# train_cmd.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "error.h"
    00014 #include "articulated_vehicles.h"
    00015 #include "command_func.h"
    00016 #include "pathfinder/npf/npf_func.h"
    00017 #include "pathfinder/yapf/yapf.hpp"
    00018 #include "news_func.h"
    00019 #include "company_func.h"
    00020 #include "newgrf_sound.h"
    00021 #include "newgrf_text.h"
    00022 #include "strings_func.h"
    00023 #include "viewport_func.h"
    00024 #include "vehicle_func.h"
    00025 #include "sound_func.h"
    00026 #include "ai/ai.hpp"
    00027 #include "game/game.hpp"
    00028 #include "newgrf_station.h"
    00029 #include "effectvehicle_func.h"
    00030 #include "network/network.h"
    00031 #include "spritecache.h"
    00032 #include "core/random_func.hpp"
    00033 #include "company_base.h"
    00034 #include "newgrf.h"
    00035 #include "order_backup.h"
    00036 #include "zoom_func.h"
    00037
    00038 #include "table/strings.h"
    00039 #include "table/train_cmd.h"
    00040
    00041 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
    00042 static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
    00043 bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
    00044 static TileIndex TrainApproachingCrossingTile(const Train *v);
    00045 static void CheckIfTrainNeedsService(Train *v);
    00046 static void CheckNextTrainTile(Train *v);
    00047
    00048 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
    00049 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
    00050
    00051
    00059 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
    00060 {
    00061   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
    00062
    00063   DiagDirection diagdir = DirToDiagDir(direction);
    00064
    00065   /* Determine the diagonal direction in which we will exit this tile */
    00066   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
    00067     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
    00068   }
    00069
    00070   return diagdir;
    00071 }
    00072
    00073
    00079 byte FreightWagonMult(CargoID cargo)
    00080 {
    00081   if (!CargoSpec::Get(cargo)->is_freight) return 1;
    00082   return _settings_game.vehicle.freight_trains;
    00083 }
    00084
    00086 void CheckTrainsLengths()
    00087 {
    00088   const Train *v;
    00089   bool first = true;
    00090
    00091   FOR_ALL_TRAINS(v) {
    00092     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
    00093       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
    00094         if (u->track != TRACK_BIT_DEPOT) {
    00095           if ((w->track != TRACK_BIT_DEPOT &&
    00096               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
    00097               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
    00098             SetDParam(0, v->index);
    00099             SetDParam(1, v->owner);
    00100             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
    00101
    00102             if (!_networking && first) {
    00103               first = false;
    00104               DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
    00105             }
    00106             /* Break so we warn only once for each train. */
    00107             break;
    00108           }
    00109         }
    00110       }
    00111     }
    00112   }
    00113 }
    00114
    00121 void Train::ConsistChanged(bool same_length)
    00122 {
    00123   uint16 max_speed = UINT16_MAX;
    00124
    00125   assert(this->IsFrontEngine() || this->IsFreeWagon());
    00126
    00127   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
    00128   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
    00129   this->gcache.cached_total_length = 0;
    00130   this->compatible_railtypes = RAILTYPES_NONE;
    00131
    00132   bool train_can_tilt = true;
    00133
    00134   for (Train *u = this; u != NULL; u = u->Next()) {
    00135     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00136
    00137     /* Check the this->first cache. */
    00138     assert(u->First() == this);
    00139
    00140     /* update the 'first engine' */
    00141     u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
    00142     u->railtype = rvi_u->railtype;
    00143
    00144     if (u->IsEngine()) first_engine = u->engine_type;
    00145
    00146     /* Set user defined data to its default value */
    00147     u->tcache.user_def_data = rvi_u->user_def_data;
    00148     this->InvalidateNewGRFCache();
    00149     u->InvalidateNewGRFCache();
    00150   }
    00151
    00152   for (Train *u = this; u != NULL; u = u->Next()) {
    00153     /* Update user defined data (must be done before other properties) */
    00154     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
    00155     this->InvalidateNewGRFCache();
    00156     u->InvalidateNewGRFCache();
    00157   }
    00158
    00159   for (Train *u = this; u != NULL; u = u->Next()) {
    00160     const Engine *e_u = u->GetEngine();
    00161     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00162
    00163     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00164
    00165     /* Cache wagon override sprite group. NULL is returned if there is none */
    00166     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
    00167
    00168     /* Reset colour map */
    00169     u->colourmap = PAL_NONE;
    00170
    00171     /* Update powered-wagon-status and visual effect */
    00172     u->UpdateVisualEffect(true);
    00173
    00174     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00175         UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
    00176       /* wagon is powered */
    00177       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
    00178     } else {
    00179       ClrBit(u->flags, VRF_POWEREDWAGON);
    00180     }
    00181
    00182     if (!u->IsArticulatedPart()) {
    00183       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00184          have railtype normal */
    00185       if (rvi_u->power > 0) {
    00186         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
    00187       }
    00188
    00189       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00190        * existing electric engines when elrails are disabled and then re-enabled */
    00191       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00192         u->railtype = RAILTYPE_RAIL;
    00193         u->compatible_railtypes |= RAILTYPES_RAIL;
    00194       }
    00195
    00196       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00197       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00198         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
    00199         if (speed != 0) max_speed = min(speed, max_speed);
    00200       }
    00201     }
    00202
    00203     u->cargo_cap = e_u->DetermineCapacity(u);
    00204     u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
    00205
    00206     /* check the vehicle length (callback) */
    00207     uint16 veh_len = CALLBACK_FAILED;
    00208     if (e_u->GetGRF() != NULL && e_u->GetGRF()->grf_version >= 8) {
    00209       /* Use callback 36 */
    00210       veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
    00211
    00212       if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
    00213         ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
    00214       }
    00215     } else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
    00216       /* Use callback 11 */
    00217       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00218     }
    00219     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00220     veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
    00221
    00222     /* verify length hasn't changed */
    00223     if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
    00224
    00225     /* update vehicle length? */
    00226     if (!same_length) u->gcache.cached_veh_length = veh_len;
    00227
    00228     this->gcache.cached_total_length += u->gcache.cached_veh_length;
    00229     this->InvalidateNewGRFCache();
    00230     u->InvalidateNewGRFCache();
    00231   }
    00232
    00233   /* store consist weight/max speed in cache */
    00234   this->vcache.cached_max_speed = max_speed;
    00235   this->tcache.cached_tilt = train_can_tilt;
    00236   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
    00237
    00238   /* 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) */
    00239   this->CargoChanged();
    00240
    00241   if (this->IsFrontEngine()) {
    00242     this->UpdateAcceleration();
    00243     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    00244     InvalidateWindowData(WC_VEHICLE_REFIT, this->index);
    00245   }
    00246 }
    00247
    00258 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
    00259 {
    00260   const Station *st = Station::Get(station_id);
    00261   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
    00262   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
    00263
    00264   /* Default to the middle of the station for stations stops that are not in
    00265    * the order list like intermediate stations when non-stop is disabled */
    00266   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
    00267   if (v->gcache.cached_total_length >= *station_length) {
    00268     /* The train is longer than the station, make it stop at the far end of the platform */
    00269     osl = OSL_PLATFORM_FAR_END;
    00270   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
    00271     osl = v->current_order.GetStopLocation();
    00272   }
    00273
    00274   /* The stop location of the FRONT! of the train */
    00275   int stop;
    00276   switch (osl) {
    00277     default: NOT_REACHED();
    00278
    00279     case OSL_PLATFORM_NEAR_END:
    00280       stop = v->gcache.cached_total_length;
    00281       break;
    00282
    00283     case OSL_PLATFORM_MIDDLE:
    00284       stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
    00285       break;
    00286
    00287     case OSL_PLATFORM_FAR_END:
    00288       stop = *station_length;
    00289       break;
    00290   }
    00291
    00292   /* Subtract half the front vehicle length of the train so we get the real
    00293    * stop location of the train. */
    00294   return stop - (v->gcache.cached_veh_length + 1) / 2;
    00295 }
    00296
    00297
    00302 int Train::GetCurveSpeedLimit() const
    00303 {
    00304   assert(this->First() == this);
    00305
    00306   static const int absolute_max_speed = UINT16_MAX;
    00307   int max_speed = absolute_max_speed;
    00308
    00309   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
    00310
    00311   int curvecount[2] = {0, 0};
    00312
    00313   /* first find the curve speed limit */
    00314   int numcurve = 0;
    00315   int sum = 0;
    00316   int pos = 0;
    00317   int lastpos = -1;
    00318   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
    00319     Direction this_dir = u->direction;
    00320     Direction next_dir = u->Next()->direction;
    00321
    00322     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00323     if (dirdiff == DIRDIFF_SAME) continue;
    00324
    00325     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00326     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00327     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00328       if (lastpos != -1) {
    00329         numcurve++;
    00330         sum += pos - lastpos;
    00331         if (pos - lastpos == 1 && max_speed > 88) {
    00332           max_speed = 88;
    00333         }
    00334       }
    00335       lastpos = pos;
    00336     }
    00337
    00338     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00339     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00340       max_speed = 61;
    00341     }
    00342   }
    00343
    00344   if (numcurve > 0 && max_speed > 88) {
    00345     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00346       max_speed = absolute_max_speed;
    00347     } else {
    00348       sum /= numcurve;
    00349       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00350     }
    00351   }
    00352
    00353   if (max_speed != absolute_max_speed) {
    00354     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00355     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
    00356     max_speed += (max_speed / 2) * rti->curve_speed;
    00357
    00358     if (this->tcache.cached_tilt) {
    00359       /* Apply max_speed bonus of 20% for a tilting train */
    00360       max_speed += max_speed / 5;
    00361     }
    00362   }
    00363
    00364   return max_speed;
    00365 }
    00366
    00371 int Train::GetCurrentMaxSpeed() const
    00372 {
    00373   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return min(this->gcache.cached_max_track_speed, this->current_order.max_speed);
    00374
    00375   int max_speed = this->tcache.cached_max_curve_speed;
    00376   assert(max_speed == this->GetCurveSpeedLimit());
    00377
    00378   if (IsRailStationTile(this->tile)) {
    00379     StationID sid = GetStationIndex(this->tile);
    00380     if (this->current_order.ShouldStopAtStation(this, sid)) {
    00381       int station_ahead;
    00382       int station_length;
    00383       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
    00384
    00385       /* The distance to go is whatever is still ahead of the train minus the
    00386        * distance from the train's stop location to the end of the platform */
    00387       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
    00388
    00389       if (distance_to_go > 0) {
    00390         int st_max_speed = 120;
    00391
    00392         int delta_v = this->cur_speed / (distance_to_go + 1);
    00393         if (max_speed > (this->cur_speed - delta_v)) {
    00394           st_max_speed = this->cur_speed - (delta_v / 10);
    00395         }
    00396
    00397         st_max_speed = max(st_max_speed, 25 * distance_to_go);
    00398         max_speed = min(max_speed, st_max_speed);
    00399       }
    00400     }
    00401   }
    00402
    00403   for (const Train *u = this; u != NULL; u = u->Next()) {
    00404     if (u->track == TRACK_BIT_DEPOT) {
    00405       max_speed = min(max_speed, 61);
    00406       break;
    00407     }
    00408   }
    00409
    00410   max_speed = min(max_speed, this->current_order.max_speed);
    00411   return min(max_speed, this->gcache.cached_max_track_speed);
    00412 }
    00413
    00415 void Train::UpdateAcceleration()
    00416 {
    00417   assert(this->IsFrontEngine());
    00418
    00419   uint power = this->gcache.cached_power;
    00420   uint weight = this->gcache.cached_weight;
