarkTileDirtyByTile(tile);
    01672   }
    01673 }
    01674
    01675
    01681 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01682 {
    01683   if (!IsCrossingBarred(tile)) {
    01684     BarCrossing(tile);
    01685     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01686     MarkTileDirtyByTile(tile);
    01687   }
    01688 }
    01689
    01690
    01696 static void AdvanceWagonsBeforeSwap(Train *v)
    01697 {
    01698   Train *base = v;
    01699   Train *first = base; // first vehicle to move
    01700   Train *last = v->Last(); // last vehicle to move
    01701   uint length = CountVehiclesInChain(v);
    01702
    01703   while (length > 2) {
    01704     last = last->Previous();
    01705     first = first->Next();
    01706
    01707     int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
    01708
    01709     /* do not update images now
    01710      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01711     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01712
    01713     base = first; // == base->Next()
    01714     length -= 2;
    01715   }
    01716 }
    01717
    01718
    01724 static void AdvanceWagonsAfterSwap(Train *v)
    01725 {
    01726   /* first of all, fix the situation when the train was entering a depot */
    01727   Train *dep = v; // last vehicle in front of just left depot
    01728   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01729     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01730   }
    01731
    01732   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01733
    01734   if (leave != NULL) {
    01735     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01736     int d = TicksToLeaveDepot(dep);
    01737
    01738     if (d <= 0) {
    01739       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01740       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01741       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01742     }
    01743   } else {
    01744     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01745   }
    01746
    01747   Train *base = v;
    01748   Train *first = base; // first vehicle to move
    01749   Train *last = v->Last(); // last vehicle to move
    01750   uint length = CountVehiclesInChain(v);
    01751
    01752   /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
    01753    * they have already correct spacing, so we have to make sure they are moved how they should */
    01754   bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
    01755
    01756   while (length > 2) {
    01757     /* we reached vehicle (originally) in front of a depot, stop now
    01758      * (we would move wagons that are already moved with new wagon length). */
    01759     if (base == dep) break;
    01760
    01761     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01762     if (last == dep) nomove = true;
    01763
    01764     last = last->Previous();
    01765     first = first->Next();
    01766
    01767     int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
    01768
    01769     /* do not update images now */
    01770     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01771
    01772     base = first; // == base->Next()
    01773     length -= 2;
    01774   }
    01775 }
    01776
    01781 void ReverseTrainDirection(Train *v)
    01782 {
    01783   if (IsRailDepotTile(v->tile)) {
    01784     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01785   }
    01786
    01787   /* Clear path reservation in front if train is not stuck. */
    01788   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01789
    01790   /* Check if we were approaching a rail/road-crossing */
    01791   TileIndex crossing = TrainApproachingCrossingTile(v);
    01792
    01793   /* count number of vehicles */
    01794   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01795
    01796   AdvanceWagonsBeforeSwap(v);
    01797
    01798   /* swap start<>end, start+1<>end-1, ... */
    01799   int l = 0;
    01800   do {
    01801     ReverseTrainSwapVeh(v, l++, r--);
    01802   } while (l <= r);
    01803
    01804   AdvanceWagonsAfterSwap(v);
    01805
    01806   if (IsRailDepotTile(v->tile)) {
    01807     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01808   }
    01809
    01810   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01811
    01812   ClrBit(v->flags, VRF_REVERSING);
    01813
    01814   /* recalculate cached data */
    01815   v->ConsistChanged(true);
    01816
    01817   /* update all images */
    01818   for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01819
    01820   /* update crossing we were approaching */
    01821   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01822
    01823   /* maybe we are approaching crossing now, after reversal */
    01824   crossing = TrainApproachingCrossingTile(v);
    01825   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01826
    01827   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01828   if (v->track == TRACK_BIT_DEPOT) {
    01829     /* Can't be stuck here as inside a depot is always a safe tile. */
    01830     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01831     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01832     return;
    01833   }
    01834
    01835   /* TrainExitDir does not always produce the desired dir for depots and
    01836    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01837   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01838   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01839
    01840   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01841     /* If we are currently on a tile with conventional signals, we can't treat the
    01842      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01843     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01844       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01845       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01846
    01847     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01848     if (TryPathReserve(v, false, first_tile_okay)) {
    01849       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01850       CheckNextTrainTile(v);
    01851     } else if (v->current_order.GetType() != OT_LOADING) {
    01852       /* Do not wait for a way out when we're still loading */
    01853       MarkTrainAsStuck(v);
    01854     }
    01855   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01856     /* A train not inside a PBS block can't be stuck. */
    01857     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01858     v->wait_counter = 0;
    01859   }
    01860 }
    01861
    01871 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01872 {
    01873   Train *v = Train::GetIfValid(p1);
    01874   if (v == NULL) return CMD_ERROR;
    01875
    01876   CommandCost ret = CheckOwnership(v->owner);
    01877   if (ret.Failed()) return ret;
    01878
    01879   if (p2 != 0) {
    01880     /* turn a single unit around */
    01881
    01882     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01883       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01884     }
    01885     if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
    01886
    01887     Train *front = v->First();
    01888     /* make sure the vehicle is stopped in the depot */
    01889     if (!front->IsStoppedInDepot()) {
    01890       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01891     }
    01892
    01893     if (flags & DC_EXEC) {
    01894       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01895
    01896       front->ConsistChanged(false);
    01897       SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    01898       SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01899       SetWindowDirty(WC_VEHICLE_VIEW, front->index);
    01900       SetWindowClassesDirty(WC_TRAINS_LIST);
    01901     }
    01902   } else {
    01903     /* turn the whole train around */
    01904     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
    01905
    01906     if (flags & DC_EXEC) {
    01907       /* Properly leave the station if we are loading and won't be loading anymore */
    01908       if (v->current_order.IsType(OT_LOADING)) {
    01909         const Vehicle *last = v;
    01910         while (last->Next() != NULL) last = last->Next();
    01911
    01912         /* not a station || different station --> leave the station */
    01913         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    01914           v->LeaveStation();
    01915         }
    01916       }
    01917
    01918       /* We cancel any 'skip signal at dangers' here */
    01919       v->force_proceed = TFP_NONE;
    01920       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01921
    01922       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
    01923         ToggleBit(v->flags, VRF_REVERSING);
    01924       } else {
    01925         v->cur_speed = 0;
    01926         v->SetLastSpeed();
    01927         HideFillingPercent(&v->fill_percent_te_id);
    01928         ReverseTrainDirection(v);
    01929       }
    01930     }
    01931   }
    01932   return CommandCost();
    01933 }
    01934
    01944 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01945 {
    01946   Train *t = Train::GetIfValid(p1);
    01947   if (t == NULL) return CMD_ERROR;
    01948
    01949   CommandCost ret = CheckOwnership(t->owner);
    01950   if (ret.Failed()) return ret;
    01951
    01952
    01953   if (flags & DC_EXEC) {
    01954     /* If we are forced to proceed, cancel that order.
