# 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 "gui.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 "vehicle_gui.h"
    00021 #include "newgrf_sound.h"
    00022 #include "newgrf_text.h"
    00023 #include "group.h"
    00024 #include "strings_func.h"
    00025 #include "viewport_func.h"
    00026 #include "window_func.h"
    00027 #include "vehicle_func.h"
    00028 #include "sound_func.h"
    00029 #include "ai/ai.hpp"
    00030 #include "newgrf_station.h"
    00031 #include "effectvehicle_func.h"
    00032 #include "gamelog.h"
    00033 #include "network/network.h"
    00034 #include "spritecache.h"
    00035 #include "core/random_func.hpp"
    00036 #include "company_base.h"
    00037 #include "newgrf.h"
    00038 #include "order_backup.h"
    00039 #include "programmable_signals.h"
    00040 #include "infrastructure_func.h"
    00041
    00042 #include "table/strings.h"
    00043 #include "table/train_cmd.h"
    00044
    00045 extern SpeedLimits _speedlimits;
    00046
    00047 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
    00048 static bool TrainCheckIfLineEnds(Train *v);
    00049 static void TrainController(Train *v, Vehicle *nomove);
    00050 static TileIndex TrainApproachingCrossingTile(const Train *v);
    00051 static void CheckIfTrainNeedsService(Train *v);
    00052 static void CheckNextTrainTile(Train *v);
    00053
    00054 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
    00055 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
    00056
    00057
    00065 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
    00066 {
    00067   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
    00068
    00069   DiagDirection diagdir = DirToDiagDir(direction);
    00070
    00071   /* Determine the diagonal direction in which we will exit this tile */
    00072   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
    00073     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
    00074   }
    00075
    00076   return diagdir;
    00077 }
    00078
    00079
    00085 byte FreightWagonMult(CargoID cargo)
    00086 {
    00087   if (!CargoSpec::Get(cargo)->is_freight) return 1;
    00088   return _settings_game.vehicle.freight_trains;
    00089 }
    00090
    00096 static void RailVehicleLengthChanged(const Train *u)
    00097 {
    00098   /* show a warning once for each engine in whole game and once for each GRF after each game load */
    00099   const Engine *engine = Engine::Get(u->engine_type);
    00100   uint32 grfid = engine->grf_prop.grffile->grfid;
    00101   GRFConfig *grfconfig = GetGRFConfig(grfid);
    00102   if (GamelogGRFBugReverse(grfid, engine->grf_prop.local_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
    00103     ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
    00104   }
    00105 }
    00106
    00108 void CheckTrainsLengths()
    00109 {
    00110   const Train *v;
    00111   bool first = true;
    00112
    00113   FOR_ALL_TRAINS(v) {
    00114     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
    00115       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
    00116         if (u->track != TRACK_BIT_DEPOT) {
    00117           if ((w->track != TRACK_BIT_DEPOT &&
    00118               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->gcache.cached_veh_length) ||
    00119               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
    00120             SetDParam(0, v->index);
    00121             SetDParam(1, v->owner);
    00122             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
    00123
    00124             if (!_networking && first) {
    00125               first = false;
    00126               DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
    00127             }
    00128             /* Break so we warn only once for each train. */
    00129             break;
    00130           }
    00131         }
    00132       }
    00133     }
    00134   }
    00135 }
    00136
    00141 void Train::RailtypeChanged()
    00142 {
    00143   for (Train *u = this; u != NULL; u = u->Next()) {
    00144     /* The wagon-is-powered-state should not change, so the weight does not change. */
    00145     u->UpdateVisualEffect(false);
    00146   }
    00147   this->PowerChanged();
    00148   if (this->IsFrontEngine()) this->UpdateAcceleration();
    00149 }
    00150
    00157 void CheckBreakdownFlags(Train *v)
    00158 {
    00159   assert(v->IsFrontEngine());
    00160   /* Clear the flags we're gonna check first, we'll set them again later (if applicable). */
    00161   CLRBITS(v->flags, (1 << VRF_BREAKDOWN_BRAKING) | VRF_IS_BROKEN);
    00162