    00421   assert(weight != 0);
    00422   this->acceleration = Clamp(power / weight * 4, 1, 255);
    00423 }
    00424
    00430 int Train::GetDisplayImageWidth(Point *offset) const
    00431 {
    00432   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
    00433   int vehicle_pitch = 0;
    00434
    00435   const Engine *e = this->GetEngine();
    00436   if (e->GetGRF() != NULL && is_custom_sprite(e->u.rail.image_index)) {
    00437     reference_width = e->GetGRF()->traininfo_vehicle_width;
    00438     vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
    00439   }
    00440
    00441   if (offset != NULL) {
    00442     offset->x = reference_width / 2;
    00443     offset->y = vehicle_pitch;
    00444   }
    00445   return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
    00446 }
    00447
    00448 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
    00449 {
    00450   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00451 }
    00452
    00459 SpriteID Train::GetImage(Direction direction, EngineImageType image_type) const
    00460 {
    00461   uint8 spritenum = this->spritenum;
    00462   SpriteID sprite;
    00463
    00464   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00465
    00466   if (is_custom_sprite(spritenum)) {
    00467     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type);
    00468     if (sprite != 0) return sprite;
    00469
    00470     spritenum = this->GetEngine()->original_image_index;
    00471   }
    00472
    00473   sprite = GetDefaultTrainSprite(spritenum, direction);
    00474
    00475   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00476
    00477   return sprite;
    00478 }
    00479
    00480 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type)
    00481 {
    00482   const Engine *e = Engine::Get(engine);
    00483   Direction dir = rear_head ? DIR_E : DIR_W;
    00484   uint8 spritenum = e->u.rail.image_index;
    00485
    00486   if (is_custom_sprite(spritenum)) {
    00487     SpriteID sprite = GetCustomVehicleIcon(engine, dir, image_type);
    00488     if (sprite != 0) {
    00489       if (e->GetGRF() != NULL) {
    00490         y += e->GetGRF()->traininfo_vehicle_pitch;
    00491       }
    00492       return sprite;
    00493     }
    00494
    00495     spritenum = Engine::Get(engine)->original_image_index;
    00496   }
    00497
    00498   if (rear_head) spritenum++;
    00499
    00500   return GetDefaultTrainSprite(spritenum, DIR_W);
    00501 }
    00502
    00503 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
    00504 {
    00505   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00506     int yf = y;
    00507     int yr = y;
    00508
    00509     SpriteID spritef = GetRailIcon(engine, false, yf, image_type);
    00510     SpriteID spriter = GetRailIcon(engine, true, yr, image_type);
    00511     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
    00512     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
    00513
    00514     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);
    00515
    00516     DrawSprite(spritef, pal, preferred_x - 14, yf);
    00517     DrawSprite(spriter, pal, preferred_x + 15, yr);
    00518   } else {
    00519     SpriteID sprite = GetRailIcon(engine, false, y, image_type);
    00520     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00521     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));
    00522     DrawSprite(sprite, pal, preferred_x, y);
    00523   }
    00524 }
    00525
    00534 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
    00535 {
    00536   const RailVehicleInfo *rvi = &e->u.rail;
    00537
    00538   /* Check that the wagon can drive on the track in question */
    00539   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00540
    00541   if (flags & DC_EXEC) {
    00542     Train *v = new Train();
    00543     *ret = v;
    00544     v->spritenum = rvi->image_index;
    00545
    00546     v->engine_type = e->index;
    00547     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00548
    00549     DiagDirection dir = GetRailDepotDirection(tile);
    00550
    00551     v->direction = DiagDirToDir(dir);
    00552     v->tile = tile;
    00553
    00554     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00555     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00556
    00557     v->x_pos = x;
    00558     v->y_pos = y;
    00559     v->z_pos = GetSlopePixelZ(x, y);
    00560     v->owner = _current_company;
    00561     v->track = TRACK_BIT_DEPOT;
    00562     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00563
    00564     v->SetWagon();
    00565
    00566     v->SetFreeWagon();
    00567     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00568
    00569     v->cargo_type = e->GetDefaultCargoType();
    00570     v->cargo_cap = rvi->capacity;
    00571
    00572     v->railtype = rvi->railtype;
    00573
    00574     v->build_year = _cur_year;
    00575     v->cur_image = SPR_IMG_QUERY;
    00576     v->random_bits = VehicleRandomBits();
    00577
    00578     v->group_id = DEFAULT_GROUP;
    00579
    00580     AddArticulatedParts(v);
    00581
    00582     _new_vehicle_id = v->index;
    00583
    00584     VehicleUpdatePosition(v);
    00585     v->First()->ConsistChanged(false);
    00586     UpdateTrainGroupID(v->First());
    00587
    00588     CheckConsistencyOfArticulatedVehicle(v);
    00589
    00590     /* Try to connect the vehicle to one of free chains of wagons. */
    00591     Train *w;
    00592     FOR_ALL_TRAINS(w) {
    00593       if (w->tile == tile &&
    00594           w->IsFreeWagon() &&
    00595           w->engine_type == e->index &&
    00596           w->First() != v &&
    00597           !(w->vehstatus & VS_CRASHED)) {
    00598         DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00599         break;
    00600       }
    00601     }
    00602   }
    00603
    00604   return CommandCost();
    00605 }
    00606
    00608 static void NormalizeTrainVehInDepot(const Train *u)
    00609 {
    00610   const Train *v;
    00611   FOR_ALL_TRAINS(v) {
    00612     if (v->IsFreeWagon() && v->tile == u->tile &&
    00613         v->track == TRACK_BIT_DEPOT) {
    00614       if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
    00615           CMD_MOVE_RAIL_VEHICLE).Failed())
    00616         break;
    00617     }
    00618   }
    00619 }
    00620
    00621 static void AddRearEngineToMultiheadedTrain(Train *v)
    00622 {
    00623   Train *u = new Train();
    00624   v->value >>= 1;
    00625   u->value = v->value;
    00626   u->direction = v->direction;
    00627   u->owner = v->owner;
    00628   u->tile = v->tile;
    00629   u->x_pos = v->x_pos;
    00630   u->y_pos = v->y_pos;
    00631   u->z_pos = v->z_pos;
    00632   u->track = TRACK_BIT_DEPOT;
    00633   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00634   u->spritenum = v->spritenum + 1;
    00635   u->cargo_type = v->cargo_type;
    00636   u->cargo_subtype = v->cargo_subtype;
    00637   u->cargo_cap = v->cargo_cap;
    00638   u->railtype = v->railtype;
    00639   u->engine_type = v->engine_type;
    00640   u->build_year = v->build_year;
    00641   u->cur_image = SPR_IMG_QUERY;
    00642   u->random_bits = VehicleRandomBits();
    00643   v->SetMultiheaded();
    00644   u->SetMultiheaded();
    00645   v->SetNext(u);
    00646   VehicleUpdatePosition(u);
    00647
    00648   /* Now we need to link the front and rear engines together */
    00649   v->other_multiheaded_part = u;
    00650   u->other_multiheaded_part = v;
    00651 }
    00652
    00662 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
    00663 {
    00664   const RailVehicleInfo *rvi = &e->u.rail;
    00665
    00666   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
    00667
    00668   /* Check if depot and new engine uses the same kind of tracks *
    00669    * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
    00670   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00671
    00672   if (flags & DC_EXEC) {
    00673     DiagDirection dir = GetRailDepotDirection(tile);
    00674     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00675     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00676
    00677     Train *v = new Train();
    00678     *ret = v;
    00679     v->direction = DiagDirToDir(dir);
    00680     v->tile = tile;
    00681     v->owner = _current_company;
    00682     v->x_pos = x;
    00683     v->y_pos = y;
    00684     v->z_pos = GetSlopePixelZ(x, y);
    00685     v->track = TRACK_BIT_DEPOT;
    00686     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00687     v->spritenum = rvi->image_index;
    00688     v->cargo_type = e->GetDefaultCargoType();
    00689     v->cargo_cap = rvi->capacity;
    00690     v->last_station_visited = INVALID_STATION;
    00691     v->last_loading_station = INVALID_STATION;
    00692
    00693     v->engine_type = e->index;
    00694     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00695
    00696     v->reliability = e->reliability;
    00697     v->reliability_spd_dec = e->reliability_spd_dec;
    00698     v->max_age = e->GetLifeLengthInDays();
    00699
    00700     v->railtype = rvi->railtype;
    00701     _new_vehicle_id = v->index;
    00702
    00703     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
    00704     v->date_of_last_service = _date;
    00705     v->build_year = _cur_year;
    00706     v->cur_image = SPR_IMG_QUERY;
    00707     v->random_bits = VehicleRandomBits();
    00708
    00709     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00710
    00711     v->group_id = DEFAULT_GROUP;
    00712
    00713     v->SetFrontEngine();
    00714     v->SetEngine();
    00715
    00716     VehicleUpdatePosition(v);
    00717
    00718     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00719       AddRearEngineToMultiheadedTrain(v);
    00720     } else {
    00721       AddArticulatedParts(v);
    00722     }
    00723
    00724     v->ConsistChanged(false);
    00725     UpdateTrainGroupID(v);
    00726
    00727     if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00728       NormalizeTrainVehInDepot(v);
    00729     }
    00730
    00731     CheckConsistencyOfArticulatedVehicle(v);
    00732   }
    00733
    00734   return CommandCost();
    00735 }
    00736
    00737 static Train *FindGoodVehiclePos(const Train *src)
    00738 {
    00739   EngineID eng = src->engine_type;
    00740   TileIndex tile = src->tile;
    00741
    00742   Train *dst;
    00743   FOR_ALL_TRAINS(dst) {
    00744     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00745       /* check so all vehicles in the line have the same engine. */
    00746       Train *t = dst;
    00747       while (t->engine_type == eng) {
    00748         t = t->Next();
    00749         if (t == NULL) return dst;
    00750       }
    00751     }
    00752   }
    00753
    00754   return NULL;
    00755 }
    00756
    00758 typedef SmallVector<Train *, 16> TrainList;
    00759
    00765 static void MakeTrainBackup(TrainList &list, Train *t)
    00766 {
    00767   for (; t != NULL; t = t->Next()) *list.Append() = t;
    00768 }
    00769
    00774 static void RestoreTrainBackup(TrainList &list)
    00775 {
    00776   /* No train, nothing to do. */
    00777   if (list.Length() == 0) return;
    00778
    00779   Train *prev = NULL;
    00780   /* Iterate over the list and rebuild it. */
    00781   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    00782     Train *t = *iter;
    00783     if (prev != NULL) {
    00784       prev->SetNext(t);
    00785     } else if (t->Previous() != NULL) {
    00786       /* Make sure the head of the train is always the first in the chain. */
    00787       t->Previous()->SetNext(NULL);
    00788     }
    00789     prev = t;
    00790   }
    00791 }
    00792
    00798 static void RemoveFromConsist(Train *part, bool chain = false)
    00799 {
    00800   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    00801
    00802   /* Unlink at the front, but make it point to the next
    00803    * vehicle after the to be remove part. */
    00804   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    00805
    00806   /* Unlink at the back */
    00807   tail->SetNext(NULL);
    00808 }
    00809
    00815 static void InsertInConsist(Train *dst, Train *chain)
    00816 {
    00817   /* We do not want to add something in the middle of an articulated part. */
    00818   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    00819
    00820   chain->Last()->SetNext(dst->Next());
    00821   dst->SetNext(chain);
    00822 }
    00823
    00829 static void NormaliseDualHeads(Train *t)
    00830 {
    00831   for (; t != NULL; t = t->GetNextVehicle()) {
    00832     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    00833
    00834     /* Make sure that there are no free cars before next engine */
    00835     Train *u;
    00836     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    00837
    00838     if (u == t->other_multiheaded_part) continue;
    00839
    00840     /* Remove the part from the 'wrong' train */
    00841     RemoveFromConsist(t->other_multiheaded_part);
    00842     /* And add it to the 'right' train */
    00843     InsertInConsist(u, t->other_multiheaded_part);
    00844   }
    00845 }
    00846
    00851 static void NormaliseSubtypes(Train *chain)
    00852 {
    00853   /* Nothing to do */
    00854   if (chain == NULL) return;
    00855
    00856   /* We must be the first in the chain. */
    00857   assert(chain->Previous() == NULL);
    00858
    00859   /* Set the appropriate bits for the first in the chain. */
    00860   if (chain->IsWagon()) {
    00861     chain->SetFreeWagon();
    00862   } else {
    00863     assert(chain->IsEngine());
    00864     chain->SetFrontEngine();
    00865   }
    00866
    00867   /* Now clear the bits for the rest of the chain */
    00868   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    00869     t->ClearFreeWagon();
    00870     t->ClearFrontEngine();
    00871   }
    00872 }
    00873
    00883 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    00884 {
    00885   /* Just add 'new' engines and subtract the original ones.
    00886    * If that's less than or equal to 0 we can be sure we did
    00887    * not add any engines (read: trains) along the way. */
    00888   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    00889       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    00890       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    00891       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    00892     return CommandCost();
    00893   }
    00894
    00895   /* Get a free unit number and check whether it's within the bounds.