    01955      * If we are marked stuck we would want to force the train
    01956      * to proceed to the next signal. In the other cases we
    01957      * would like to pass the signal at danger and run till the
    01958      * next signal we encounter. */
    01959     t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? TFP_STUCK : TFP_SIGNAL;
    01960     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    01961   }
    01962
    01963   return CommandCost();
    01964 }
    01965
    01973 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    01974 {
    01975   assert(!(v->vehstatus & VS_CRASHED));
    01976
    01977   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    01978
    01979   PBSTileInfo origin = FollowTrainReservation(v);
    01980   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    01981
    01982   switch (_settings_game.pf.pathfinder_for_trains) {
    01983     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    01984     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    01985
    01986     default: NOT_REACHED();
    01987   }
    01988 }
    01989
    01997 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    01998 {
    01999   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    02000   if (tfdd.best_length == UINT_MAX) return false;
    02001
    02002   if (location    != NULL) *location    = tfdd.tile;
    02003   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    02004   if (reverse     != NULL) *reverse     = tfdd.reverse;
    02005
    02006   return true;
    02007 }
    02008
    02010 void Train::PlayLeaveStationSound() const
    02011 {
    02012   static const SoundFx sfx[] = {
    02013     SND_04_TRAIN,
    02014     SND_0A_TRAIN_HORN,
    02015     SND_0A_TRAIN_HORN,
    02016     SND_47_MAGLEV_2,
    02017     SND_41_MAGLEV
    02018   };
    02019
    02020   if (PlayVehicleSound(this, VSE_START)) return;
    02021
    02022   EngineID engtype = this->engine_type;
    02023   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    02024 }
    02025
    02030 static void CheckNextTrainTile(Train *v)
    02031 {
    02032   /* Don't do any look-ahead if path_backoff_interval is 255. */
    02033   if (_settings_game.pf.path_backoff_interval == 255) return;
    02034
    02035   /* Exit if we are inside a depot. */
    02036   if (v->track == TRACK_BIT_DEPOT) return;
    02037
    02038   switch (v->current_order.GetType()) {
    02039     /* Exit if we reached our destination depot. */
    02040     case OT_GOTO_DEPOT:
    02041       if (v->tile == v->dest_tile) return;
    02042       break;
    02043
    02044     case OT_GOTO_WAYPOINT:
    02045       /* If we reached our waypoint, make sure we see that. */
    02046       if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
    02047       break;
    02048
    02049     case OT_NOTHING:
    02050     case OT_LEAVESTATION:
    02051     case OT_LOADING:
    02052       /* Exit if the current order doesn't have a destination, but the train has orders. */
    02053       if (v->GetNumOrders() > 0) return;
    02054       break;
    02055
    02056     default:
    02057       break;
    02058   }
    02059   /* Exit if we are on a station tile and are going to stop. */
    02060   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    02061
    02062   Trackdir td = v->GetVehicleTrackdir();
    02063
    02064   /* On a tile with a red non-pbs signal, don't look ahead. */
    02065   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    02066       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    02067       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    02068
    02069   CFollowTrackRail ft(v);
    02070   if (!ft.Follow(v->tile, td)) return;
    02071
    02072   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    02073     /* Next tile is not reserved. */
    02074     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02075       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    02076         /* If the next tile is a PBS signal, try to make a reservation. */
    02077         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02078         if (_settings_game.pf.forbid_90_deg) {
    02079           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    02080         }
    02081         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    02082       }
    02083     }
    02084   }
    02085 }
    02086
    02092 static bool CheckTrainStayInDepot(Train *v)
    02093 {
    02094   /* bail out if not all wagons are in the same depot or not in a depot at all */
    02095   for (const Train *u = v; u != NULL; u = u->Next()) {
    02096     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    02097   }
    02098
    02099   /* if the train got no power, then keep it in the depot */
    02100   if (v->gcache.cached_power == 0) {
    02101     v->vehstatus |= VS_STOPPED;
    02102     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    02103     return true;
    02104   }
    02105
    02106   SigSegState seg_state;
    02107
    02108   if (v->force_proceed == TFP_NONE) {
    02109     /* force proceed was not pressed */
    02110     if (++v->wait_counter < 37) {
    02111       SetWindowClassesDirty(WC_TRAINS_LIST);
    02112       return true;
    02113     }
    02114
    02115     v->wait_counter = 0;
    02116
    02117     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02118     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02119       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02120       SetWindowClassesDirty(WC_TRAINS_LIST);
    02121       return true;
    02122     }
    02123   } else {
    02124     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02125   }
    02126
    02127   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02128   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02129     /* We need to have a reservation for this to work. */
    02130     if (HasDepotReservation(v->tile)) return true;
    02131     SetDepotReservation(v->tile, true);
    02132     VehicleEnterDepot(v);
    02133     return true;
    02134   }
    02135
    02136   /* Only leave when we can reserve a path to our destination. */
    02137   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
    02138     /* No path and no force proceed. */
    02139     SetWindowClassesDirty(WC_TRAINS_LIST);
    02140     MarkTrainAsStuck(v);
    02141     return true;
    02142   }
    02143
    02144   SetDepotReservation(v->tile, true);
    02145   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02146
    02147   VehicleServiceInDepot(v);
    02148   SetWindowClassesDirty(WC_TRAINS_LIST);
    02149   v->PlayLeaveStationSound();
    02150
    02151   v->track = TRACK_BIT_X;
    02152   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02153
    02154   v->vehstatus &= ~VS_HIDDEN;
    02155   v->cur_speed = 0;
    02156
    02157   v->UpdateViewport(true, true);
    02158   VehicleUpdatePosition(v);
    02159   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02160   v->UpdateAcceleration();
    02161   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02162
    02163   return false;
    02164 }
    02165
    02172 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02173 {
    02174   DiagDirection dir = TrackdirToExitdir(track_dir);
    02175
    02176   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02177     /* Are we just leaving a tunnel/bridge? */
    02178     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02179       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02180
    02181       if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
    02182         /* Free the reservation only if no other train is on the tiles. */
    02183         SetTunnelBridgeReservation(tile, false);
    02184         SetTunnelBridgeReservation(end, false);
    02185
    02186         if (_settings_client.gui.show_track_reservation) {
    02187           MarkTileDirtyByTile(tile);
    02188           MarkTileDirtyByTile(end);
    02189         }
    02190       }
    02191     }
    02192   } else if (IsRailStationTile(tile)) {
    02193     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02194     /* If the new tile is not a further tile of the same station, we
    02195      * clear the reservation for the whole platform. */
    02196     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02197       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02198     }
    02199   } else {
    02200     /* Any other tile */
    02201     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02202   }
    02203 }
    02204
    02211 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02212 {
    02213   assert(v->IsFrontEngine());
    02214
    02215   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02216   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02217   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02218   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02219
    02220   /* Don't free reservation if it's not ours. */
    02221   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02222
    02223   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02224   while (ft.Follow(tile, td)) {
    02225     tile = ft.m_new_tile;
    02226     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02227     td = RemoveFirstTrackdir(&bits);
    02228     assert(bits == TRACKDIR_BIT_NONE);
    02229
    02230     if (!IsValidTrackdir(td)) break;
    02231
    02232     if (IsTileType(tile, MP_RAILWAY)) {
    02233       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02234         /* Conventional signal along trackdir: remove reservation and stop. */
    02235         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02236         break;
    02237       }
    02238       if (HasPbsSignalOnTrackdir(tile, td)) {
    02239         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02240           /* Red PBS signal? Can't be our reservation, would be green then. */
    02241           break;
    02242         } else {
    02243           /* Turn the signal back to red. */
    02244           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02245           MarkTileDirtyByTile(tile);
    02246         }
    02247       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02248         break;
    02249       }
    02250     }
    02251
    02252     /* Don't free first station/bridge/tunnel if we are on it. */
    02253     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);
    02254
    02255     free_tile = true;
    02256   }
    02257 }
    02258
    02259 static const byte _initial_tile_subcoord[6][4][3] = {
    02260 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02261 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02262 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02263 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02264 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02265 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02266 };
    02267
    02280 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
    02281 {
    02282   switch (_settings_game.pf.pathfinder_for_trains) {
    02283     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02284     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02285
    02286     default: NOT_REACHED();
    02287   }
    02288 }
    02289
    02295 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02296 {
    02297   PBSTileInfo origin = FollowTrainReservation(v);
    02298
    02299   CFollowTrackRail ft(v);
    02300
    02301   TileIndex tile = origin.tile;
    02302   Trackdir  cur_td = origin.trackdir;
    02303   while (ft.Follow(tile, cur_td)) {
    02304     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02305       /* Possible signal tile. */
    02306       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02307     }
    02308
    02309     if (_settings_game.pf.forbid_90_deg) {
    02310       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02311       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02312     }
    02313
    02314     /* Station, depot or waypoint are a possible target. */
    02315     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02316     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02317       /* Choice found or possible target encountered.