    00163   for (const Train *w = v; w != NULL; w = w->Next()) {
    00164     if (v->IsEngine() || w->IsMultiheaded()) {
    00165       if (w->breakdown_ctr == 2) {
    00166         SetBit(v->flags, VRF_BREAKDOWN_BRAKING);
    00167       } else if (w->breakdown_ctr == 1) {
    00168         switch (w->breakdown_type) {
    00169           case BREAKDOWN_CRITICAL:
    00170           case BREAKDOWN_EM_STOP:   SetBit(v->flags, VRF_BREAKDOWN_STOPPED); break;
    00171           case BREAKDOWN_LOW_SPEED: SetBit(v->flags, VRF_BREAKDOWN_SPEED);   break;
    00172           case BREAKDOWN_LOW_POWER: SetBit(v->flags, VRF_BREAKDOWN_POWER);   break;
    00173         }
    00174       }
    00175     }
    00176   }
    00177 }
    00178
    00185 void Train::ConsistChanged(bool same_length)
    00186 {
    00187   uint16 max_speed = UINT16_MAX;
    00188
    00189   assert(this->IsFrontEngine() || this->IsFreeWagon());
    00190
    00191   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
    00192   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
    00193   this->gcache.cached_total_length = 0;
    00194   this->compatible_railtypes = RAILTYPES_NONE;
    00195   this->tcache.cached_num_engines = 0;
    00196
    00197   bool train_can_tilt = true;
    00198
    00199   for (Train *u = this; u != NULL; u = u->Next()) {
    00200     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00201
    00202     /* Check the this->first cache. */
    00203     assert(u->First() == this);
    00204
    00205     /* update the 'first engine' */
    00206     u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
    00207     u->railtype = rvi_u->railtype;
    00208
    00209     if (u->IsEngine()) first_engine = u->engine_type;
    00210
    00211     /* Set user defined data to its default value */
    00212     u->tcache.user_def_data = rvi_u->user_def_data;
    00213     this->InvalidateNewGRFCache();
    00214     u->InvalidateNewGRFCache();
    00215   }
    00216
    00217   for (Train *u = this; u != NULL; u = u->Next()) {
    00218     /* Update user defined data (must be done before other properties) */
    00219     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
    00220     this->InvalidateNewGRFCache();
    00221     u->InvalidateNewGRFCache();
    00222   }
    00223
    00224   for (Train *u = this; u != NULL; u = u->Next()) {
    00225     const Engine *e_u = Engine::Get(u->engine_type);
    00226     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00227
    00228     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00229
    00230     /* Cache wagon override sprite group. NULL is returned if there is none */
    00231     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
    00232
    00233     /* Reset colour map */
    00234     u->colourmap = PAL_NONE;
    00235
    00236     /* Update powered-wagon-status and visual effect */
    00237     u->UpdateVisualEffect(true);
    00238
    00239     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00240         UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
    00241       /* wagon is powered */
    00242       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
    00243     } else {
    00244       ClrBit(u->flags, VRF_POWEREDWAGON);
    00245     }
    00246
    00247     if (!u->IsArticulatedPart()) {
    00248       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00249          have railtype normal */
    00250       if (rvi_u->power > 0) {
    00251         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
    00252       }
    00253
    00254       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00255        * existing electric engines when elrails are disabled and then re-enabled */
    00256       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00257         u->railtype = RAILTYPE_RAIL;
    00258         u->compatible_railtypes |= RAILTYPES_RAIL;
    00259       }
    00260
    00261       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00262       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00263         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
    00264         if (HasBit(u->flags, VRF_NEED_REPAIR)) speed = u->vcache.cached_max_speed;
    00265         if (speed != 0) max_speed = min(speed, max_speed);
    00266       }
    00267
    00268       if(u->IsEngine() || u-> IsMultiheaded()) {
    00269         this->tcache.cached_num_engines++;
    00270       }
    00271     }
    00272
    00273     u->cargo_cap = GetVehicleCapacity(u);
    00274
    00275     /* check the vehicle length (callback) */
    00276     uint16 veh_len = CALLBACK_FAILED;