    00896    * There will always be a maximum of one new train. */
    00897   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    00898
    00899   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00900 }
    00901
    00907 static CommandCost CheckTrainAttachment(Train *t)
    00908 {
    00909   /* No multi-part train, no need to check. */
    00910   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    00911
    00912   /* The maximum length for a train. For each part we decrease this by one
    00913    * and if the result is negative the train is simply too long. */
    00914   int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
    00915
    00916   Train *head = t;
    00917   Train *prev = t;
    00918
    00919   /* Break the prev -> t link so it always holds within the loop. */
    00920   t = t->Next();
    00921   prev->SetNext(NULL);
    00922
    00923   /* Make sure the cache is cleared. */
    00924   head->InvalidateNewGRFCache();
    00925
    00926   while (t != NULL) {
    00927     allowed_len -= t->gcache.cached_veh_length;
    00928
    00929     Train *next = t->Next();
    00930
    00931     /* Unlink the to-be-added piece; it is already unlinked from the previous
    00932      * part due to the fact that the prev -> t link is broken. */
    00933     t->SetNext(NULL);
    00934
    00935     /* Don't check callback for articulated or rear dual headed parts */
    00936     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    00937       /* Back up and clear the first_engine data to avoid using wagon override group */
    00938       EngineID first_engine = t->gcache.first_engine;
    00939       t->gcache.first_engine = INVALID_ENGINE;
    00940
    00941       /* We don't want the cache to interfere. head's cache is cleared before
    00942        * the loop and after each callback does not need to be cleared here. */
    00943       t->InvalidateNewGRFCache();
    00944
    00945       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    00946
    00947       /* Restore original first_engine data */
    00948       t->gcache.first_engine = first_engine;
    00949
    00950       /* We do not want to remember any cached variables from the test run */
    00951       t->InvalidateNewGRFCache();
    00952       head->InvalidateNewGRFCache();
    00953
    00954       if (callback != CALLBACK_FAILED) {
    00955         /* A failing callback means everything is okay */
    00956         StringID error = STR_NULL;
    00957
    00958         if (head->GetGRF()->grf_version < 8) {
    00959           if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    00960           if (callback  < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    00961           if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
    00962         } else {
    00963           if (callback < 0x400) {
    00964             error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    00965           } else {
    00966             switch (callback) {
    00967               case 0x400: // allow if railtypes match (always the case for OpenTTD)
    00968               case 0x401: // allow
    00969                 break;
    00970
    00971               default:    // unknown reason -> disallow
    00972               case 0x402: // disallow attaching
    00973                 error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    00974                 break;
    00975             }
    00976           }
    00977         }
    00978
    00979         if (error != STR_NULL) return_cmd_error(error);
    00980       }
    00981     }
    00982
    00983     /* And link it to the new part. */
    00984     prev->SetNext(t);
    00985     prev = t;
    00986     t = next;
    00987   }
    00988
    00989   if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    00990   return CommandCost();
    00991 }
    00992
    01003 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
    01004 {
    01005   /* Check whether we may actually construct the trains. */
    01006   CommandCost ret = CheckTrainAttachment(src);
    01007   if (ret.Failed()) return ret;
    01008   ret = CheckTrainAttachment(dst);
    01009   if (ret.Failed()) return ret;
    01010
    01011   /* Check whether we need to build a new train. */
    01012   return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
    01013 }
    01014
    01023 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01024 {
    01025   /* First determine the front of the two resulting trains */
    01026   if (*src_head == *dst_head) {
    01027     /* If we aren't moving part(s) to a new train, we are just moving the
    01028      * front back and there is not destination head. */
    01029     *dst_head = NULL;
    01030   } else if (*dst_head == NULL) {
    01031     /* If we are moving to a new train the head of the move train would become
    01032      * the head of the new vehicle. */
    01033     *dst_head = src;
    01034   }
    01035
    01036   if (src == *src_head) {
    01037     /* If we are moving the front of a train then we are, in effect, creating
    01038      * a new head for the train. Point to that. Unless we are moving the whole
    01039      * train in which case there is not 'source' train anymore.
    01040      * In case we are a multiheaded part we want the complete thing to come
    01041      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01042      * that is followed by a rear multihead we do not want to include that. */
    01043     *src_head = move_chain ? NULL :
    01044         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01045   }
    01046
    01047   /* Now it's just simply removing the part that we are going to move from the
    01048    * source train and *if* the destination is a not a new train add the chain
    01049    * at the destination location. */
    01050   RemoveFromConsist(src, move_chain);
    01051   if (*dst_head != src) InsertInConsist(dst, src);
    01052
    01053   /* Now normalise the dual heads, that is move the dual heads around in such
    01054    * a way that the head and rear of a dual head are in the same train */
    01055   NormaliseDualHeads(*src_head);
    01056   NormaliseDualHeads(*dst_head);
    01057 }
    01058
    01064 static void NormaliseTrainHead(Train *head)
    01065 {
    01066   /* Not much to do! */
    01067   if (head == NULL) return;
    01068
    01069   /* Tell the 'world' the train changed. */
    01070   head->ConsistChanged(false);
    01071   UpdateTrainGroupID(head);
    01072
    01073   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01074   if (!head->IsFrontEngine()) return;
    01075
    01076   /* Update the refit button and window */
    01077   InvalidateWindowData(WC_VEHICLE_REFIT, head->index);
    01078   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
    01079
    01080   /* If we don't have a unit number yet, set one. */
    01081   if (head->unitnumber != 0) return;
    01082   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01083 }
    01084
    01097 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01098 {
    01099   VehicleID s = GB(p1, 0, 20);
    01100   VehicleID d = GB(p2, 0, 20);
    01101   bool move_chain = HasBit(p1, 20);
    01102
    01103   Train *src = Train::GetIfValid(s);
    01104   if (src == NULL) return CMD_ERROR;
    01105
    01106   CommandCost ret = CheckOwnership(src->owner);
    01107   if (ret.Failed()) return ret;
    01108
    01109   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01110   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01111
    01112   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01113   Train *dst;
    01114   if (d == INVALID_VEHICLE) {
    01115     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01116   } else {
    01117     dst = Train::GetIfValid(d);
    01118     if (dst == NULL) return CMD_ERROR;
    01119
    01120     CommandCost ret = CheckOwnership(dst->owner);
    01121     if (ret.Failed()) return ret;
    01122
    01123     /* Do not allow appending to crashed vehicles, too */
    01124     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01125   }
    01126
    01127   /* if an articulated part is being handled, deal with its parent vehicle */
    01128   src = src->GetFirstEnginePart();
    01129   if (dst != NULL) {
    01130     dst = dst->GetFirstEnginePart();
    01131   }
    01132
    01133   /* don't move the same vehicle.. */
    01134   if (src == dst) return CommandCost();
    01135
    01136   /* locate the head of the two chains */
    01137   Train *src_head = src->First();
    01138   Train *dst_head;
    01139   if (dst != NULL) {
    01140     dst_head = dst->First();
    01141     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01142     /* Now deal with articulated part of destination wagon */
    01143     dst = dst->GetLastEnginePart();
    01144   } else {
    01145     dst_head = NULL;
    01146   }
    01147
    01148   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01149
    01150   /* When moving all wagons, we can't have the same src_head and dst_head */
    01151   if (move_chain && src_head == dst_head) return CommandCost();
    01152
    01153   /* When moving a multiheaded part to be place after itself, bail out. */
    01154   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01155
    01156   /* Check if all vehicles in the source train are stopped inside a depot. */
    01157   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01158
    01159   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01160   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01161
    01162   /* First make a backup of the order of the trains. That way we can do
    01163    * whatever we want with the order and later on easily revert. */
    01164   TrainList original_src;
    01165   TrainList original_dst;
    01166
    01167   MakeTrainBackup(original_src, src_head);
    01168   MakeTrainBackup(original_dst, dst_head);
    01169
    01170   /* Also make backup of the original heads as ArrangeTrains can change them.
    01171    * For the destination head we do not care if it is the same as the source
    01172    * head because in that case it's just a copy. */
    01173   Train *original_src_head = src_head;
    01174   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01175
    01176   /* We want this information from before the rearrangement, but execute this after the validation. */
    01177   bool original_src_head_front_engine = original_src_head != NULL && original_src_head->IsFrontEngine();
    01178   bool original_dst_head_front_engine = original_dst_head != NULL && original_dst_head->IsFrontEngine();
    01179
    01180   /* (Re)arrange the trains in the wanted arrangement. */
    01181   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01182
    01183   if ((flags & DC_AUTOREPLACE) == 0) {
    01184     /* If the autoreplace flag is set we do not need to test for the validity
    01185      * because we are going to revert the train to its original state. As we
    01186      * assume the original state was correct autoreplace can skip this. */
    01187     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
    01188     if (ret.Failed()) {
    01189       /* Restore the train we had. */
    01190       RestoreTrainBackup(original_src);
    01191       RestoreTrainBackup(original_dst);
    01192       return ret;
    01193     }
    01194   }
    01195
    01196   /* do it? */
    01197   if (flags & DC_EXEC) {
    01198     /* Remove old heads from the statistics */
    01199     if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
    01200     if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
    01201
    01202     /* First normalise the sub types of the chains. */
    01203     NormaliseSubtypes(src_head);
    01204     NormaliseSubtypes(dst_head);
    01205
    01206     /* There are 14 different cases:
    01207      *  1) front engine gets moved to a new train, it stays a front engine.
    01208      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01209      *     b) the 'next' part is an engine that becomes a front engine.
    01210      *     c) there is no 'next' part, nothing else happens
    01211      *  2) front engine gets moved to another train, it is not a front engine anymore
    01212      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01213      *     b) the 'next' part is an engine that becomes a front engine.
    01214      *     c) there is no 'next' part, nothing else happens
    01215      *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
    01216      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01217      *     b) the 'next' part is an engine that becomes a front engine.
    01218      *  4) free wagon gets moved
    01219      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01220      *     b) the 'next' part is an engine that becomes a front engine.
    01221      *     c) there is no 'next' part, nothing else happens
    01222      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01223      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01224      *  7) wagon gets moved, nothing happens
    01225      */
    01226     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01227       /* Cases #2 and #3: the front engine gets trashed. */
    01228       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01229       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01230       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01231       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01232       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01233       SetWindowDirty(WC_COMPANY, _current_company);
    01234
    01235       /* Delete orders, group stuff and the unit number as we're not the
    01236        * front of any vehicle anymore. */
    01237       DeleteVehicleOrders(src);
    01238       RemoveVehicleFromGroup(src);
    01239       src->unitnumber = 0;
    01240     }
    01241
    01242     /* We weren't a front engine but are becoming one. So
    01243      * we should be put in the default group. */
    01244     if (original_src_head != src && dst_head == src) {
    01245       SetTrainGroupID(src, DEFAULT_GROUP);
    01246       SetWindowDirty(WC_COMPANY, _current_company);
    01247     }
    01248
    01249     /* Add new heads to statistics */
    01250     if (src_head != NULL && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
    01251     if (dst_head != NULL && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
    01252
    01253     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01254     NormaliseTrainHead(src_head);
    01255     NormaliseTrainHead(dst_head);
    01256
    01257     if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
    01258       CheckCargoCapacity(src_head);
    01259       CheckCargoCapacity(dst_head);
    01260     }
    01261
    01262     /* We are undoubtedly changing something in the depot and train list. */
    01263     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01264     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01265   } else {
    01266     /* We don't want to execute what we're just tried. */
    01267     RestoreTrainBackup(original_src);
    01268     RestoreTrainBackup(original_dst);
    01269   }
    01270
    01271   return CommandCost();
    01272 }
    01273
    01285 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
    01286 {
    01287   /* Check if we deleted a vehicle window */
    01288   Window *w = NULL;
    01289
    01290   /* Sell a chain of vehicles or not? */
    01291   bool sell_chain = HasBit(data, 0);
    01292
    01293   Train *v = Train::From(t)->GetFirstEnginePart();
    01294   Train *first = v->First();
    01295
    01296   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01297
    01298   /* First make a backup of the order of the train. That way we can do
    01299    * whatever we want with the order and later on easily revert. */
    01300   TrainList original;
    01301   MakeTrainBackup(original, first);
    01302
    01303   /* We need to keep track of the new head and the head of what we're going to sell. */
    01304   Train *new_head = first;
    01305   Train *sell_head = NULL;
    01306
    01307   /* Split the train in the wanted way. */
    01308   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01309
    01310   /* We don't need to validate the second train; it's going to be sold. */
    01311   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
    01312   if (ret.Failed()) {
    01313     /* Restore the train we had. */
    01314     RestoreTrainBackup(original);
    01315     return ret;
    01316   }
    01317
    01318   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01319   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01320
    01321   if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
    01322     return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
    01323   }
    01324
    01325   /* do it? */
    01326   if (flags & DC_EXEC) {
    01327     /* First normalise the sub types of the chain. */
    01328     NormaliseSubtypes(new_head);
    01329
    01330     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01331       /* We are selling the front engine. In this case we want to
    01332        * 'give' the order, unit number and such to the new head. */
    01333       new_head->orders.list = first->orders.list;
    01334       new_head->AddToShared(first);
    01335       DeleteVehicleOrders(first);
    01336
    01337       /* Copy other important data from the front engine */
    01338       new_head->CopyVehicleConfigAndStatistics(first);
    01339       GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
    01340
    01341       /* If we deleted a window then open a new one for the 'new' train */
    01342       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
    01343     } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
    01344       OrderBackup::Backup(v, user);
    01345     }
    01346
    01347     /* We need to update the information about the train. */
    01348     NormaliseTrainHead(new_head);
    01349
    01350     /* We are undoubtedly changing something in the depot and train list. */
    01351     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01352     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01353
    01354     /* Actually delete the sold 'goods' */
    01355     delete sell_head;
    01356   } else {