    02318        * On finding a possible target, we need to stop and let the pathfinder handle the
    02319        * remaining path. This is because we don't know if this target is in one of our
    02320        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02321        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02322        * a wrong path not leading to our next destination. */
    02323       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02324
    02325       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02326        * actually starts its search at the first unreserved tile. */
    02327       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02328
    02329       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02330       if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02331       if (enterdir != NULL) *enterdir = ft.m_exitdir;
    02332       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02333     }
    02334
    02335     tile = ft.m_new_tile;
    02336     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02337
    02338     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02339       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02340       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02341       /* Safe position is all good, path valid and okay. */
    02342       return PBSTileInfo(tile, cur_td, true);
    02343     }
    02344
    02345     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02346   }
    02347
    02348   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02349     /* End of line, path valid and okay. */
    02350     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02351   }
    02352
    02353   /* Sorry, can't reserve path, back out. */
    02354   tile = origin.tile;
    02355   cur_td = origin.trackdir;
    02356   TileIndex stopped = ft.m_old_tile;
    02357   Trackdir  stopped_td = ft.m_old_td;
    02358   while (tile != stopped || cur_td != stopped_td) {
    02359     if (!ft.Follow(tile, cur_td)) break;
    02360
    02361     if (_settings_game.pf.forbid_90_deg) {
    02362       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02363       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02364     }
    02365     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02366
    02367     tile = ft.m_new_tile;
    02368     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02369
    02370     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02371   }
    02372
    02373   /* Path invalid. */
    02374   return PBSTileInfo();
    02375 }
    02376
    02387 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02388 {
    02389   switch (_settings_game.pf.pathfinder_for_trains) {
    02390     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02391     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02392
    02393     default: NOT_REACHED();
    02394   }
    02395 }
    02396
    02398 class VehicleOrderSaver {
    02399 private:
    02400   Train          *v;
    02401   Order          old_order;
    02402   TileIndex      old_dest_tile;
    02403   StationID      old_last_station_visited;
    02404   VehicleOrderID index;
    02405   bool           suppress_implicit_orders;
    02406
    02407 public:
    02408   VehicleOrderSaver(Train *_v) :
    02409     v(_v),
    02410     old_order(_v->current_order),
    02411     old_dest_tile(_v->dest_tile),
    02412     old_last_station_visited(_v->last_station_visited),
    02413     index(_v->cur_real_order_index),
    02414     suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
    02415   {
    02416   }
    02417
    02418   ~VehicleOrderSaver()
    02419   {
    02420     this->v->current_order = this->old_order;
    02421     this->v->dest_tile = this->old_dest_tile;
    02422     this->v->last_station_visited = this->old_last_station_visited;
    02423     SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
    02424   }
    02425
    02431   bool SwitchToNextOrder(bool skip_first)
    02432   {
    02433     if (this->v->GetNumOrders() == 0) return false;
    02434
    02435     if (skip_first) ++this->index;
    02436
    02437     int conditional_depth = 0;
    02438
    02439     do {
    02440       /* Wrap around. */
    02441       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02442
    02443       Order *order = this->v->GetOrder(this->index);
    02444       assert(order != NULL);
    02445
    02446       switch (order->GetType()) {
    02447         case OT_GOTO_DEPOT:
    02448           /* Skip service in depot orders when the train doesn't need service. */
    02449           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02450         case OT_GOTO_STATION:
    02451         case OT_GOTO_WAYPOINT:
    02452           this->v->current_order = *order;
    02453           return UpdateOrderDest(this->v, order, 0, true);
    02454         case OT_CONDITIONAL: {
    02455           if (conditional_depth > this->v->GetNumOrders()) return false;
    02456           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02457           if (next != INVALID_VEH_ORDER_ID) {
    02458             conditional_depth++;
    02459             this->index = next;
    02460             /* Don't increment next, so no break here. */
    02461             continue;
    02462           }
    02463           break;
    02464         }
    02465         default:
    02466           break;
    02467       }
    02468       /* Don't increment inside the while because otherwise conditional
    02469        * orders can lead to an infinite loop. */
    02470       ++this->index;
    02471     } while (this->index != this->v->cur_real_order_index);
    02472
    02473     return false;
    02474   }
    02475 };
    02476
    02477 /* choose a track */
    02478 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02479 {
    02480   Track best_track = INVALID_TRACK;
    02481   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02482   bool changed_signal = false;
    02483
    02484   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02485
    02486   if (got_reservation != NULL) *got_reservation = false;
    02487
    02488   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02489   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02490   /* Do we have a suitable reserved track? */
    02491   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02492
    02493   /* Quick return in case only one possible track is available */
    02494   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02495     Track track = FindFirstTrack(tracks);
    02496     /* We need to check for signals only here, as a junction tile can't have signals. */
    02497     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02498       do_track_reservation = true;
    02499       changed_signal = true;
    02500       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02501     } else if (!do_track_reservation) {
    02502       return track;
    02503     }
    02504     best_track = track;
    02505   }
    02506
    02507   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02508   DiagDirection dest_enterdir = enterdir;
    02509   if (do_track_reservation) {
    02510     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02511     if (res_dest.tile == INVALID_TILE) {
    02512       /* Reservation failed? */
    02513       if (mark_stuck) MarkTrainAsStuck(v);
    02514       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02515       return FindFirstTrack(tracks);
    02516     }
    02517     if (res_dest.okay) {
    02518       /* Got a valid reservation that ends at a safe target, quick exit. */
    02519       if (got_reservation != NULL) *got_reservation = true;
    02520       if (changed_signal) MarkTileDirtyByTile(tile);
    02521       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02522       return best_track;
    02523     }
    02524
    02525     /* Check if the train needs service here, so it has a chance to always find a depot.
    02526      * Also check if the current order is a service order so we don't reserve a path to
    02527      * the destination but instead to the next one if service isn't needed. */
    02528     CheckIfTrainNeedsService(v);
    02529     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02530   }
    02531
    02532   /* Save the current train order. The destructor will restore the old order on function exit. */
    02533   VehicleOrderSaver orders(v);
    02534
    02535   /* If the current tile is the destination of the current order and
    02536    * a reservation was requested, advance to the next order.
    02537    * Don't advance on a depot order as depots are always safe end points
    02538    * for a path and no look-ahead is necessary. This also avoids a
    02539    * problem with depot orders not part of the order list when the
    02540    * order list itself is empty. */
    02541   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02542     orders.SwitchToNextOrder(false);
    02543   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02544       v->current_order.IsType(OT_GOTO_STATION) ?