    00277     if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
    00278       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00279     }
    00280     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00281     veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
    00282
    00283     /* verify length hasn't changed */
    00284     if (same_length && veh_len != u->gcache.cached_veh_length) RailVehicleLengthChanged(u);
    00285
    00286     /* update vehicle length? */
    00287     if (!same_length) u->gcache.cached_veh_length = veh_len;
    00288
    00289     this->gcache.cached_total_length += u->gcache.cached_veh_length;
    00290     this->InvalidateNewGRFCache();
    00291     u->InvalidateNewGRFCache();
    00292   }
    00293
    00294   /* store consist weight/max speed in cache */
    00295   this->vcache.cached_max_speed = max_speed;
    00296   this->tcache.cached_tilt = train_can_tilt;
    00297   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
    00298
    00299   /* 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) */
    00300   this->CargoChanged();
    00301
    00302   if (this->IsFrontEngine()) {
    00303     this->UpdateAcceleration();
    00304     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    00305     InvalidateWindowData(WC_VEHICLE_REFIT, this->index);
    00306   }
    00307 }
    00308
    00319 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
    00320 {
    00321   const Station *st = Station::Get(station_id);
    00322   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
    00323   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
    00324
    00325   /* Default to the middle of the station for stations stops that are not in
    00326    * the order list like intermediate stations when non-stop is disabled */
    00327   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
    00328   if (v->gcache.cached_total_length >= *station_length) {
    00329     /* The train is longer than the station, make it stop at the far end of the platform */
    00330     osl = OSL_PLATFORM_FAR_END;
    00331   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
    00332     osl = v->current_order.GetStopLocation();
    00333   }
    00334
    00335   /* The stop location of the FRONT! of the train */
    00336   int stop;
    00337   switch (osl) {
    00338     default: NOT_REACHED();
    00339
    00340     case OSL_PLATFORM_NEAR_END:
    00341       stop = v->gcache.cached_total_length;
    00342       break;
    00343
    00344     case OSL_PLATFORM_MIDDLE:
    00345       stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
    00346       break;
    00347
    00348     case OSL_PLATFORM_FAR_END:
    00349       stop = *station_length;
    00350       break;
    00351   }
    00352
    00353   /* Subtract half the front vehicle length of the train so we get the real
    00354    * stop location of the train.
    00355    * Actually, the center of all vehicles is half a normal vehicle's length
    00356    * from the front of the vehicle, so even in case the vehicle is 1/8th
    00357    * long, the center is still at 1/2 of VEHICLE_LENGTH. Basically FS#3569. */
    00358   return stop - VEHICLE_LENGTH / 2;
    00359 }
    00360
    00361
    00366 int Train::GetCurveSpeedLimit() const
    00367 {
    00368   assert(this->First() == this);
    00369
    00370   static const int absolute_max_speed = UINT16_MAX;
    00371   int max_speed = absolute_max_speed;
    00372
    00373   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
    00374
    00375   int curvecount[2] = {0, 0};
    00376
    00377   /* first find the curve speed limit */
    00378   int numcurve = 0;
    00379   int sum = 0;
    00380   int pos = 0;
    00381   int lastpos = -1;
    00382   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
    00383     Direction this_dir = u->direction;
    00384     Direction next_dir = u->Next()->direction;
    00385
    00386     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00387     if (dirdiff == DIRDIFF_SAME) continue;
    00388
    00389     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00390     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00391     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00392       if (lastpos != -1) {
    00393         numcurve++;
    00394         sum += pos - lastpos;
    00395         if (pos - lastpos == 1) {
    00396           max_speed = 88;
    00397         }
    00398       }
    00399       lastpos = pos;
    00400     }
    00401
    00402     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00403     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00404       max_speed = 61;