    01357     /* We don't want to execute what we're just tried. */
    01358     RestoreTrainBackup(original);
    01359   }
    01360
    01361   return cost;
    01362 }
    01363
    01364 void Train::UpdateDeltaXY(Direction direction)
    01365 {
    01366   /* Set common defaults. */
    01367   this->x_offs    = -1;
    01368   this->y_offs    = -1;
    01369   this->x_extent  =  3;
    01370   this->y_extent  =  3;
    01371   this->z_extent  =  6;
    01372   this->x_bb_offs =  0;
    01373   this->y_bb_offs =  0;
    01374
    01375   if (!IsDiagonalDirection(direction)) {
    01376     static const int _sign_table[] =
    01377     {
    01378       // x, y
    01379       -1, -1, // DIR_N
    01380       -1,  1, // DIR_E
    01381        1,  1, // DIR_S
    01382        1, -1, // DIR_W
    01383     };
    01384
    01385     int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
    01386
    01387     /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
    01388     this->x_offs -= half_shorten * _sign_table[direction];
    01389     this->y_offs -= half_shorten * _sign_table[direction + 1];
    01390     this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
    01391     this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
    01392   } else {
    01393     switch (direction) {
    01394         /* Shorten southern corner of the bounding box according the vehicle length
    01395          * and center the bounding box on the vehicle. */
    01396       case DIR_NE:
    01397         this->x_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01398         this->x_extent  = this->gcache.cached_veh_length - 1;
    01399         this->x_bb_offs = -1;
    01400         break;
    01401
    01402       case DIR_NW:
    01403         this->y_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01404         this->y_extent  = this->gcache.cached_veh_length - 1;
    01405         this->y_bb_offs = -1;
    01406         break;
    01407
    01408         /* Move northern corner of the bounding box down according to vehicle length
    01409          * and center the bounding box on the vehicle. */
    01410       case DIR_SW:
    01411         this->x_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01412         this->x_extent  = VEHICLE_LENGTH - 1;
    01413         this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01414         break;
    01415
    01416       case DIR_SE:
    01417         this->y_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01418         this->y_extent  = VEHICLE_LENGTH - 1;
    01419         this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01420         break;
    01421
    01422       default:
    01423         NOT_REACHED();
    01424     }
    01425   }
    01426 }
    01427
    01432 static void MarkTrainAsStuck(Train *v)
    01433 {
    01434   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01435     /* It is the first time the problem occurred, set the "train stuck" flag. */
    01436     SetBit(v->flags, VRF_TRAIN_STUCK);
    01437
    01438     v->wait_counter = 0;
    01439
    01440     /* Stop train */
    01441     v->cur_speed = 0;
    01442     v->subspeed = 0;
    01443     v->SetLastSpeed();
    01444
    01445     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01446   }
    01447 }
    01448
    01456 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01457 {
    01458   uint16 flag1 = *swap_flag1;
    01459   uint16 flag2 = *swap_flag2;
    01460
    01461   /* Clear the flags */
    01462   ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
    01463   ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01464   ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
    01465   ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01466
    01467   /* Reverse the rail-flags (if needed) */
    01468   if (HasBit(flag1, GVF_GOINGUP_BIT)) {
    01469     SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01470   } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
    01471     SetBit(*swap_flag2, GVF_GOINGUP_BIT);
    01472   }
    01473   if (HasBit(flag2, GVF_GOINGUP_BIT)) {
    01474     SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01475   } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
    01476     SetBit(*swap_flag1, GVF_GOINGUP_BIT);
    01477   }
    01478 }
    01479
    01484 static void UpdateStatusAfterSwap(Train *v)
    01485 {
    01486   /* Reverse the direction. */
    01487   if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
    01488
    01489   /* Call the proper EnterTile function unless we are in a wormhole. */
    01490   if (v->track != TRACK_BIT_WORMHOLE) {
    01491     VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
    01492   } else {
    01493     /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
    01494      * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
    01495      * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
    01496      * when we shouldn't have. Check if this is the case. */
    01497     TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
    01498     if (IsTileType(vt, MP_TUNNELBRIDGE)) {
    01499       VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
    01500       if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
    01501         /* We have just left the wormhole, possibly set the
    01502          * "goingdown" bit. UpdateInclination() can be used
    01503          * because we are at the border of the tile. */
    01504         VehicleUpdatePosition(v);
    01505         v->UpdateInclination(true, true);
    01506         return;
    01507       }
    01508     }
    01509   }
    01510
    01511   VehicleUpdatePosition(v);
    01512   v->UpdateViewport(true, true);
    01513 }
    01514
    01521 void ReverseTrainSwapVeh(Train *v, int l, int r)
    01522 {
    01523   Train *a, *b;
    01524
    01525   /* locate vehicles to swap */
    01526   for (a = v; l != 0; l--) a = a->Next();
    01527   for (b = v; r != 0; r--) b = b->Next();
    01528
    01529   if (a != b) {
    01530     /* swap the hidden bits */
    01531     {
    01532       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
    01533       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
    01534       a->vehstatus = tmp;
    01535     }
    01536
    01537     Swap(a->track, b->track);
    01538     Swap(a->direction, b->direction);
    01539     Swap(a->x_pos, b->x_pos);
    01540     Swap(a->y_pos, b->y_pos);
    01541     Swap(a->tile,  b->tile);
    01542     Swap(a->z_pos, b->z_pos);
    01543
    01544     SwapTrainFlags(&a->gv_flags, &b->gv_flags);
    01545
    01546     UpdateStatusAfterSwap(a);
    01547     UpdateStatusAfterSwap(b);
    01548   } else {
    01549     /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
    01550      * This is a little bit redundant way, a->gv_flags will
    01551      * be (re)set twice, but it reduces code duplication */
    01552     SwapTrainFlags(&a->gv_flags, &a->gv_flags);
    01553     UpdateStatusAfterSwap(a);
    01554   }
    01555 }
    01556
    01557
    01563 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01564 {
    01565   return (v->type == VEH_TRAIN) ? v : NULL;
    01566 }
    01567
    01568
    01575 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01576 {
    01577   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01578
    01579   Train *t = Train::From(v);
    01580   if (!t->IsFrontEngine()) return NULL;
    01581
    01582   TileIndex tile = *(TileIndex *)data;
    01583
    01584   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01585
    01586   return t;
    01587 }
    01588
    01589
    01596 static bool TrainApproachingCrossing(TileIndex tile)
    01597 {
    01598   assert(IsLevelCrossingTile(tile));
    01599
    01600   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01601   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01602
    01603   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01604
    01605   dir = ReverseDiagDir(dir);
    01606   tile_from = tile + TileOffsByDiagDir(dir);
    01607
    01608   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01609 }
    01610
    01611
    01618 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01619 {
    01620   assert(IsLevelCrossingTile(tile));
    01621
    01622   /* train on crossing || train approaching crossing || reserved */
    01623   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
    01624
    01625   if (new_state != IsCrossingBarred(tile)) {
    01626     if (new_state && sound) {
    01627       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01628     }
    01629     SetCrossingBarred(tile, new_state);
    01630     MarkTileDirtyByTile(tile);
    01631   }
    01632 }
    01633
    01634
    01640 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01641 {
    01642   if (!IsCrossingBarred(tile)) {
    01643     BarCrossing(tile);
    01644     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01645     MarkTileDirtyByTile(tile);
    01646   }
    01647 }
    01648
    01649
    01655 static void AdvanceWagonsBeforeSwap(Train *v)
    01656 {
    01657   Train *base = v;
    01658   Train *first = base; // first vehicle to move
    01659   Train *last = v->Last(); // last vehicle to move
    01660   uint length = CountVehiclesInChain(v);
    01661
    01662   while (length > 2) {
    01663     last = last->Previous();
    01664     first = first->Next();
    01665
    01666     int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
    01667
    01668     /* do not update images now
    01669      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01670     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01671
    01672     base = first; // == base->Next()
    01673     length -= 2;
    01674   }
    01675 }
    01676
    01677
    01683 static void AdvanceWagonsAfterSwap(Train *v)
    01684 {
    01685   /* first of all, fix the situation when the train was entering a depot */
    01686   Train *dep = v; // last vehicle in front of just left depot
    01687   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01688     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01689   }
    01690
    01691   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01692
    01693   if (leave != NULL) {
    01694     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01695     int d = TicksToLeaveDepot(dep);
    01696
    01697     if (d <= 0) {
    01698       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01699       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01700       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01701     }
    01702   } else {
    01703     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01704   }
    01705
    01706   Train *base = v;
    01707   Train *first = base; // first vehicle to move
    01708   Train *last = v->Last(); // last vehicle to move
    01709   uint length = CountVehiclesInChain(v);
    01710
    01711   /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
    01712    * they have already correct spacing, so we have to make sure they are moved how they should */
    01713   bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
    01714
    01715   while (length > 2) {
    01716     /* we reached vehicle (originally) in front of a depot, stop now
    01717      * (we would move wagons that are already moved with new wagon length). */
    01718     if (base == dep) break;
    01719
    01720     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01721     if (last == dep) nomove = true;
    01722
    01723     last = last->Previous();
    01724     first = first->Next();
    01725
    01726     int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
    01727
    01728     /* do not update images now */
    01729     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01730
    01731     base = first; // == base->Next()
    01732     length -= 2;
    01733   }
    01734 }
    01735
    01740 void ReverseTrainDirection(Train *v)
    01741 {
    01742   if (IsRailDepotTile(v->tile)) {
    01743     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01744   }
    01745
    01746   /* Clear path reservation in front if train is not stuck. */
    01747   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01748
    01749   /* Check if we were approaching a rail/road-crossing */
    01750   TileIndex crossing = TrainApproachingCrossingTile(v);
    01751
    01752   /* count number of vehicles */
    01753   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01754
    01755   AdvanceWagonsBeforeSwap(v);
    01756
    01757   /* swap start<>end, start+1<>end-1, ... */
    01758   int l = 0;
    01759   do {
    01760     ReverseTrainSwapVeh(v, l++, r--);
    01761   } while (l <= r);
    01762
    01763   AdvanceWagonsAfterSwap(v);
    01764
    01765   if (IsRailDepotTile(v->tile)) {
    01766     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01767   }
    01768
    01769   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01770
    01771   ClrBit(v->flags, VRF_REVERSING);
    01772
    01773   /* recalculate cached data */
    01774   v->ConsistChanged(true);
    01775
    01776   /* update all images */
    01777   for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01778
    01779   /* update crossing we were approaching */
    01780   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01781
    01782   /* maybe we are approaching crossing now, after reversal */
    01783   crossing = TrainApproachingCrossingTile(v);
    01784   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01785
    01786   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01787   if (v->track == TRACK_BIT_DEPOT) {
    01788     /* Can't be stuck here as inside a depot is always a safe tile. */
    01789     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01790     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01791     return;
    01792   }
    01793
    01794   /* TrainExitDir does not always produce the desired dir for depots and
    01795    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01796   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01797   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01798
    01799   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01800     /* If we are currently on a tile with conventional signals, we can't treat the
    01801      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01802     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01803       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01804       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01805
    01806     /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
    01807     if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
    01808
    01809     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01810     if (TryPathReserve(v, false, first_tile_okay)) {
    01811       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01812       CheckNextTrainTile(v);
    01813     } else if (v->current_order.GetType() != OT_LOADING) {
    01814       /* Do not wait for a way out when we're still loading */
    01815       MarkTrainAsStuck(v);
    01816     }
    01817   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01818     /* A train not inside a PBS block can't be stuck. */
    01819     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01820     v->wait_counter = 0;
    01821   }
    01822 }
    01823
    01833 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01834 {
    01835   Train *v = Train::GetIfValid(p1);
    01836   if (v == NULL) return CMD_ERROR;
    01837
    01838   CommandCost ret = CheckOwnership(v->owner);
    01839   if (ret.Failed()) return ret;
    01840
    01841   if (p2 != 0) {
    01842     /* turn a single unit around */
    01843
    01844     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01845       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01846     }
    01847     if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
    01848
    01849     Train *front = v->First();
    01850     /* make sure the vehicle is stopped in the depot */
    01851     if (!front->IsStoppedInDepot()) {
    01852       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01853     }
    01854
    01855     if (flags & DC_EXEC) {
    01856       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01857
    01858       front->ConsistChanged(false);
    01859       SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    01860       SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01861       SetWindowDirty(WC_VEHICLE_VIEW, front->index);
    01862       SetWindowClassesDirty(WC_TRAINS_LIST);
    01863     }
    01864   } else {
    01865     /* turn the whole train around */
    01866     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
    01867
    01868     if (flags & DC_EXEC) {
    01869       /* Properly leave the station if we are loading and won't be loading anymore */
    01870       if (v->current_order.IsType(OT_LOADING)) {
    01871         const Vehicle *last = v;
    01872         while (last->Next() != NULL) last = last->Next();
    01873
    01874         /* not a station || different station --> leave the station */
    01875         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    01876           v->LeaveStation();
    01877         }
    01878       }
    01879
    01880       /* We cancel any 'skip signal at dangers' here */
    01881       v->force_proceed = TFP_NONE;
    01882       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01883
    01884       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
    01885         ToggleBit(v->flags, VRF_REVERSING);
    01886       } else {
    01887         v->cur_speed = 0;
    01888         v->SetLastSpeed();
    01889         HideFillingPercent(&v->fill_percent_te_id);
    01890         ReverseTrainDirection(v);
    01891       }
    01892     }
    01893   }
    01894   return CommandCost();
    01895 }
    01896
    01906 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01907 {
    01908   Train *t = Train::GetIfValid(p1);
    01909   if (t == NULL) return CMD_ERROR;
    01910
    01911   if (!t->IsPrimaryVehicle()) return CMD_ERROR;
    01912
    01913   CommandCost ret = CheckOwnership(t->owner);
    01914   if (ret.Failed()) return ret;
    01915
    01916
    01917   if (flags & DC_EXEC) {
    01918     /* If we are forced to proceed, cancel that order.