    02545       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02546       v->tile == v->dest_tile))) {
    02547     orders.SwitchToNextOrder(true);
    02548   }
    02549
    02550   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02551     /* Pathfinders are able to tell that route was only 'guessed'. */
    02552     bool      path_found = true;
    02553     TileIndex new_tile = res_dest.tile;
    02554
    02555     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
    02556     if (new_tile == tile) best_track = next_track;
    02557     v->HandlePathfindingResult(path_found);
    02558   }
    02559
    02560   /* No track reservation requested -> finished. */
    02561   if (!do_track_reservation) return best_track;
    02562
    02563   /* A path was found, but could not be reserved. */
    02564   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02565     if (mark_stuck) MarkTrainAsStuck(v);
    02566     FreeTrainTrackReservation(v);
    02567     return best_track;
    02568   }
    02569
    02570   /* No possible reservation target found, we are probably lost. */
    02571   if (res_dest.tile == INVALID_TILE) {
    02572     /* Try to find any safe destination. */
    02573     PBSTileInfo origin = FollowTrainReservation(v);
    02574     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02575       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02576       best_track = FindFirstTrack(res);
    02577       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02578       if (got_reservation != NULL) *got_reservation = true;
    02579       if (changed_signal) MarkTileDirtyByTile(tile);
    02580     } else {
    02581       FreeTrainTrackReservation(v);
    02582       if (mark_stuck) MarkTrainAsStuck(v);
    02583     }
    02584     return best_track;
    02585   }
    02586
    02587   if (got_reservation != NULL) *got_reservation = true;
    02588
    02589   /* Reservation target found and free, check if it is safe. */
    02590   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02591     /* Extend reservation until we have found a safe position. */
    02592     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02593     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02594     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02595     if (_settings_game.pf.forbid_90_deg) {
    02596       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02597     }
    02598
    02599     /* Get next order with destination. */
    02600     if (orders.SwitchToNextOrder(true)) {
    02601       PBSTileInfo cur_dest;
    02602       bool path_found;
    02603       DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
    02604       if (cur_dest.tile != INVALID_TILE) {
    02605         res_dest = cur_dest;
    02606         if (res_dest.okay) continue;
    02607         /* Path found, but could not be reserved. */
    02608         FreeTrainTrackReservation(v);
    02609         if (mark_stuck) MarkTrainAsStuck(v);
    02610         if (got_reservation != NULL) *got_reservation = false;
    02611         changed_signal = false;
    02612         break;
    02613       }
    02614     }
    02615     /* No order or no safe position found, try any position. */
    02616     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02617       FreeTrainTrackReservation(v);
    02618       if (mark_stuck) MarkTrainAsStuck(v);
    02619       if (got_reservation != NULL) *got_reservation = false;
    02620       changed_signal = false;
    02621     }
    02622     break;
    02623   }
    02624
    02625   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02626
    02627   if (changed_signal) MarkTileDirtyByTile(tile);
    02628
    02629   return best_track;
    02630 }
    02631
    02640 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02641 {
    02642   assert(v->IsFrontEngine());
    02643
    02644   /* We have to handle depots specially as the track follower won't look
    02645    * at the depot tile itself but starts from the next tile. If we are still
    02646    * inside the depot, a depot reservation can never be ours. */
    02647   if (v->track == TRACK_BIT_DEPOT) {
    02648     if (HasDepotReservation(v->tile)) {
    02649       if (mark_as_stuck) MarkTrainAsStuck(v);
    02650       return false;
    02651     } else {
    02652       /* Depot not reserved, but the next tile might be. */
    02653       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02654       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02655     }
    02656   }
    02657
    02658   Vehicle *other_train = NULL;
    02659   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02660   /* The path we are driving on is already blocked by some other train.
    02661    * This can only happen in certain situations when mixing path and
    02662    * block signals or when changing tracks and/or signals.
    02663    * Exit here as doing any further reservations will probably just
    02664    * make matters worse. */
    02665   if (other_train != NULL && other_train->index != v->index) {
    02666     if (mark_as_stuck) MarkTrainAsStuck(v);
    02667     return false;
    02668   }
    02669   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02670   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02671     /* Can't be stuck then. */
    02672     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02673     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02674     return true;
    02675   }
    02676
    02677   /* If we are in a depot, tentatively reserve the depot. */
    02678   if (v->track == TRACK_BIT_DEPOT) {
    02679     SetDepotReservation(v->tile, true);
    02680     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02681   }
    02682
    02683   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02684   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02685   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02686
    02687   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02688
    02689   bool res_made = false;
    02690   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02691
    02692   if (!res_made) {
    02693     /* Free the depot reservation as well. */
    02694     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02695     return false;
    02696   }
    02697
    02698   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02699     v->wait_counter = 0;
    02700     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02701   }
    02702   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02703   return true;
    02704 }
    02705
    02706
    02707 static bool CheckReverseTrain(const Train *v)
    02708 {
    02709   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02710       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02711       !(v->direction & 1)) {
    02712     return false;
    02713   }
    02714
    02715   assert(v->track != TRACK_BIT_NONE);
    02716
    02717   switch (_settings_game.pf.pathfinder_for_trains) {
    02718     case VPF_NPF: return NPFTrainCheckReverse(v);
    02719     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02720
    02721     default: NOT_REACHED();
    02722   }
    02723 }
    02724
    02730 TileIndex Train::GetOrderStationLocation(StationID station)
    02731 {
    02732   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02733
    02734   const Station *st = Station::Get(station);
    02735   if (!(st->facilities & FACIL_TRAIN)) {
    02736     /* The destination station has no trainstation tiles. */
    02737     this->IncrementRealOrderIndex();
    02738     return 0;
    02739   }
    02740
    02741   return st->xy;
    02742 }
    02743
    02745 void Train::MarkDirty()
    02746 {
    02747   Train *v = this;
    02748   do {
    02749     v->UpdateViewport(false, false);
    02750   } while ((v = v->Next()) != NULL);
    02751
    02752   /* need to update acceleration and cached values since the goods on the train changed. */
    02753   this->CargoChanged();
    02754   this->UpdateAcceleration();
    02755 }
    02756
    02764 int Train::UpdateSpeed()
    02765 {
    02766   switch (_settings_game.vehicle.train_acceleration_model) {
    02767     default: NOT_REACHED();
    02768     case AM_ORIGINAL:
    02769       return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->gcache.cached_max_track_speed);
    02770
    02771     case AM_REALISTIC:
    02772       return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
    02773   }
    02774 }
    02775
    02781 static void TrainEnterStation(Train *v, StationID station)
    02782 {
    02783   v->last_station_visited = station;
    02784
    02785   /* check if a train ever visited this station before */
    02786   Station *st = Station::Get(station);
    02787   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    02788     st->had_vehicle_of_type |= HVOT_TRAIN;
    02789     SetDParam(0, st->index);
    02790     AddVehicleNewsItem(
    02791       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    02792       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
    02793       v->index,
    02794       st->index
    02795     );
    02796     AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
    02797     Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
    02798   }
    02799
    02800   v->force_proceed = TFP_NONE;
    02801   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02802
    02803   v->BeginLoading();
    02804
    02805   TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
    02806 }
    02807
    02808 /* Check if the vehicle is compatible with the specified tile */
    02809 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    02810 {
    02811   return IsTileOwner(tile, v->owner) &&
    02812       (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
    02813 }
    02814
    02816 struct RailtypeSlowdownParams {
    02817   byte small_turn;
    02818   byte large_turn;
    02819   byte z_up;
    02820   byte z_down;
    02821 };
    02822
    02824 static const RailtypeSlowdownParams _railtype_slowdown[] = {
    02825   /* normal accel */
    02826   {256 / 4, 256 / 2, 256 / 4, 2},
    02827   {256 / 4, 256 / 2, 256 / 4, 2},
    02828   {256 / 4, 256 / 2, 256 / 4, 2},
    02829   {0,       256 / 2, 256 / 4, 2},
    02830 };
    02831
    02837 static inline void AffectSpeedByZChange(Train *v, int old_z)
    02838 {
    02839   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
    02840
    02841   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    02842
    02843   if (old_z < v->z_pos) {
    02844     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
    02845   } else {
    02846     uint16 spd = v->cur_speed + rsp->z_down;
    02847     if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
    02848   }
    02849 }
    02850
    02851 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    02852 {
    02853   if (IsTileType(tile, MP_RAILWAY) &&
    02854       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    02855     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    02856     Trackdir trackdir = FindFirstTrackdir(tracks);
    02857     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    02858       /* A PBS block with a non-PBS signal facing us? */
    02859       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    02860     }
    02861   }
    02862   return false;
    02863 }
    02864
    02866 void Train::ReserveTrackUnderConsist() const
    02867 {
    02868   for (const Train *u = this; u != NULL; u = u->Next()) {
    02869     switch (u->track) {
    02870       case TRACK_BIT_WORMHOLE:
    02871         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    02872         break;
    02873       case TRACK_BIT_DEPOT:
    02874         break;
    02875       default:
    02876         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    02877         break;
    02878     }
    02879   }
    02880 }
    02881
    02888 uint Train::Crash(bool flooded)
    02889 {
    02890   uint pass = 0;
    02891   if (this->IsFrontEngine()) {
    02892     pass += 2; // driver
    02893
    02894     /* Remove the reserved path in front of the train if it is not stuck.