    00405     }
    00406   }
    00407
    00408   if (numcurve > 0 && max_speed > 88) {
    00409     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00410       max_speed = absolute_max_speed;
    00411     } else {
    00412       sum /= numcurve;
    00413       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00414     }
    00415   }
    00416
    00417   if (max_speed != absolute_max_speed) {
    00418     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00419     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
    00420     max_speed += (max_speed / 2) * rti->curve_speed;
    00421
    00422     if (this->tcache.cached_tilt) {
    00423       /* Apply max_speed bonus of 20% for a tilting train */
    00424       max_speed += max_speed / 5;
    00425     }
    00426   }
    00427
    00428   return max_speed;
    00429 }
    00430
    00435 int Train::GetCurrentMaxSpeed() const
    00436 {
    00437   int max_speed = this->tcache.cached_max_curve_speed;
    00438   assert(max_speed == this->GetCurveSpeedLimit());
    00439
    00440   if (IsRailStationTile(this->tile)) {
    00441     StationID sid = GetStationIndex(this->tile);
    00442     if (this->current_order.ShouldStopAtStation(this, sid)) {
    00443       int station_ahead;
    00444       int station_length;
    00445       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
    00446
    00447       /* The distance to go is whatever is still ahead of the train minus the
    00448        * distance from the train's stop location to the end of the platform */
    00449       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
    00450
    00451       if (distance_to_go > 0) {
    00452         int st_max_speed = 120;
    00453
    00454         int delta_v = this->cur_speed / (distance_to_go + 1);
    00455         if (max_speed > (this->cur_speed - delta_v)) {
    00456           st_max_speed = this->cur_speed - (delta_v / 10);
    00457         }
    00458
    00459         st_max_speed = max(st_max_speed, 25 * distance_to_go);
    00460         max_speed = min(max_speed, st_max_speed);
    00461       }
    00462     }
    00463   }
    00464
    00465   for (const Train *u = this; u != NULL; u = u->Next()) {
    00466     if (u->track == TRACK_BIT_DEPOT) {
    00467       max_speed = min(max_speed, 61);
    00468       break;
    00469     }
    00470   }
    00471
    00472   if ( HasBit(this->flags, VRF_BREAKDOWN_SPEED) ) {
    00473     max_speed = min(max_speed, this->GetBreakdownSpeed());
    00474   }
    00475
    00476   return min(max_speed, this->gcache.cached_max_track_speed);
    00477 }
    00478
    00479 void Train::UpdateAcceleration()
    00480 {
    00481   assert(this->IsFrontEngine());
    00482
    00483   uint power = this->gcache.cached_power;
    00484   uint weight = this->gcache.cached_weight;
    00485   assert(weight != 0);
    00486   this->acceleration = Clamp(power / weight * 4, 1, 255);
    00487
    00488   /* For non-realistic acceleration, breakdown chance is 128, corrected by the multiengine factor of 3/(n+2). */
    00489   this->breakdown_chance = min(128 * 3 / (this->tcache.cached_num_engines + 2), 5);
    00490 }
    00491
    00497 int Train::GetDisplayImageWidth(Point *offset) const
    00498 {
    00499   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
    00500   int vehicle_pitch = 0;
    00501
    00502   const Engine *e = Engine::Get(this->engine_type);
    00503   if (e->grf_prop.grffile != NULL && is_custom_sprite(e->u.rail.image_index)) {
    00504     reference_width = e->grf_prop.grffile->traininfo_vehicle_width;
    00505     vehicle_pitch = e->grf_prop.grffile->traininfo_vehicle_pitch;
    00506   }
    00507
    00508   if (offset != NULL) {
    00509     offset->x = reference_width / 2;
    00510     offset->y = vehicle_pitch;
    00511   }
    00512   return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
    00513 }
    00514
    00515 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
    00516 {
    00517   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00518 }
    00519
    00520 SpriteID Train::GetImage(Direction direction) const
    00521 {
    00522   uint8 spritenum = this->spritenum;
    00523   SpriteID sprite;
    00524
    00525   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00526
    00527   if (is_custom_sprite(spritenum)) {
    00528     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
    00529     if (sprite != 0) return sprite;
    00530
    00531     spritenum = Engine::Get(this->engine_type)->original_image_index;
    00532   }
    00533
    00534   sprite = GetDefaultTrainSprite(spritenum, direction);