    01919      * If we are marked stuck we would want to force the train
    01920      * to proceed to the next signal. In the other cases we
    01921      * would like to pass the signal at danger and run till the
    01922      * next signal we encounter. */
    01923     t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
    01924     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    01925   }
    01926
    01927   return CommandCost();
    01928 }
    01929
    01937 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    01938 {
    01939   assert(!(v->vehstatus & VS_CRASHED));
    01940
    01941   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    01942
    01943   PBSTileInfo origin = FollowTrainReservation(v);
    01944   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    01945
    01946   switch (_settings_game.pf.pathfinder_for_trains) {
    01947     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    01948     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    01949
    01950     default: NOT_REACHED();
    01951   }
    01952 }
    01953
    01961 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    01962 {
    01963   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    01964   if (tfdd.best_length == UINT_MAX) return false;
    01965
    01966   if (location    != NULL) *location    = tfdd.tile;
    01967   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    01968   if (reverse     != NULL) *reverse     = tfdd.reverse;
    01969
    01970   return true;
    01971 }
    01972
    01974 void Train::PlayLeaveStationSound() const
    01975 {
    01976   static const SoundFx sfx[] = {
    01977     SND_04_TRAIN,
    01978     SND_0A_TRAIN_HORN,
    01979     SND_0A_TRAIN_HORN,
    01980     SND_47_MAGLEV_2,
    01981     SND_41_MAGLEV
    01982   };
    01983
    01984   if (PlayVehicleSound(this, VSE_START)) return;
    01985
    01986   EngineID engtype = this->engine_type;
    01987   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    01988 }
    01989
    01994 static void CheckNextTrainTile(Train *v)
    01995 {
    01996   /* Don't do any look-ahead if path_backoff_interval is 255. */
    01997   if (_settings_game.pf.path_backoff_interval == 255) return;
    01998
    01999   /* Exit if we are inside a depot. */
    02000   if (v->track == TRACK_BIT_DEPOT) return;
    02001
    02002   switch (v->current_order.GetType()) {
    02003     /* Exit if we reached our destination depot. */
    02004     case OT_GOTO_DEPOT:
    02005       if (v->tile == v->dest_tile) return;
    02006       break;
    02007
    02008     case OT_GOTO_WAYPOINT:
    02009       /* If we reached our waypoint, make sure we see that. */
    02010       if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
    02011       break;
    02012
    02013     case OT_NOTHING:
    02014     case OT_LEAVESTATION:
    02015     case OT_LOADING:
    02016       /* Exit if the current order doesn't have a destination, but the train has orders. */
    02017       if (v->GetNumOrders() > 0) return;
    02018       break;
    02019
    02020     default:
    02021       break;
    02022   }
    02023   /* Exit if we are on a station tile and are going to stop. */
    02024   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    02025
    02026   Trackdir td = v->GetVehicleTrackdir();
    02027
    02028   /* On a tile with a red non-pbs signal, don't look ahead. */
    02029   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    02030       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    02031       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    02032
    02033   CFollowTrackRail ft(v);
    02034   if (!ft.Follow(v->tile, td)) return;
    02035
    02036   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    02037     /* Next tile is not reserved. */
    02038     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02039       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    02040         /* If the next tile is a PBS signal, try to make a reservation. */
    02041         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02042         if (_settings_game.pf.forbid_90_deg) {
    02043           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    02044         }
    02045         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    02046       }
    02047     }
    02048   }
    02049 }
    02050
    02056 static bool CheckTrainStayInDepot(Train *v)
    02057 {
    02058   /* bail out if not all wagons are in the same depot or not in a depot at all */
    02059   for (const Train *u = v; u != NULL; u = u->Next()) {
    02060     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    02061   }
    02062
    02063   /* if the train got no power, then keep it in the depot */
    02064   if (v->gcache.cached_power == 0) {
    02065     v->vehstatus |= VS_STOPPED;
    02066     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    02067     return true;
    02068   }
    02069
    02070   SigSegState seg_state;
    02071
    02072   if (v->force_proceed == TFP_NONE) {
    02073     /* force proceed was not pressed */
    02074     if (++v->wait_counter < 37) {
    02075       SetWindowClassesDirty(WC_TRAINS_LIST);
    02076       return true;
    02077     }
    02078
    02079     v->wait_counter = 0;
    02080
    02081     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02082     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02083       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02084       SetWindowClassesDirty(WC_TRAINS_LIST);
    02085       return true;
    02086     }
    02087   } else {
    02088     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02089   }
    02090
    02091   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02092   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02093     /* We need to have a reservation for this to work. */
    02094     if (HasDepotReservation(v->tile)) return true;
    02095     SetDepotReservation(v->tile, true);
    02096     VehicleEnterDepot(v);
    02097     return true;
    02098   }
    02099
    02100   /* Only leave when we can reserve a path to our destination. */
    02101   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
    02102     /* No path and no force proceed. */
    02103     SetWindowClassesDirty(WC_TRAINS_LIST);
    02104     MarkTrainAsStuck(v);
    02105     return true;
    02106   }
    02107
    02108   SetDepotReservation(v->tile, true);
    02109   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02110
    02111   VehicleServiceInDepot(v);
    02112   SetWindowClassesDirty(WC_TRAINS_LIST);
    02113   v->PlayLeaveStationSound();
    02114
    02115   v->track = TRACK_BIT_X;
    02116   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02117
    02118   v->vehstatus &= ~VS_HIDDEN;
    02119   v->cur_speed = 0;
    02120
    02121   v->UpdateViewport(true, true);
    02122   VehicleUpdatePosition(v);
    02123   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02124   v->UpdateAcceleration();
    02125   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02126
    02127   return false;
    02128 }
    02129
    02136 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02137 {
    02138   DiagDirection dir = TrackdirToExitdir(track_dir);
    02139
    02140   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02141     /* Are we just leaving a tunnel/bridge? */
    02142     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02143       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02144
    02145       if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
    02146         /* Free the reservation only if no other train is on the tiles. */
    02147         SetTunnelBridgeReservation(tile, false);
    02148         SetTunnelBridgeReservation(end, false);
    02149
    02150         if (_settings_client.gui.show_track_reservation) {
    02151           MarkTileDirtyByTile(tile);
    02152           MarkTileDirtyByTile(end);
    02153         }
    02154       }
    02155     }
    02156   } else if (IsRailStationTile(tile)) {
    02157     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02158     /* If the new tile is not a further tile of the same station, we
    02159      * clear the reservation for the whole platform. */
    02160     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02161       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02162     }
    02163   } else {
    02164     /* Any other tile */
    02165     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02166   }
    02167 }
    02168
    02175 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02176 {
    02177   assert(v->IsFrontEngine());
    02178
    02179   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02180   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02181   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02182   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02183
    02184   /* Can't be holding a reservation if we enter a depot. */
    02185   if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
    02186   if (v->track == TRACK_BIT_DEPOT) {
    02187     /* Front engine is in a depot. We enter if some part is not in the depot. */
    02188     for (const Train *u = v; u != NULL; u = u->Next()) {
    02189       if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
    02190     }
    02191   }
    02192   /* Don't free reservation if it's not ours. */
    02193   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02194
    02195   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02196   while (ft.Follow(tile, td)) {
    02197     tile = ft.m_new_tile;
    02198     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02199     td = RemoveFirstTrackdir(&bits);
    02200     assert(bits == TRACKDIR_BIT_NONE);
    02201
    02202     if (!IsValidTrackdir(td)) break;
    02203
    02204     if (IsTileType(tile, MP_RAILWAY)) {
    02205       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02206         /* Conventional signal along trackdir: remove reservation and stop. */
    02207         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02208         break;
    02209       }
    02210       if (HasPbsSignalOnTrackdir(tile, td)) {
    02211         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02212           /* Red PBS signal? Can't be our reservation, would be green then. */
    02213           break;
    02214         } else {
    02215           /* Turn the signal back to red. */
    02216           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02217           MarkTileDirtyByTile(tile);
    02218         }
    02219       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02220         break;
    02221       }
    02222     }
    02223
    02224     /* Don't free first station/bridge/tunnel if we are on it. */
    02225     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);
    02226
    02227     free_tile = true;
    02228   }
    02229 }
    02230
    02231 static const byte _initial_tile_subcoord[6][4][3] = {
    02232 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02233 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02234 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02235 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02236 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02237 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02238 };
    02239
    02252 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
    02253 {
    02254   switch (_settings_game.pf.pathfinder_for_trains) {
    02255     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02256     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02257
    02258     default: NOT_REACHED();
    02259   }
    02260 }
    02261
    02267 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02268 {
    02269   PBSTileInfo origin = FollowTrainReservation(v);
    02270
    02271   CFollowTrackRail ft(v);
    02272
    02273   TileIndex tile = origin.tile;
    02274   Trackdir  cur_td = origin.trackdir;
    02275   while (ft.Follow(tile, cur_td)) {
    02276     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02277       /* Possible signal tile. */
    02278       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02279     }
    02280
    02281     if (_settings_game.pf.forbid_90_deg) {
    02282       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02283       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02284     }
    02285
    02286     /* Station, depot or waypoint are a possible target. */
    02287     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02288     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02289       /* Choice found or possible target encountered.
    02290        * On finding a possible target, we need to stop and let the pathfinder handle the
    02291        * remaining path. This is because we don't know if this target is in one of our
    02292        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02293        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02294        * a wrong path not leading to our next destination. */
    02295       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02296
    02297       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02298        * actually starts its search at the first unreserved tile. */
    02299       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02300
    02301       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02302       if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02303       if (enterdir != NULL) *enterdir = ft.m_exitdir;
    02304       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02305     }
    02306
    02307     tile = ft.m_new_tile;
    02308     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02309
    02310     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02311       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02312       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02313       /* Safe position is all good, path valid and okay. */
    02314       return PBSTileInfo(tile, cur_td, true);
    02315     }
    02316
    02317     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02318   }
    02319
    02320   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02321     /* End of line, path valid and okay. */
    02322     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02323   }
    02324
    02325   /* Sorry, can't reserve path, back out. */
    02326   tile = origin.tile;
    02327   cur_td = origin.trackdir;
    02328   TileIndex stopped = ft.m_old_tile;
    02329   Trackdir  stopped_td = ft.m_old_td;
    02330   while (tile != stopped || cur_td != stopped_td) {
    02331     if (!ft.Follow(tile, cur_td)) break;
    02332
    02333     if (_settings_game.pf.forbid_90_deg) {
    02334       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02335       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02336     }
    02337     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02338
    02339     tile = ft.m_new_tile;
    02340     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02341
    02342     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02343   }
    02344
    02345   /* Path invalid. */
    02346   return PBSTileInfo();
    02347 }
    02348
    02359 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02360 {
    02361   switch (_settings_game.pf.pathfinder_for_trains) {
    02362     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02363     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02364
    02365     default: NOT_REACHED();
    02366   }
    02367 }
    02368
    02370 class VehicleOrderSaver {
    02371 private:
    02372   Train          *v;
    02373   Order          old_order;
    02374   TileIndex      old_dest_tile;
    02375   StationID      old_last_station_visited;
    02376   VehicleOrderID index;
    02377   bool           suppress_implicit_orders;
    02378
    02379 public:
    02380   VehicleOrderSaver(Train *_v) :
    02381     v(_v),
    02382     old_order(_v->current_order),
    02383     old_dest_tile(_v->dest_tile),
    02384     old_last_station_visited(_v->last_station_visited),
    02385     index(_v->cur_real_order_index),
    02386     suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
    02387   {
    02388   }
    02389
    02390   ~VehicleOrderSaver()
    02391   {
    02392     this->v->current_order = this->old_order;
    02393     this->v->dest_tile = this->old_dest_tile;
    02394     this->v->last_station_visited = this->old_last_station_visited;
    02395     SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
    02396   }
    02397
    02403   bool SwitchToNextOrder(bool skip_first)
    02404   {
    02405     if (this->v->GetNumOrders() == 0) return false;
    02406
    02407     if (skip_first) ++this->index;
    02408
    02409     int depth = 0;
    02410
    02411     do {
    02412       /* Wrap around. */
    02413       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02414
    02415       Order *order = this->v->GetOrder(this->index);
    02416       assert(order != NULL);
    02417
    02418       switch (order->GetType()) {
    02419         case OT_GOTO_DEPOT:
    02420           /* Skip service in depot orders when the train doesn't need service. */
    02421           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02422         case OT_GOTO_STATION:
    02423         case OT_GOTO_WAYPOINT:
    02424           this->v->current_order = *order;
    02425           return UpdateOrderDest(this->v, order, 0, true);
    02426         case OT_CONDITIONAL: {
    02427           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02428           if (next != INVALID_VEH_ORDER_ID) {
    02429             depth++;
    02430             this->index = next;
    02431             /* Don't increment next, so no break here. */
    02432             continue;
    02433           }
    02434           break;
    02435         }
    02436         default:
    02437           break;
    02438       }
    02439       /* Don't increment inside the while because otherwise conditional
    02440        * orders can lead to an infinite loop. */
    02441       ++this->index;
    02442       depth++;
    02443     } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
    02444
    02445     return false;
    02446   }
    02447 };
    02448
    02449 /* choose a track */
    02450 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02451 {
    02452   Track best_track = INVALID_TRACK;
    02453   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02454   bool changed_signal = false;
    02455
    02456   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02457
    02458   if (got_reservation != NULL) *got_reservation = false;
    02459
    02460   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02461   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02462   /* Do we have a suitable reserved track? */
    02463   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02464
    02465   /* Quick return in case only one possible track is available */
    02466   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02467     Track track = FindFirstTrack(tracks);
    02468     /* We need to check for signals only here, as a junction tile can't have signals. */
    02469     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02470       do_track_reservation = true;
    02471       changed_signal = true;
    02472       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02473     } else if (!do_track_reservation) {
    02474       return track;
    02475     }
    02476     best_track = track;
    02477   }
    02478
    02479   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02480   DiagDirection dest_enterdir = enterdir;
    02481   if (do_track_reservation) {
    02482     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02483     if (res_dest.tile == INVALID_TILE) {
    02484       /* Reservation failed? */
    02485       if (mark_stuck) MarkTrainAsStuck(v);
    02486       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02487       return FindFirstTrack(tracks);
    02488     }
    02489     if (res_dest.okay) {
    02490       /* Got a valid reservation that ends at a safe target, quick exit. */
    02491       if (got_reservation != NULL) *got_reservation = true;
    02492       if (changed_signal) MarkTileDirtyByTile(tile);
    02493       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02494       return best_track;
    02495     }
    02496
    02497     /* Check if the train needs service here, so it has a chance to always find a depot.