    02895      * Also clear all reserved tracks the train is currently on. */
    02896     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    02897     for (const Train *v = this; v != NULL; v = v->Next()) {
    02898       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    02899       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    02900         /* ClearPathReservation will not free the wormhole exit
    02901          * if the train has just entered the wormhole. */
    02902         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    02903       }
    02904     }
    02905
    02906     /* we may need to update crossing we were approaching,
    02907      * but must be updated after the train has been marked crashed */
    02908     TileIndex crossing = TrainApproachingCrossingTile(this);
    02909     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    02910
    02911     /* Remove the loading indicators (if any) */
    02912     HideFillingPercent(&this->fill_percent_te_id);
    02913   }
    02914
    02915   pass += this->GroundVehicleBase::Crash(flooded);
    02916
    02917   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    02918   return pass;
    02919 }
    02920
    02927 static uint TrainCrashed(Train *v)
    02928 {
    02929   uint num = 0;
    02930
    02931   /* do not crash train twice */
    02932   if (!(v->vehstatus & VS_CRASHED)) {
    02933     num = v->Crash();
    02934     AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02935     Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02936   }
    02937
    02938   /* Try to re-reserve track under already crashed train too.
    02939    * Crash() clears the reservation! */
    02940   v->ReserveTrackUnderConsist();
    02941
    02942   return num;
    02943 }
    02944
    02946 struct TrainCollideChecker {
    02947   Train *v;
    02948   uint num;
    02949 };
    02950
    02957 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    02958 {
    02959   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    02960
    02961   /* not a train or in depot */
    02962   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    02963
    02964   /* do not crash into trains of another company. */
    02965   if (v->owner != tcc->v->owner) return NULL;
    02966
    02967   /* get first vehicle now to make most usual checks faster */
    02968   Train *coll = Train::From(v)->First();
    02969
    02970   /* can't collide with own wagons */
    02971   if (coll == tcc->v) return NULL;
    02972
    02973   int x_diff = v->x_pos - tcc->v->x_pos;
    02974   int y_diff = v->y_pos - tcc->v->y_pos;
    02975
    02976   /* Do fast calculation to check whether trains are not in close vicinity
    02977    * and quickly reject trains distant enough for any collision.
    02978    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    02979    * Differences are then ORed and then we check for any higher bits */
    02980   uint hash = (y_diff + 7) | (x_diff + 7);
    02981   if (hash & ~15) return NULL;
    02982
    02983   /* Slower check using multiplication */
    02984   int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
    02985   if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return NULL;
    02986
    02987   /* Happens when there is a train under bridge next to bridge head */
    02988   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    02989
    02990   /* crash both trains */
    02991   tcc->num += TrainCrashed(tcc->v);
    02992   tcc->num += TrainCrashed(coll);
    02993
    02994   return NULL; // continue searching
    02995 }
    02996
    03004 static bool CheckTrainCollision(Train *v)
    03005 {
    03006   /* can't collide in depot */
    03007   if (v->track == TRACK_BIT_DEPOT) return false;
    03008
    03009   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    03010
    03011   TrainCollideChecker tcc;
    03012   tcc.v = v;
    03013   tcc.num = 0;
    03014
    03015   /* find colliding vehicles */
    03016   if (v->track == TRACK_BIT_WORMHOLE) {
    03017     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    03018     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    03019   } else {
    03020     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    03021   }
    03022
    03023   /* any dead -> no crash */
    03024   if (tcc.num == 0) return false;
    03025
    03026   SetDParam(0, tcc.num);
    03027   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
    03028     NS_ACCIDENT,
    03029     v->index
    03030   );
    03031
    03032   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    03033   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    03034   return true;
    03035 }
    03036
    03037 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    03038 {
    03039   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    03040
    03041   Train *t = Train::From(v);
    03042   DiagDirection exitdir = *(DiagDirection *)data;
    03043
    03044   /* not front engine of a train, inside wormhole or depot, crashed */
    03045   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    03046
    03047   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    03048
    03049   return t;
    03050 }
    03051
    03059 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
    03060 {
    03061   Train *first = v->First();
    03062   Train *prev;
    03063   bool direction_changed = false; // has direction of any part changed?
    03064
    03065   /* For every vehicle after and including the given vehicle */
    03066   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    03067     DiagDirection enterdir = DIAGDIR_BEGIN;
    03068     bool update_signals_crossing = false; // will we update signals or crossing state?
    03069
    03070     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    03071     if (v->track != TRACK_BIT_WORMHOLE) {
    03072       /* Not inside tunnel */
    03073       if (gp.old_tile == gp.new_tile) {
    03074         /* Staying in the old tile */
    03075         if (v->track == TRACK_BIT_DEPOT) {
    03076           /* Inside depot */
    03077           gp.x = v->x_pos;
    03078           gp.y = v->y_pos;
    03079         } else {
    03080           /* Not inside depot */
    03081
    03082           /* Reverse when we are at the end of the track already, do not move to the new position */
    03083           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
    03084
    03085           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03086           if (HasBit(r, VETS_CANNOT_ENTER)) {
    03087             goto invalid_rail;
    03088           }
    03089           if (HasBit(r, VETS_ENTERED_STATION)) {
    03090             /* The new position is the end of the platform */
    03091             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03092           }
    03093         }
    03094       } else {
    03095         /* A new tile is about to be entered. */
    03096
    03097         /* Determine what direction we're entering the new tile from */
    03098         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    03099         assert(IsValidDiagDirection(enterdir));
    03100
    03101         /* Get the status of the tracks in the new tile and mask
    03102          * away the bits that aren't reachable. */
    03103         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    03104         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    03105
    03106         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03107         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    03108
    03109         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03110         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    03111           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    03112            * can be switched on halfway a turn */
    03113           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03114         }
    03115
    03116         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    03117
    03118         /* Check if the new tile constrains tracks that are compatible
    03119          * with the current train, if not, bail out. */
    03120         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    03121
    03122         TrackBits chosen_track;
    03123         if (prev == NULL) {
    03124           /* Currently the locomotive is active. Determine which one of the
    03125            * available tracks to choose */
    03126           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    03127           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    03128
    03129           if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    03130             /* For each signal we find decrease the counter by one.
    03131              * We start at two, so the first signal we pass decreases
    03132              * this to one, then if we reach the next signal it is
    03133              * decreased to zero and we won't pass that new signal. */
    03134             Trackdir dir = FindFirstTrackdir(trackdirbits);
    03135             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
    03136                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
    03137               /* However, we do not want to be stopped by PBS signals
    03138                * entered via the back. */
    03139               v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
    03140               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03141             }
    03142           }
    03143
    03144           /* Check if it's a red signal and that force proceed is not clicked. */
    03145           if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
    03146             /* In front of a red signal */
    03147             Trackdir i = FindFirstTrackdir(trackdirbits);
    03148
    03149             /* Don't handle stuck trains here. */
    03150             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
    03151
    03152             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03153               v->cur_speed = 0;
    03154               v->subspeed = 0;
    03155               v->progress = 255 - 100;
    03156               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return false;
    03157             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03158               v->cur_speed = 0;
    03159               v->subspeed = 0;
    03160               v->progress = 255 - 10;
    03161               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03162                 DiagDirection exitdir = TrackdirToExitdir(i);
    03163                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03164
    03165                 exitdir = ReverseDiagDir(exitdir);
    03166
    03167                 /* check if a train is waiting on the other side */
    03168                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
    03169               }
    03170             }
    03171
    03172             /* If we would reverse but are currently in a PBS block and
    03173              * reversing of stuck trains is disabled, don't reverse.
    03174              * This does not apply if the reason for reversing is a one-way
    03175              * signal blocking us, because a train would then be stuck forever. */
    03176             if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
    03177                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03178               v->wait_counter = 0;
    03179               return false;
    03180             }
    03181             goto reverse_train_direction;
    03182           } else {
    03183             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
    03184           }
    03185         } else {
    03186           /* The wagon is active, simply follow the prev vehicle. */
    03187           if (prev->tile == gp.new_tile) {
    03188             /* Choose the same track as prev */
    03189             if (prev->track == TRACK_BIT_WORMHOLE) {
    03190               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03191                * However, just choose the track into the wormhole. */
    03192               assert(IsTunnel(prev->tile));
    03193               chosen_track = bits;
    03194             } else {
    03195               chosen_track = prev->track;
    03196             }
    03197           } else {
    03198             /* Choose the track that leads to the tile where prev is.
    03199              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03200              * I.e. when the tile between them has only space for a single vehicle like
    03201              *  1) horizontal/vertical track tiles and
    03202              *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
    03203              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
    03204              */
    03205             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03206               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03207               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03208               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03209               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03210             };
    03211             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03212             assert(IsValidDiagDirection(exitdir));
    03213             chosen_track = _connecting_track[enterdir][exitdir];
    03214           }
    03215           chosen_track &= bits;
    03216         }
    03217
    03218         /* Make sure chosen track is a valid track */
    03219         assert(
    03220             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03221             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03222             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03223
    03224         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03225         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03226         gp.x = (gp.x & ~0xF) | b[0];
    03227         gp.y = (gp.y & ~0xF) | b[1];
    03228         Direction chosen_dir = (Direction)b[2];
    03229
    03230         /* Call the landscape function and tell it that the vehicle entered the tile */
    03231         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03232         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03233           goto invalid_rail;
    03234         }
    03235
    03236         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03237           Track track = FindFirstTrack(chosen_track);
    03238           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03239           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03240             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03241             MarkTileDirtyByTile(gp.new_tile);
    03242           }
    03243
    03244           /* Clear any track reservation when the last vehicle leaves the tile */
    03245           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03246
    03247           v->tile = gp.new_tile;
    03248
    03249           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03250             v->First()->RailtypeChanged();
    03251           }
    03252
    03253           v->track = chosen_track;
    03254           assert(v->track);
    03255         }
    03256
    03257         /* We need to update signal status, but after the vehicle position hash
    03258          * has been updated by UpdateInclination() */
    03259         update_signals_crossing = true;
    03260
    03261         if (chosen_dir != v->direction) {
    03262           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
    03263             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    03264             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03265             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
    03266           }
    03267           direction_changed = true;
    03268           v->direction = chosen_dir;
    03269         }
    03270
    03271         if (v->IsFrontEngine()) {
    03272           v->wait_counter = 0;
    03273
    03274           /* If we are approaching a crossing that is reserved, play the sound now. */
    03275           TileIndex crossing = TrainApproachingCrossingTile(v);
    03276           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03277
    03278           /* Always try to extend the reservation when entering a tile. */
    03279           CheckNextTrainTile(v);
    03280         }
    03281
    03282         if (HasBit(r, VETS_ENTERED_STATION)) {
    03283           /* The new position is the location where we want to stop */
    03284           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03285         }
    03286       }
    03287     } else {
    03288       /* In a tunnel or on a bridge
    03289        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
    03290        * - for bridges, only the middle part - without the bridge heads */
    03291       if (!(v->vehstatus & VS_HIDDEN)) {
    03292         Train *first = v->First();
    03293         first->cur_speed = min(first->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
    03294       }
    03295
    03296       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03297         /* Perform look-ahead on tunnel exit. */
    03298         if (v->IsFrontEngine()) {
    03299           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03300           CheckNextTrainTile(v);
    03301         }
    03302         /* Prevent v->UpdateInclination() being called with wrong parameters.
    03303          * This could happen if the train was reversed inside the tunnel/bridge. */
    03304         if (gp.old_tile == gp.new_tile) {
    03305           gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
    03306         }
    03307       } else {
    03308         v->x_pos = gp.x;
    03309         v->y_pos = gp.y;
    03310         VehicleUpdatePosition(v);
    03311         if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true);
    03312         continue;
    03313       }
    03314     }
    03315
    03316     /* update image of train, as well as delta XY */
    03317     v->UpdateDeltaXY(v->direction);
    03318
    03319     v->x_pos = gp.x;
    03320     v->y_pos = gp.y;
    03321     VehicleUpdatePosition(v);
    03322
    03323     /* update the Z position of the vehicle */
    03324     int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
    03325
    03326     if (prev == NULL) {
    03327       /* This is the first vehicle in the train */
    03328       AffectSpeedByZChange(v, old_z);
    03329     }
    03330
    03331     if (update_signals_crossing) {
    03332       if (v->IsFrontEngine()) {
    03333         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03334           /* We are entering a block with PBS signals right now, but
    03335            * not through a PBS signal. This means we don't have a
    03336            * reservation right now. As a conventional signal will only
    03337            * ever be green if no other train is in the block, getting
    03338            * a path should always be possible. If the player built
    03339            * such a strange network that it is not possible, the train
    03340            * will be marked as stuck and the player has to deal with
    03341            * the problem. */
    03342           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03343               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03344               !TryPathReserve(v)) {
    03345             MarkTrainAsStuck(v);
    03346           }
    03347         }
    03348       }
    03349
    03350       /* Signals can only change when the first
    03351        * (above) or the last vehicle moves. */
    03352       if (v->Next() == NULL) {
    03353         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03354         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03355       }
    03356     }
    03357
    03358     /* Do not check on every tick to save some computing time. */
    03359     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03360   }
    03361
    03362   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
    03363
    03364   return true;
    03365
    03366 invalid_rail:
    03367   /* We've reached end of line?? */
    03368   if (prev != NULL) error("Disconnecting train");
    03369
    03370 reverse_train_direction:
    03371   if (reverse) {
    03372     v->wait_counter = 0;
    03373     v->cur_speed = 0;