    02498      * Also check if the current order is a service order so we don't reserve a path to
    02499      * the destination but instead to the next one if service isn't needed. */
    02500     CheckIfTrainNeedsService(v);
    02501     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02502   }
    02503
    02504   /* Save the current train order. The destructor will restore the old order on function exit. */
    02505   VehicleOrderSaver orders(v);
    02506
    02507   /* If the current tile is the destination of the current order and
    02508    * a reservation was requested, advance to the next order.
    02509    * Don't advance on a depot order as depots are always safe end points
    02510    * for a path and no look-ahead is necessary. This also avoids a
    02511    * problem with depot orders not part of the order list when the
    02512    * order list itself is empty. */
    02513   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02514     orders.SwitchToNextOrder(false);
    02515   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02516       v->current_order.IsType(OT_GOTO_STATION) ?
    02517       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02518       v->tile == v->dest_tile))) {
    02519     orders.SwitchToNextOrder(true);
    02520   }
    02521
    02522   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02523     /* Pathfinders are able to tell that route was only 'guessed'. */
    02524     bool      path_found = true;
    02525     TileIndex new_tile = res_dest.tile;
    02526
    02527     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
    02528     if (new_tile == tile) best_track = next_track;
    02529     v->HandlePathfindingResult(path_found);
    02530   }
    02531
    02532   /* No track reservation requested -> finished. */
    02533   if (!do_track_reservation) return best_track;
    02534
    02535   /* A path was found, but could not be reserved. */
    02536   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02537     if (mark_stuck) MarkTrainAsStuck(v);
    02538     FreeTrainTrackReservation(v);
    02539     return best_track;
    02540   }
    02541
    02542   /* No possible reservation target found, we are probably lost. */
    02543   if (res_dest.tile == INVALID_TILE) {
    02544     /* Try to find any safe destination. */
    02545     PBSTileInfo origin = FollowTrainReservation(v);
    02546     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02547       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02548       best_track = FindFirstTrack(res);
    02549       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02550       if (got_reservation != NULL) *got_reservation = true;
    02551       if (changed_signal) MarkTileDirtyByTile(tile);
    02552     } else {
    02553       FreeTrainTrackReservation(v);
    02554       if (mark_stuck) MarkTrainAsStuck(v);
    02555     }
    02556     return best_track;
    02557   }
    02558
    02559   if (got_reservation != NULL) *got_reservation = true;
    02560
    02561   /* Reservation target found and free, check if it is safe. */
    02562   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02563     /* Extend reservation until we have found a safe position. */
    02564     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02565     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02566     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02567     if (_settings_game.pf.forbid_90_deg) {
    02568       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02569     }
    02570
    02571     /* Get next order with destination. */
    02572     if (orders.SwitchToNextOrder(true)) {
    02573       PBSTileInfo cur_dest;
    02574       bool path_found;
    02575       DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
    02576       if (cur_dest.tile != INVALID_TILE) {
    02577         res_dest = cur_dest;
    02578         if (res_dest.okay) continue;
    02579         /* Path found, but could not be reserved. */
    02580         FreeTrainTrackReservation(v);
    02581         if (mark_stuck) MarkTrainAsStuck(v);
    02582         if (got_reservation != NULL) *got_reservation = false;
    02583         changed_signal = false;
    02584         break;
    02585       }
    02586     }
    02587     /* No order or no safe position found, try any position. */
    02588     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02589       FreeTrainTrackReservation(v);
    02590       if (mark_stuck) MarkTrainAsStuck(v);
    02591       if (got_reservation != NULL) *got_reservation = false;
    02592       changed_signal = false;
    02593     }
    02594     break;
    02595   }
    02596
    02597   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02598
    02599   if (changed_signal) MarkTileDirtyByTile(tile);
    02600
    02601   return best_track;
    02602 }
    02603
    02612 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02613 {
    02614   assert(v->IsFrontEngine());
    02615
    02616   /* We have to handle depots specially as the track follower won't look
    02617    * at the depot tile itself but starts from the next tile. If we are still
    02618    * inside the depot, a depot reservation can never be ours. */
    02619   if (v->track == TRACK_BIT_DEPOT) {
    02620     if (HasDepotReservation(v->tile)) {
    02621       if (mark_as_stuck) MarkTrainAsStuck(v);
    02622       return false;
    02623     } else {
    02624       /* Depot not reserved, but the next tile might be. */
    02625       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02626       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02627     }
    02628   }
    02629
    02630   Vehicle *other_train = NULL;
    02631   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02632   /* The path we are driving on is already blocked by some other train.
    02633    * This can only happen in certain situations when mixing path and
    02634    * block signals or when changing tracks and/or signals.
    02635    * Exit here as doing any further reservations will probably just
    02636    * make matters worse. */
    02637   if (other_train != NULL && other_train->index != v->index) {
    02638     if (mark_as_stuck) MarkTrainAsStuck(v);
    02639     return false;
    02640   }
    02641   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02642   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02643     /* Can't be stuck then. */
    02644     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02645     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02646     return true;
    02647   }
    02648
    02649   /* If we are in a depot, tentatively reserve the depot. */
    02650   if (v->track == TRACK_BIT_DEPOT) {
    02651     SetDepotReservation(v->tile, true);
    02652     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02653   }
    02654
    02655   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02656   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02657   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02658
    02659   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02660
    02661   bool res_made = false;
    02662   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02663
    02664   if (!res_made) {
    02665     /* Free the depot reservation as well. */
    02666     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02667     return false;
    02668   }
    02669
    02670   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02671     v->wait_counter = 0;
    02672     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02673   }
    02674   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02675   return true;
    02676 }
    02677
    02678
    02679 static bool CheckReverseTrain(const Train *v)
    02680 {
    02681   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02682       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02683       !(v->direction & 1)) {
    02684     return false;
    02685   }
    02686
    02687   assert(v->track != TRACK_BIT_NONE);
    02688
    02689   switch (_settings_game.pf.pathfinder_for_trains) {
    02690     case VPF_NPF: return NPFTrainCheckReverse(v);
    02691     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02692
    02693     default: NOT_REACHED();
    02694   }
    02695 }
    02696
    02702 TileIndex Train::GetOrderStationLocation(StationID station)
    02703 {
    02704   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02705
    02706   const Station *st = Station::Get(station);
    02707   if (!(st->facilities & FACIL_TRAIN)) {
    02708     /* The destination station has no trainstation tiles. */
    02709     this->IncrementRealOrderIndex();
    02710     return 0;
    02711   }
    02712
    02713   return st->xy;
    02714 }
    02715
    02717 void Train::MarkDirty()
    02718 {
    02719   Train *v = this;
    02720   do {
    02721     v->UpdateViewport(false, false);
    02722   } while ((v = v->Next()) != NULL);
    02723
    02724   /* need to update acceleration and cached values since the goods on the train changed. */
    02725   this->CargoChanged();
    02726   this->UpdateAcceleration();
    02727 }
    02728
    02736 int Train::UpdateSpeed()
    02737 {
    02738   switch (_settings_game.vehicle.train_acceleration_model) {
    02739     default: NOT_REACHED();
    02740     case AM_ORIGINAL:
    02741       return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, min(this->gcache.cached_max_track_speed, this->current_order.max_speed));
    02742
    02743     case AM_REALISTIC:
    02744       return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
    02745   }
    02746 }
    02747
    02753 static void TrainEnterStation(Train *v, StationID station)
    02754 {
    02755   v->last_station_visited = station;
    02756
    02757   /* check if a train ever visited this station before */
    02758   Station *st = Station::Get(station);
    02759   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    02760     st->had_vehicle_of_type |= HVOT_TRAIN;
    02761     SetDParam(0, st->index);
    02762     AddVehicleNewsItem(
    02763       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    02764       v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
    02765       v->index,
    02766       st->index
    02767     );
    02768     AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
    02769     Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
    02770   }
    02771
    02772   v->force_proceed = TFP_NONE;
    02773   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02774
    02775   v->BeginLoading();
    02776
    02777   TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
    02778 }
    02779
    02780 /* Check if the vehicle is compatible with the specified tile */
    02781 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    02782 {
    02783   return IsTileOwner(tile, v->owner) &&
    02784       (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
    02785 }
    02786
    02788 struct AccelerationSlowdownParams {
    02789   byte small_turn;
    02790   byte large_turn;
    02791   byte z_up;
    02792   byte z_down;
    02793 };
    02794
    02796 static const AccelerationSlowdownParams _accel_slowdown[] = {
    02797   /* normal accel */
    02798   {256 / 4, 256 / 2, 256 / 4, 2},
    02799   {256 / 4, 256 / 2, 256 / 4, 2},
    02800   {0,       256 / 2, 256 / 4, 2},
    02801 };
    02802
    02808 static inline void AffectSpeedByZChange(Train *v, int old_z)
    02809 {
    02810   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
    02811
    02812   const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
    02813
    02814   if (old_z < v->z_pos) {
    02815     v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
    02816   } else {
    02817     uint16 spd = v->cur_speed + asp->z_down;
    02818     if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
    02819   }
    02820 }
    02821
    02822 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    02823 {
    02824   if (IsTileType(tile, MP_RAILWAY) &&
    02825       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    02826     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    02827     Trackdir trackdir = FindFirstTrackdir(tracks);
    02828     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    02829       /* A PBS block with a non-PBS signal facing us? */
    02830       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    02831     }
    02832   }
    02833   return false;
    02834 }
    02835
    02837 void Train::ReserveTrackUnderConsist() const
    02838 {
    02839   for (const Train *u = this; u != NULL; u = u->Next()) {
    02840     switch (u->track) {
    02841       case TRACK_BIT_WORMHOLE:
    02842         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    02843         break;
    02844       case TRACK_BIT_DEPOT:
    02845         break;
    02846       default:
    02847         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    02848         break;
    02849     }
    02850   }
    02851 }
    02852
    02859 uint Train::Crash(bool flooded)
    02860 {
    02861   uint pass = 0;
    02862   if (this->IsFrontEngine()) {
    02863     pass += 2; // driver
    02864
    02865     /* Remove the reserved path in front of the train if it is not stuck.
    02866      * Also clear all reserved tracks the train is currently on. */
    02867     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    02868     for (const Train *v = this; v != NULL; v = v->Next()) {
    02869       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    02870       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    02871         /* ClearPathReservation will not free the wormhole exit
    02872          * if the train has just entered the wormhole. */
    02873         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    02874       }
    02875     }
    02876
    02877     /* we may need to update crossing we were approaching,
    02878      * but must be updated after the train has been marked crashed */
    02879     TileIndex crossing = TrainApproachingCrossingTile(this);
    02880     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    02881
    02882     /* Remove the loading indicators (if any) */
    02883     HideFillingPercent(&this->fill_percent_te_id);
    02884   }
    02885
    02886   pass += this->GroundVehicleBase::Crash(flooded);
    02887
    02888   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    02889   return pass;
    02890 }
    02891
    02898 static uint TrainCrashed(Train *v)
    02899 {
    02900   uint num = 0;
    02901
    02902   /* do not crash train twice */
    02903   if (!(v->vehstatus & VS_CRASHED)) {
    02904     num = v->Crash();
    02905     AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02906     Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02907   }
    02908
    02909   /* Try to re-reserve track under already crashed train too.
    02910    * Crash() clears the reservation! */
    02911   v->ReserveTrackUnderConsist();
    02912
    02913   return num;
    02914 }
    02915
    02917 struct TrainCollideChecker {
    02918   Train *v;
    02919   uint num;
    02920 };
    02921
    02928 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    02929 {
    02930   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    02931
    02932   /* not a train or in depot */
    02933   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    02934
    02935   /* do not crash into trains of another company. */
    02936   if (v->owner != tcc->v->owner) return NULL;
    02937
    02938   /* get first vehicle now to make most usual checks faster */
    02939   Train *coll = Train::From(v)->First();
    02940
    02941   /* can't collide with own wagons */
    02942   if (coll == tcc->v) return NULL;
    02943
    02944   int x_diff = v->x_pos - tcc->v->x_pos;
    02945   int y_diff = v->y_pos - tcc->v->y_pos;
    02946
    02947   /* Do fast calculation to check whether trains are not in close vicinity
    02948    * and quickly reject trains distant enough for any collision.