    03374     v->subspeed = 0;
    03375     ReverseTrainDirection(v);
    03376   }
    03377
    03378   return false;
    03379 }
    03380
    03387 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03388 {
    03389   TrackBits *trackbits = (TrackBits *)data;
    03390
    03391   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03392     TrackBits train_tbits = Train::From(v)->track;
    03393     if (train_tbits == TRACK_BIT_WORMHOLE) {
    03394       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03395       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03396     } else if (train_tbits != TRACK_BIT_DEPOT) {
    03397       *trackbits |= train_tbits;
    03398     }
    03399   }
    03400
    03401   return NULL;
    03402 }
    03403
    03411 static void DeleteLastWagon(Train *v)
    03412 {
    03413   Train *first = v->First();
    03414
    03415   /* Go to the last wagon and delete the link pointing there
    03416    * *u is then the one-before-last wagon, and *v the last
    03417    * one which will physically be removed */
    03418   Train *u = v;
    03419   for (; v->Next() != NULL; v = v->Next()) u = v;
    03420   u->SetNext(NULL);
    03421
    03422   if (first != v) {
    03423     /* Recalculate cached train properties */
    03424     first->ConsistChanged(false);
    03425     /* Update the depot window if the first vehicle is in depot -
    03426      * if v == first, then it is updated in PreDestructor() */
    03427     if (first->track == TRACK_BIT_DEPOT) {
    03428       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03429     }
    03430   }
    03431
    03432   /* 'v' shouldn't be accessed after it has been deleted */
    03433   TrackBits trackbits = v->track;
    03434   TileIndex tile = v->tile;
    03435   Owner owner = v->owner;
    03436
    03437   delete v;
    03438   v = NULL; // make sure nobody will try to read 'v' anymore
    03439
    03440   if (trackbits == TRACK_BIT_WORMHOLE) {
    03441     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03442     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03443   }
    03444
    03445   Track track = TrackBitsToTrack(trackbits);
    03446   if (HasReservedTracks(tile, trackbits)) {
    03447     UnreserveRailTrack(tile, track);
    03448
    03449     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03450     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03451     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03452
    03453     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03454     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03455     Track t;
    03456     FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
    03457   }
    03458
    03459   /* check if the wagon was on a road/rail-crossing */
    03460   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03461
    03462   /* Update signals */
    03463   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03464     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03465   } else {
    03466     SetSignalsOnBothDir(tile, track, owner);
    03467   }
    03468 }
    03469
    03474 static void ChangeTrainDirRandomly(Train *v)
    03475 {
    03476   static const DirDiff delta[] = {
    03477     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03478   };
    03479
    03480   do {
    03481     /* We don't need to twist around vehicles if they're not visible */
    03482     if (!(v->vehstatus & VS_HIDDEN)) {
    03483       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03484       v->UpdateDeltaXY(v->direction);
    03485       v->cur_image = v->GetImage(v->direction, EIT_ON_MAP);
    03486       /* Refrain from updating the z position of the vehicle when on
    03487        * a bridge, because UpdateInclination() will put the vehicle under
    03488        * the bridge in that case */
    03489       if (v->track != TRACK_BIT_WORMHOLE) {
    03490         VehicleUpdatePosition(v);
    03491         v->UpdateInclination(false, false);
    03492       }
    03493     }
    03494   } while ((v = v->Next()) != NULL);
    03495 }
    03496
    03502 static bool HandleCrashedTrain(Train *v)
    03503 {
    03504   int state = ++v->crash_anim_pos;
    03505
    03506   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03507     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03508   }
    03509
    03510   uint32 r;
    03511   if (state <= 200 && Chance16R(1, 7, r)) {
    03512     int index = (r * 10 >> 16);
    03513
    03514     Vehicle *u = v;
    03515     do {
    03516       if (--index < 0) {
    03517         r = Random();
    03518
    03519         CreateEffectVehicleRel(u,
    03520           GB(r,  8, 3) + 2,
    03521           GB(r, 16, 3) + 2,
    03522           GB(r,  0, 3) + 5,
    03523           EV_EXPLOSION_SMALL);
    03524         break;
    03525       }
    03526     } while ((u = u->Next()) != NULL);
    03527   }
    03528
    03529   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03530
    03531   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03532     bool ret = v->Next() != NULL;
    03533     DeleteLastWagon(v);
    03534     return ret;
    03535   }
    03536
    03537   return true;
    03538 }
    03539
    03541 static const uint16 _breakdown_speeds[16] = {
    03542   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03543 };
    03544
    03545
    03554 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
    03555 {
    03556   /* Calc position within the current tile */
    03557   uint x = v->x_pos & 0xF;
    03558   uint y = v->y_pos & 0xF;
    03559
    03560   /* for diagonal directions, 'x' will be 0..15 -
    03561    * for other directions, it will be 1, 3, 5, ..., 15 */
    03562   switch (v->direction) {
    03563     case DIR_N : x = ~x + ~y + 25; break;
    03564     case DIR_NW: x = y;            // FALL THROUGH
    03565     case DIR_NE: x = ~x + 16;      break;
    03566     case DIR_E : x = ~x + y + 9;   break;
    03567     case DIR_SE: x = y;            break;
    03568     case DIR_S : x = x + y - 7;    break;
    03569     case DIR_W : x = ~y + x + 9;   break;
    03570     default: break;
    03571   }
    03572
    03573   /* Do not reverse when approaching red signal. Make sure the vehicle's front
    03574    * does not cross the tile boundary when we do reverse, but as the vehicle's
    03575    * location is based on their center, use half a vehicle's length as offset.
    03576    * Multiply the half-length by two for straight directions to compensate that
    03577    * we only get odd x offsets there. */
    03578   if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
    03579     /* we are too near the tile end, reverse now */
    03580     v->cur_speed = 0;
    03581     if (reverse) ReverseTrainDirection(v);
    03582     return false;
    03583   }
    03584
    03585   /* slow down */
    03586   v->vehstatus |= VS_TRAIN_SLOWING;
    03587   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03588   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03589
    03590   return true;
    03591 }
    03592
    03593
    03599 static bool TrainCanLeaveTile(const Train *v)
    03600 {
    03601   /* Exit if inside a tunnel/bridge or a depot */
    03602   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03603
    03604   TileIndex tile = v->tile;
    03605
    03606   /* entering a tunnel/bridge? */
    03607   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03608     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03609     if (DiagDirToDir(dir) == v->direction) return false;
    03610   }
    03611
    03612   /* entering a depot? */
    03613   if (IsRailDepotTile(tile)) {
    03614     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03615     if (DiagDirToDir(dir) == v->direction) return false;
    03616   }
    03617
    03618   return true;
    03619 }
    03620
    03621
    03629 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03630 {
    03631   assert(v->IsFrontEngine());
    03632   assert(!(v->vehstatus & VS_CRASHED));
    03633
    03634   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03635
    03636   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03637   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03638
    03639   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03640   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03641       !CheckCompatibleRail(v, tile)) {
    03642     return INVALID_TILE;
    03643   }
    03644
    03645   return tile;
    03646 }
    03647
    03648
    03656 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
    03657 {
    03658   /* First, handle broken down train */
    03659
    03660   int t = v->breakdown_ctr;
    03661   if (t > 1) {
    03662     v->vehstatus |= VS_TRAIN_SLOWING;
    03663
    03664     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    03665     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03666   } else {
    03667     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03668   }
    03669
    03670   if (!TrainCanLeaveTile(v)) return true;
    03671
    03672   /* Determine the non-diagonal direction in which we will exit this tile */
    03673   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03674   /* Calculate next tile */
    03675   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03676
    03677   /* Determine the track status on the next tile */
    03678   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03679   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03680
    03681   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03682   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03683
    03684   /* We are sure the train is not entering a depot, it is detected above */
    03685
    03686   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03687   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03688   if (_settings_game.pf.forbid_90_deg) {
    03689     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03690   }
    03691
    03692   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03693   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03694     return TrainApproachingLineEnd(v, false, reverse);
    03695   }
    03696
    03697   /* approaching red signal */
    03698   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
    03699
    03700   /* approaching a rail/road crossing? then make it red */
    03701   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03702
    03703   return true;
    03704 }
    03705
    03706
    03707 static bool TrainLocoHandler(Train *v, bool mode)
    03708 {
    03709   /* train has crashed? */
    03710   if (v->vehstatus & VS_CRASHED) {
    03711     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03712   }
    03713
    03714   if (v->force_proceed != TFP_NONE) {
    03715     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03716     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03717   }
    03718
    03719   /* train is broken down? */
    03720   if (v->HandleBreakdown()) return true;
    03721
    03722   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03723     ReverseTrainDirection(v);
    03724   }
    03725
    03726   /* exit if train is stopped */
    03727   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03728
    03729   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03730   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03731     v->wait_counter = 0;
    03732     v->cur_speed = 0;
    03733     v->subspeed = 0;
    03734     ClrBit(v->flags, VRF_LEAVING_STATION);
    03735     ReverseTrainDirection(v);
    03736     return true;
    03737   } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
    03738     /* Try to reserve a path when leaving the station as we
    03739      * might not be marked as wanting a reservation, e.g.
    03740      * when an overlength train gets turned around in a station. */
    03741     DiagDirection dir = TrainExitDir(v->direction, v->track);
    03742     if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    03743
    03744     if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    03745       TryPathReserve(v, true, true);
    03746     }
    03747     ClrBit(v->flags, VRF_LEAVING_STATION);
    03748   }
    03749
    03750   v->HandleLoading(mode);
    03751
    03752   if (v->current_order.IsType(OT_LOADING)) return true;
    03753
    03754   if (CheckTrainStayInDepot(v)) return true;
    03755
    03756   if (!mode) v->ShowVisualEffect();
    03757
    03758   /* We had no order but have an order now, do look ahead. */
    03759   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    03760     CheckNextTrainTile(v);
    03761   }
    03762
    03763   /* Handle stuck trains. */
    03764   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    03765     ++v->wait_counter;
    03766
    03767     /* Should we try reversing this tick if still stuck? */
    03768     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
    03769
    03770     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
    03771     if (!TryPathReserve(v)) {
    03772       /* Still stuck. */
    03773       if (turn_around) ReverseTrainDirection(v);
    03774
    03775       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    03776         /* Show message to player. */
    03777         if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
    03778           SetDParam(0, v->index);
    03779           AddVehicleNewsItem(
    03780             STR_NEWS_TRAIN_IS_STUCK,
    03781             NS_ADVICE,
    03782             v->index
    03783           );
    03784         }
    03785         v->wait_counter = 0;
    03786       }
    03787       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    03788       if (v->force_proceed == TFP_NONE) return true;
    03789       ClrBit(v->flags, VRF_TRAIN_STUCK);
    03790       v->wait_counter = 0;
    03791       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03792     }
    03793   }
    03794
    03795   if (v->current_order.IsType(OT_LEAVESTATION)) {
    03796     v->current_order.Free();
    03797     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03798     return true;
    03799   }
    03800
    03801   int j = v->UpdateSpeed();
    03802
    03803   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    03804   if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    03805     /* If we manually stopped, we're not force-proceeding anymore. */
    03806     v->force_proceed = TFP_NONE;
    03807     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03808   }
    03809
    03810   int adv_spd = v->GetAdvanceDistance();
    03811   if (j < adv_spd) {
    03812     /* if the vehicle has speed 0, update the last_speed field. */
    03813     if (v->cur_speed == 0) v->SetLastSpeed();
    03814   } else {
    03815     TrainCheckIfLineEnds(v);
    03816     /* Loop until the train has finished moving. */
    03817     for (;;) {
    03818       j -= adv_spd;
    03819       TrainController(v, NULL);
    03820       /* Don't continue to move if the train crashed. */
    03821       if (CheckTrainCollision(v)) break;
    03822       /* Determine distance to next map position */
    03823       adv_spd = v->GetAdvanceDistance();
    03824
    03825       /* No more moving this tick */
    03826       if (j < adv_spd || v->cur_speed == 0) break;
    03827
    03828       OrderType order_type = v->current_order.GetType();
    03829       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    03830       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    03831             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    03832             IsTileType(v->tile, MP_STATION) &&
    03833             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    03834         ProcessOrders(v);
    03835       }
    03836     }
    03837     v->SetLastSpeed();
    03838   }
    03839
    03840   for (Train *u = v; u != NULL; u = u->Next()) {
    03841     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    03842
    03843     u->UpdateViewport(false, false);
    03844   }
    03845
    03846   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    03847
    03848   return true;
    03849 }
    03850
    03855 Money Train::GetRunningCost() const
    03856 {
    03857   Money cost = 0;
    03858   const Train *v = this;
    03859
    03860   do {
    03861     const Engine *e = v->GetEngine();
    03862     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    03863
    03864     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    03865     if (cost_factor == 0) continue;
    03866
    03867     /* Halve running cost for multiheaded parts */
    03868     if (v->IsMultiheaded()) cost_factor /= 2;
    03869
    03870     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
    03871   } while ((v = v->GetNextVehicle()) != NULL);
    03872
    03873   return cost;
    03874 }
    03875
    03880 bool Train::Tick()
    03881 {
    03882   this->tick_counter++;
    03883
    03884   if (this->IsFrontEngine()) {
    03885     if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
    03886
    03887     this->current_order_time++;
    03888
    03889     if (!TrainLocoHandler(this, false)) return false;
    03890
    03891     return TrainLocoHandler(this, true);
    03892   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    03893     /* Delete flooded standalone wagon chain */
    03894     if (++this->crash_anim_pos >= 4400) {
    03895       delete this;
    03896       return false;
    03897     }
    03898   }
    03899
    03900   return true;
    03901 }
    03902
    03907 static void CheckIfTrainNeedsService(Train *v)
    03908 {
    03909   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    03910   if (v->IsInDepot()) {
    03911     VehicleServiceInDepot(v);
    03912     return;
    03913   }
    03914
    03915   uint max_penalty;
    03916   switch (_settings_game.pf.pathfinder_for_trains) {
    03917     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    03918     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    03919     default: NOT_REACHED();
    03920   }
    03921
    03922   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    03923   /* Only go to the depot if it is not too far out of our way. */
    03924   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    03925     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    03926       /* If we were already heading for a depot but it has
    03927        * suddenly moved farther away, we continue our normal
    03928        * schedule? */
    03929       v->current_order.MakeDummy();
    03930       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03931     }
    03932     return;
    03933   }
    03934
    03935   DepotID depot = GetDepotIndex(tfdd.tile);
    03936
    03937   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    03938       v->current_order.GetDestination() != depot &&
    03939       !Chance16(3, 16)) {
    03940     return;
    03941   }
    03942
    03943   SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
    03944   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    03945   v->dest_tile = tfdd.tile;
    03946   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03947 }
    03948
    03950 void Train::OnNewDay()
    03951 {
    03952   AgeVehicle(this);
    03953
    03954   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    03955
    03956   if (this->IsFrontEngine()) {
    03957     CheckVehicleBreakdown(this);
    03958
    03959     CheckIfTrainNeedsService(this);
    03960
    03961     CheckOrders(this);
    03962
    03963     /* update destination */
    03964     if (this->current_order.IsType(OT_GOTO_STATION)) {
    03965       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    03966       if (tile != INVALID_TILE) this->dest_tile = tile;
    03967     }
    03968
    03969     if (this->running_ticks != 0) {
    03970       /* running costs */
    03971       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    03972
    03973       this->profit_this_year -= cost.GetCost();
    03974       this->running_ticks = 0;
    03975
    03976       SubtractMoneyFromCompanyFract(this->owner, cost);
    03977
    03978       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    03979       SetWindowClassesDirty(WC_TRAINS_LIST);
    03980     }
    03981   }
    03982 }
    03983
    03988 Trackdir Train::GetVehicleTrackdir() const
    03989 {
    03990   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    03991
    03992   if (this->track == TRACK_BIT_DEPOT) {
    03993     /* We'll assume the train is facing outwards */
    03994     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    03995   }
    03996
    03997   if (this->track == TRACK_BIT_WORMHOLE) {
    03998     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    03999     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    04000   }
    04001
    04002   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    04003 }