    02949    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    02950    * Differences are then ORed and then we check for any higher bits */
    02951   uint hash = (y_diff + 7) | (x_diff + 7);
    02952   if (hash & ~15) return NULL;
    02953
    02954   /* Slower check using multiplication */
    02955   int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
    02956   if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return NULL;
    02957
    02958   /* Happens when there is a train under bridge next to bridge head */
    02959   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    02960
    02961   /* crash both trains */
    02962   tcc->num += TrainCrashed(tcc->v);
    02963   tcc->num += TrainCrashed(coll);
    02964
    02965   return NULL; // continue searching
    02966 }
    02967
    02975 static bool CheckTrainCollision(Train *v)
    02976 {
    02977   /* can't collide in depot */
    02978   if (v->track == TRACK_BIT_DEPOT) return false;
    02979
    02980   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    02981
    02982   TrainCollideChecker tcc;
    02983   tcc.v = v;
    02984   tcc.num = 0;
    02985
    02986   /* find colliding vehicles */
    02987   if (v->track == TRACK_BIT_WORMHOLE) {
    02988     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    02989     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    02990   } else {
    02991     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    02992   }
    02993
    02994   /* any dead -> no crash */
    02995   if (tcc.num == 0) return false;
    02996
    02997   SetDParam(0, tcc.num);
    02998   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->index);
    02999
    03000   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    03001   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    03002   return true;
    03003 }
    03004
    03005 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    03006 {
    03007   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    03008
    03009   Train *t = Train::From(v);
    03010   DiagDirection exitdir = *(DiagDirection *)data;
    03011
    03012   /* not front engine of a train, inside wormhole or depot, crashed */
    03013   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    03014
    03015   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    03016
    03017   return t;
    03018 }
    03019
    03027 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
    03028 {
    03029   Train *first = v->First();
    03030   Train *prev;
    03031   bool direction_changed = false; // has direction of any part changed?
    03032
    03033   /* For every vehicle after and including the given vehicle */
    03034   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    03035     DiagDirection enterdir = DIAGDIR_BEGIN;
    03036     bool update_signals_crossing = false; // will we update signals or crossing state?
    03037
    03038     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    03039     if (v->track != TRACK_BIT_WORMHOLE) {
    03040       /* Not inside tunnel */
    03041       if (gp.old_tile == gp.new_tile) {
    03042         /* Staying in the old tile */
    03043         if (v->track == TRACK_BIT_DEPOT) {
    03044           /* Inside depot */
    03045           gp.x = v->x_pos;
    03046           gp.y = v->y_pos;
    03047         } else {
    03048           /* Not inside depot */
    03049
    03050           /* Reverse when we are at the end of the track already, do not move to the new position */
    03051           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
    03052
    03053           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03054           if (HasBit(r, VETS_CANNOT_ENTER)) {
    03055             goto invalid_rail;
    03056           }
    03057           if (HasBit(r, VETS_ENTERED_STATION)) {
    03058             /* The new position is the end of the platform */
    03059             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03060           }
    03061         }
    03062       } else {
    03063         /* A new tile is about to be entered. */
    03064
    03065         /* Determine what direction we're entering the new tile from */
    03066         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    03067         assert(IsValidDiagDirection(enterdir));
    03068
    03069         /* Get the status of the tracks in the new tile and mask
    03070          * away the bits that aren't reachable. */
    03071         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    03072         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    03073
    03074         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03075         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    03076
    03077         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03078         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    03079           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    03080            * can be switched on halfway a turn */
    03081           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03082         }
    03083
    03084         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    03085
    03086         /* Check if the new tile constrains tracks that are compatible
    03087          * with the current train, if not, bail out. */
    03088         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    03089
    03090         TrackBits chosen_track;
    03091         if (prev == NULL) {
    03092           /* Currently the locomotive is active. Determine which one of the
    03093            * available tracks to choose */
    03094           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    03095           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    03096
    03097           if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    03098             /* For each signal we find decrease the counter by one.
    03099              * We start at two, so the first signal we pass decreases
    03100              * this to one, then if we reach the next signal it is
    03101              * decreased to zero and we won't pass that new signal. */
    03102             Trackdir dir = FindFirstTrackdir(trackdirbits);
    03103             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
    03104                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
    03105               /* However, we do not want to be stopped by PBS signals
    03106                * entered via the back. */
    03107               v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
    03108               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03109             }
    03110           }
    03111
    03112           /* Check if it's a red signal and that force proceed is not clicked. */
    03113           if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
    03114             /* In front of a red signal */
    03115             Trackdir i = FindFirstTrackdir(trackdirbits);
    03116
    03117             /* Don't handle stuck trains here. */
    03118             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
    03119
    03120             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03121               v->cur_speed = 0;
    03122               v->subspeed = 0;
    03123               v->progress = 255 - 100;
    03124               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return false;
    03125             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03126               v->cur_speed = 0;
    03127               v->subspeed = 0;
    03128               v->progress = 255 - 10;
    03129               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03130                 DiagDirection exitdir = TrackdirToExitdir(i);
    03131                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03132
    03133                 exitdir = ReverseDiagDir(exitdir);
    03134
    03135                 /* check if a train is waiting on the other side */
    03136                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
    03137               }
    03138             }
    03139
    03140             /* If we would reverse but are currently in a PBS block and
    03141              * reversing of stuck trains is disabled, don't reverse.
    03142              * This does not apply if the reason for reversing is a one-way
    03143              * signal blocking us, because a train would then be stuck forever. */
    03144             if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
    03145                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03146               v->wait_counter = 0;
    03147               return false;
    03148             }
    03149             goto reverse_train_direction;
    03150           } else {
    03151             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
    03152           }
    03153         } else {
    03154           /* The wagon is active, simply follow the prev vehicle. */
    03155           if (prev->tile == gp.new_tile) {
    03156             /* Choose the same track as prev */
    03157             if (prev->track == TRACK_BIT_WORMHOLE) {
    03158               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03159                * However, just choose the track into the wormhole. */
    03160               assert(IsTunnel(prev->tile));
    03161               chosen_track = bits;
    03162             } else {
    03163               chosen_track = prev->track;
    03164             }
    03165           } else {
    03166             /* Choose the track that leads to the tile where prev is.
    03167              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03168              * I.e. when the tile between them has only space for a single vehicle like
    03169              *  1) horizontal/vertical track tiles and
    03170              *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
    03171              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
    03172              */
    03173             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03174               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03175               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03176               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03177               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03178             };
    03179             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03180             assert(IsValidDiagDirection(exitdir));
    03181             chosen_track = _connecting_track[enterdir][exitdir];
    03182           }
    03183           chosen_track &= bits;
    03184         }
    03185
    03186         /* Make sure chosen track is a valid track */
    03187         assert(
    03188             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03189             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03190             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03191
    03192         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03193         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03194         gp.x = (gp.x & ~0xF) | b[0];
    03195         gp.y = (gp.y & ~0xF) | b[1];
    03196         Direction chosen_dir = (Direction)b[2];
    03197
    03198         /* Call the landscape function and tell it that the vehicle entered the tile */
    03199         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03200         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03201           goto invalid_rail;
    03202         }
    03203
    03204         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03205           Track track = FindFirstTrack(chosen_track);
    03206           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03207           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03208             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03209             MarkTileDirtyByTile(gp.new_tile);
    03210           }
    03211
    03212           /* Clear any track reservation when the last vehicle leaves the tile */
    03213           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03214
    03215           v->tile = gp.new_tile;
    03216
    03217           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03218             v->First()->ConsistChanged(true);
    03219           }
    03220
    03221           v->track = chosen_track;
    03222           assert(v->track);
    03223         }
    03224
    03225         /* We need to update signal status, but after the vehicle position hash
    03226          * has been updated by UpdateInclination() */
    03227         update_signals_crossing = true;
    03228
    03229         if (chosen_dir != v->direction) {
    03230           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
    03231             const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
    03232             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03233             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
    03234           }
    03235           direction_changed = true;
    03236           v->direction = chosen_dir;
    03237         }
    03238
    03239         if (v->IsFrontEngine()) {
    03240           v->wait_counter = 0;
    03241
    03242           /* If we are approaching a crossing that is reserved, play the sound now. */
    03243           TileIndex crossing = TrainApproachingCrossingTile(v);
    03244           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03245
    03246           /* Always try to extend the reservation when entering a tile. */
    03247           CheckNextTrainTile(v);
    03248         }
    03249
    03250         if (HasBit(r, VETS_ENTERED_STATION)) {
    03251           /* The new position is the location where we want to stop */
    03252           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03253         }
    03254       }
    03255     } else {
    03256       /* In a tunnel or on a bridge
    03257        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
    03258        * - for bridges, only the middle part - without the bridge heads */
    03259       if (!(v->vehstatus & VS_HIDDEN)) {
    03260         Train *first = v->First();
    03261         first->cur_speed = min(first->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
    03262       }
    03263
    03264       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03265         /* Perform look-ahead on tunnel exit. */
    03266         if (v->IsFrontEngine()) {
    03267           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03268           CheckNextTrainTile(v);
    03269         }
    03270         /* Prevent v->UpdateInclination() being called with wrong parameters.
    03271          * This could happen if the train was reversed inside the tunnel/bridge. */
    03272         if (gp.old_tile == gp.new_tile) {
    03273           gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
    03274         }
    03275       } else {
    03276         v->x_pos = gp.x;
    03277         v->y_pos = gp.y;
    03278         VehicleUpdatePosition(v);
    03279         if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true);
    03280         continue;
    03281       }
    03282     }
    03283
    03284     /* update image of train, as well as delta XY */
    03285     v->UpdateDeltaXY(v->direction);
    03286
    03287     v->x_pos = gp.x;
    03288     v->y_pos = gp.y;
    03289     VehicleUpdatePosition(v);
    03290
    03291     /* update the Z position of the vehicle */
    03292     int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
    03293
    03294     if (prev == NULL) {
    03295       /* This is the first vehicle in the train */
    03296       AffectSpeedByZChange(v, old_z);
    03297     }
    03298
    03299     if (update_signals_crossing) {
    03300       if (v->IsFrontEngine()) {
    03301         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03302           /* We are entering a block with PBS signals right now, but
    03303            * not through a PBS signal. This means we don't have a
    03304            * reservation right now. As a conventional signal will only
    03305            * ever be green if no other train is in the block, getting
    03306            * a path should always be possible. If the player built
    03307            * such a strange network that it is not possible, the train
    03308            * will be marked as stuck and the player has to deal with
    03309            * the problem. */
    03310           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03311               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03312               !TryPathReserve(v)) {
    03313             MarkTrainAsStuck(v);
    03314           }
    03315         }
    03316       }
    03317
    03318       /* Signals can only change when the first
    03319        * (above) or the last vehicle moves. */
    03320       if (v->Next() == NULL) {
    03321         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03322         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03323       }
    03324     }
    03325
    03326     /* Do not check on every tick to save some computing time. */
    03327     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03328   }
    03329
    03330   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
    03331
    03332   return true;
    03333
    03334 invalid_rail:
    03335   /* We've reached end of line?? */
    03336   if (prev != NULL) error("Disconnecting train");
    03337
    03338 reverse_train_direction:
    03339   if (reverse) {
    03340     v->wait_counter = 0;
    03341     v->cur_speed = 0;
    03342     v->subspeed = 0;
    03343     ReverseTrainDirection(v);
    03344   }
    03345
    03346   return false;
    03347 }
    03348
    03355 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03356 {
    03357   TrackBits *trackbits = (TrackBits *)data;
    03358
    03359   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03360     TrackBits train_tbits = Train::From(v)->track;
    03361     if (train_tbits == TRACK_BIT_WORMHOLE) {
    03362       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03363       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03364     } else if (train_tbits != TRACK_BIT_DEPOT) {
    03365       *trackbits |= train_tbits;
    03366     }
    03367   }
    03368
    03369   return NULL;
    03370 }
    03371
    03379 static void DeleteLastWagon(Train *v)
    03380 {
    03381   Train *first = v->First();
    03382
    03383   /* Go to the last wagon and delete the link pointing there
    03384    * *u is then the one-before-last wagon, and *v the last
    03385    * one which will physically be removed */
    03386   Train *u = v;
    03387   for (; v->Next() != NULL; v = v->Next()) u = v;
    03388   u->SetNext(NULL);
    03389
    03390   if (first != v) {
    03391     /* Recalculate cached train properties */
    03392     first->ConsistChanged(false);
    03393     /* Update the depot window if the first vehicle is in depot -
    03394      * if v == first, then it is updated in PreDestructor() */
    03395     if (first->track == TRACK_BIT_DEPOT) {
    03396       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03397     }
    03398   }
    03399
    03400   /* 'v' shouldn't be accessed after it has been deleted */
    03401   TrackBits trackbits = v->track;
    03402   TileIndex tile = v->tile;
    03403   Owner owner = v->owner;
    03404
    03405   delete v;
    03406   v = NULL; // make sure nobody will try to read 'v' anymore
    03407
    03408   if (trackbits == TRACK_BIT_WORMHOLE) {
    03409     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03410     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03411   }
    03412
    03413   Track track = TrackBitsToTrack(trackbits);
    03414   if (HasReservedTracks(tile, trackbits)) {
    03415     UnreserveRailTrack(tile, track);
    03416
    03417     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03418     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03419     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03420
    03421     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03422     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03423     Track t;
    03424     FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
    03425   }
    03426
    03427   /* check if the wagon was on a road/rail-crossing */
    03428   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03429
    03430   /* Update signals */
    03431   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03432     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03433   } else {
    03434     SetSignalsOnBothDir(tile, track, owner);
    03435   }
    03436 }
    03437
    03442 static void ChangeTrainDirRandomly(Train *v)
    03443 {
    03444   static const DirDiff delta[] = {
    03445     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03446   };
    03447
    03448   do {
    03449     /* We don't need to twist around vehicles if they're not visible */
    03450     if (!(v->vehstatus & VS_HIDDEN)) {
    03451       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03452       v->UpdateDeltaXY(v->direction);
    03453       v->cur_image = v->GetImage(v->direction, EIT_ON_MAP);
    03454       /* Refrain from updating the z position of the vehicle when on
    03455        * a bridge, because UpdateInclination() will put the vehicle under
    03456        * the bridge in that case */
    03457       if (v->track != TRACK_BIT_WORMHOLE) {
    03458         VehicleUpdatePosition(v);
    03459         v->UpdateInclination(false, false);
    03460       }
    03461     }
    03462   } while ((v = v->Next()) != NULL);
    03463 }
    03464
    03470 static bool HandleCrashedTrain(Train *v)
    03471 {
    03472   int state = ++v->crash_anim_pos;
    03473
    03474   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03475     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03476   }
    03477
    03478   uint32 r;
    03479   if (state <= 200 && Chance16R(1, 7, r)) {
    03480     int index = (r * 10 >> 16);
    03481
    03482     Vehicle *u = v;
    03483     do {
    03484       if (--index < 0) {
    03485         r = Random();
    03486
    03487         CreateEffectVehicleRel(u,
    03488           GB(r,  8, 3) + 2,
    03489           GB(r, 16, 3) + 2,
    03490           GB(r,  0, 3) + 5,
    03491           EV_EXPLOSION_SMALL);
    03492         break;
    03493       }
    03494     } while ((u = u->Next()) != NULL);
    03495   }
    03496
    03497   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03498
    03499   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03500     bool ret = v->Next() != NULL;
    03501     DeleteLastWagon(v);
    03502     return ret;
    03503   }
    03504
    03505   return true;
    03506 }
    03507
    03509 static const uint16 _breakdown_speeds[16] = {
    03510   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03511 };
    03512
    03513
    03522 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
    03523 {
    03524   /* Calc position within the current tile */
    03525   uint x = v->x_pos & 0xF;
    03526   uint y = v->y_pos & 0xF;
    03527
    03528   /* for diagonal directions, 'x' will be 0..15 -
    03529    * for other directions, it will be 1, 3, 5, ..., 15 */
    03530   switch (v->direction) {
    03531     case DIR_N : x = ~x + ~y + 25; break;
    03532     case DIR_NW: x = y;            // FALL THROUGH
    03533     case DIR_NE: x = ~x + 16;      break;
    03534     case DIR_E : x = ~x + y + 9;   break;
    03535     case DIR_SE: x = y;            break;
    03536     case DIR_S : x = x + y - 7;    break;
    03537     case DIR_W : x = ~y + x + 9;   break;
    03538     default: break;
    03539   }
    03540
    03541   /* Do not reverse when approaching red signal. Make sure the vehicle's front
    03542    * does not cross the tile boundary when we do reverse, but as the vehicle's
    03543    * location is based on their center, use half a vehicle's length as offset.
    03544    * Multiply the half-length by two for straight directions to compensate that
    03545    * we only get odd x offsets there. */
    03546   if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
    03547     /* we are too near the tile end, reverse now */
    03548     v->cur_speed = 0;
    03549     if (reverse) ReverseTrainDirection(v);
    03550     return false;
    03551   }
    03552
    03553   /* slow down */
    03554   v->vehstatus |= VS_TRAIN_SLOWING;
    03555   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03556   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03557
    03558   return true;
    03559 }
    03560
    03561
    03567 static bool TrainCanLeaveTile(const Train *v)
    03568 {
    03569   /* Exit if inside a tunnel/bridge or a depot */
    03570   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03571
    03572   TileIndex tile = v->tile;
    03573
    03574   /* entering a tunnel/bridge? */
    03575   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03576     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03577     if (DiagDirToDir(dir) == v->direction) return false;
    03578   }
    03579
    03580   /* entering a depot? */
    03581   if (IsRailDepotTile(tile)) {
    03582     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03583     if (DiagDirToDir(dir) == v->direction) return false;
    03584   }
    03585
    03586   return true;
    03587 }
    03588
    03589
    03597 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03598 {
    03599   assert(v->IsFrontEngine());
    03600   assert(!(v->vehstatus & VS_CRASHED));
    03601
    03602   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03603
    03604   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03605   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03606
    03607   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03608   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03609       !CheckCompatibleRail(v, tile)) {
    03610     return INVALID_TILE;
    03611   }
    03612
    03613   return tile;
    03614 }
    03615
    03616
    03624 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
    03625 {
    03626   /* First, handle broken down train */
    03627
    03628   int t = v->breakdown_ctr;
    03629   if (t > 1) {
    03630     v->vehstatus |= VS_TRAIN_SLOWING;
    03631
    03632     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    03633     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03634   } else {
    03635     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03636   }
    03637
    03638   if (!TrainCanLeaveTile(v)) return true;
    03639
    03640   /* Determine the non-diagonal direction in which we will exit this tile */
    03641   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03642   /* Calculate next tile */
    03643   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03644
    03645   /* Determine the track status on the next tile */
    03646   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03647   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03648
    03649   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03650   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03651
    03652   /* We are sure the train is not entering a depot, it is detected above */
    03653
    03654   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03655   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03656   if (_settings_game.pf.forbid_90_deg) {
    03657     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03658   }
    03659
    03660   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03661   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03662     return TrainApproachingLineEnd(v, false, reverse);
    03663   }
    03664
    03665   /* approaching red signal */
    03666   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
    03667
    03668   /* approaching a rail/road crossing? then make it red */
    03669   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03670
    03671   return true;
    03672 }
    03673
    03674
    03675 static bool TrainLocoHandler(Train *v, bool mode)
    03676 {
    03677   /* train has crashed? */
    03678   if (v->vehstatus & VS_CRASHED) {
    03679     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03680   }
    03681
    03682   if (v->force_proceed != TFP_NONE) {
    03683     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03684     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03685   }
    03686
    03687   /* train is broken down? */
    03688   if (v->HandleBreakdown()) return true;
    03689
    03690   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03691     ReverseTrainDirection(v);
    03692   }
    03693
    03694   /* exit if train is stopped */
    03695   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03696
    03697   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03698   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03699     v->wait_counter = 0;
    03700     v->cur_speed = 0;
    03701     v->subspeed = 0;
    03702     ClrBit(v->flags, VRF_LEAVING_STATION);
    03703     ReverseTrainDirection(v);
    03704     return true;
    03705   } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
    03706     /* Try to reserve a path when leaving the station as we
    03707      * might not be marked as wanting a reservation, e.g.
    03708      * when an overlength train gets turned around in a station. */
    03709     DiagDirection dir = TrainExitDir(v->direction, v->track);
    03710     if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    03711
    03712     if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    03713       TryPathReserve(v, true, true);
    03714     }
    03715     ClrBit(v->flags, VRF_LEAVING_STATION);
    03716   }
    03717
    03718   v->HandleLoading(mode);
    03719
    03720   if (v->current_order.IsType(OT_LOADING)) return true;
    03721
    03722   if (CheckTrainStayInDepot(v)) return true;
    03723
    03724   if (!mode) v->ShowVisualEffect();
    03725
    03726   /* We had no order but have an order now, do look ahead. */
    03727   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    03728     CheckNextTrainTile(v);
    03729   }
    03730
    03731   /* Handle stuck trains. */
    03732   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    03733     ++v->wait_counter;
    03734
    03735     /* Should we try reversing this tick if still stuck? */
    03736     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
    03737
    03738     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
    03739     if (!TryPathReserve(v)) {
    03740       /* Still stuck. */
    03741       if (turn_around) ReverseTrainDirection(v);
    03742
    03743       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    03744         /* Show message to player. */
    03745         if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
    03746           SetDParam(0, v->index);
    03747           AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
    03748         }
    03749         v->wait_counter = 0;
    03750       }
    03751       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    03752       if (v->force_proceed == TFP_NONE) return true;
    03753       ClrBit(v->flags, VRF_TRAIN_STUCK);
    03754       v->wait_counter = 0;
    03755       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03756     }
    03757   }
    03758
    03759   if (v->current_order.IsType(OT_LEAVESTATION)) {
    03760     v->current_order.Free();
    03761     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03762     return true;
    03763   }
    03764
    03765   int j = v->UpdateSpeed();
    03766
    03767   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    03768   if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    03769     /* If we manually stopped, we're not force-proceeding anymore. */
    03770     v->force_proceed = TFP_NONE;
    03771     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03772   }
    03773
    03774   int adv_spd = v->GetAdvanceDistance();
    03775   if (j < adv_spd) {
    03776     /* if the vehicle has speed 0, update the last_speed field. */
    03777     if (v->cur_speed == 0) v->SetLastSpeed();
    03778   } else {
    03779     TrainCheckIfLineEnds(v);
    03780     /* Loop until the train has finished moving. */
    03781     for (;;) {
    03782       j -= adv_spd;
    03783       TrainController(v, NULL);
    03784       /* Don't continue to move if the train crashed. */
    03785       if (CheckTrainCollision(v)) break;
    03786       /* Determine distance to next map position */
    03787       adv_spd = v->GetAdvanceDistance();
    03788
    03789       /* No more moving this tick */
    03790       if (j < adv_spd || v->cur_speed == 0) break;
    03791
    03792       OrderType order_type = v->current_order.GetType();
    03793       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    03794       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    03795             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    03796             IsTileType(v->tile, MP_STATION) &&
    03797             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    03798         ProcessOrders(v);
    03799       }
    03800     }
    03801     v->SetLastSpeed();
    03802   }
    03803
    03804   for (Train *u = v; u != NULL; u = u->Next()) {
    03805     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    03806
    03807     u->UpdateViewport(false, false);
    03808   }
    03809
    03810   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    03811
    03812   return true;
    03813 }
    03814
    03819 Money Train::GetRunningCost() const
    03820 {
    03821   Money cost = 0;
    03822   const Train *v = this;
    03823
    03824   do {
    03825     const Engine *e = v->GetEngine();
    03826     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    03827
    03828     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    03829     if (cost_factor == 0) continue;
    03830
    03831     /* Halve running cost for multiheaded parts */
    03832     if (v->IsMultiheaded()) cost_factor /= 2;
    03833
    03834     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
    03835   } while ((v = v->GetNextVehicle()) != NULL);
    03836
    03837   return cost;
    03838 }
    03839
    03844 bool Train::Tick()
    03845 {
    03846   this->tick_counter++;
    03847
    03848   if (this->IsFrontEngine()) {
    03849     if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
    03850
    03851     this->current_order_time++;
    03852
    03853     if (!TrainLocoHandler(this, false)) return false;
    03854
    03855     return TrainLocoHandler(this, true);
    03856   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    03857     /* Delete flooded standalone wagon chain */
    03858     if (++this->crash_anim_pos >= 4400) {
    03859       delete this;
    03860       return false;
    03861     }
    03862   }
    03863
    03864   return true;
    03865 }
    03866
    03871 static void CheckIfTrainNeedsService(Train *v)
    03872 {
    03873   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    03874   if (v->IsChainInDepot()) {
    03875     VehicleServiceInDepot(v);
    03876     return;
    03877   }
    03878
    03879   uint max_penalty;
    03880   switch (_settings_game.pf.pathfinder_for_trains) {
    03881     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    03882     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    03883     default: NOT_REACHED();
    03884   }
    03885
    03886   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    03887   /* Only go to the depot if it is not too far out of our way. */
    03888   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    03889     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    03890       /* If we were already heading for a depot but it has
    03891        * suddenly moved farther away, we continue our normal
    03892        * schedule? */
    03893       v->current_order.MakeDummy();
    03894       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03895     }
    03896     return;
    03897   }
    03898
    03899   DepotID depot = GetDepotIndex(tfdd.tile);
    03900
    03901   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    03902       v->current_order.GetDestination() != depot &&
    03903       !Chance16(3, 16)) {
    03904     return;
    03905   }
    03906
    03907   SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
    03908   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    03909   v->dest_tile = tfdd.tile;
    03910   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03911 }
    03912
    03914 void Train::OnNewDay()
    03915 {
    03916   AgeVehicle(this);
    03917
    03918   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    03919
    03920   if (this->IsFrontEngine()) {
    03921     CheckVehicleBreakdown(this);
    03922
    03923     CheckIfTrainNeedsService(this);
    03924
    03925     CheckOrders(this);
    03926
    03927     /* update destination */
    03928     if (this->current_order.IsType(OT_GOTO_STATION)) {
    03929       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    03930       if (tile != INVALID_TILE) this->dest_tile = tile;
    03931     }
    03932
    03933     if (this->running_ticks != 0) {
    03934       /* running costs */
    03935       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    03936
    03937       this->profit_this_year -= cost.GetCost();
    03938       this->running_ticks = 0;
    03939
    03940       SubtractMoneyFromCompanyFract(this->owner, cost);
    03941
    03942       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    03943       SetWindowClassesDirty(WC_TRAINS_LIST);
    03944     }
    03945   }
    03946 }
    03947
    03952 Trackdir Train::GetVehicleTrackdir() const
    03953 {
    03954   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    03955
    03956   if (this->track == TRACK_BIT_DEPOT) {
    03957     /* We'll assume the train is facing outwards */
    03958     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    03959   }
    03960
    03961   if (this->track == TRACK_BIT_WORMHOLE) {
    03962     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    03963     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    03964   }
    03965
    03966   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    03967 }