    00535
    00536   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00537
    00538   return sprite;
    00539 }
    00540
    00541 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
    00542 {
    00543   const Engine *e = Engine::Get(engine);
    00544   Direction dir = rear_head ? DIR_E : DIR_W;
    00545   uint8 spritenum = e->u.rail.image_index;
    00546
    00547   if (is_custom_sprite(spritenum)) {
    00548     SpriteID sprite = GetCustomVehicleIcon(engine, dir);
    00549     if (sprite != 0) {
    00550       if (e->grf_prop.grffile != NULL) {
    00551         y += e->grf_prop.grffile->traininfo_vehicle_pitch;
    00552       }
    00553       return sprite;
    00554     }
    00555
    00556     spritenum = Engine::Get(engine)->original_image_index;
    00557   }
    00558
    00559   if (rear_head) spritenum++;
    00560
    00561   return GetDefaultTrainSprite(spritenum, DIR_W);
    00562 }
    00563
    00564 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
    00565 {
    00566   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00567     int yf = y;
    00568     int yr = y;
    00569
    00570     SpriteID spritef = GetRailIcon(engine, false, yf);
    00571     SpriteID spriter = GetRailIcon(engine, true, yr);
    00572     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
    00573     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
    00574
    00575     preferred_x = Clamp(preferred_x, left - real_spritef->x_offs + 14, right - real_spriter->width - real_spriter->x_offs - 15);
    00576
    00577     DrawSprite(spritef, pal, preferred_x - 14, yf);
    00578     DrawSprite(spriter, pal, preferred_x + 15, yr);
    00579   } else {
    00580     SpriteID sprite = GetRailIcon(engine, false, y);
    00581     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00582     preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
    00583     DrawSprite(sprite, pal, preferred_x, y);
    00584   }
    00585 }
    00586
    00595 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
    00596 {
    00597   const RailVehicleInfo *rvi = &e->u.rail;
    00598
    00599   /* Check that the wagon can drive on the track in question */
    00600   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00601
    00602   if (flags & DC_EXEC) {
    00603     Train *v = new Train();
    00604     *ret = v;
    00605     v->spritenum = rvi->image_index;
    00606
    00607     v->engine_type = e->index;
    00608     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00609
    00610     DiagDirection dir = GetRailDepotDirection(tile);
    00611
    00612     v->direction = DiagDirToDir(dir);
    00613     v->tile = tile;
    00614
    00615     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00616     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00617
    00618     v->x_pos = x;
    00619     v->y_pos = y;
    00620     v->z_pos = GetSlopeZ(x, y);
    00621     v->owner = _current_company;
    00622     v->track = TRACK_BIT_DEPOT;
    00623     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00624
    00625     v->SetWagon();
    00626
    00627     v->SetFreeWagon();
    00628     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00629
    00630     v->cargo_type = e->GetDefaultCargoType();
    00631     v->cargo_cap = rvi->capacity;
    00632
    00633     v->railtype = rvi->railtype;
    00634
    00635     v->build_year = _cur_year;
    00636     v->cur_image = SPR_IMG_QUERY;
    00637     v->random_bits = VehicleRandomBits();
    00638
    00639     v->group_id = DEFAULT_GROUP;
    00640
    00641     AddArticulatedParts(v);
    00642
    00643     _new_vehicle_id = v->index;
    00644
    00645     VehicleMove(v, false);
    00646     v->First()->ConsistChanged(false);
    00647     UpdateTrainGroupID(v->First());
    00648
    00649     CheckConsistencyOfArticulatedVehicle(v);
    00650
    00651     /* Try to connect the vehicle to one of free chains of wagons. */
    00652     Train *w;
    00653     FOR_ALL_TRAINS(w) {
    00654       if (w->tile == tile &&
    00655           w->IsFreeWagon() &&
    00656           w->engine_type == e->index &&
    00657           w->First() != v &&
    00658           !(w->vehstatus & VS_CRASHED)) {
    00659         DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00660         break;
    00661       }
    00662     }
    00663   }
    00664
    00665   return CommandCost();
    00666 }
    00667
    00669 static void NormalizeTrainVehInDepot(const Train *u)
    00670 {
    00671   const Train *v;
    00672   FOR_ALL_TRAINS(v) {
    00673     if (v->IsFreeWagon() && v->tile == u->tile &&
    00674         v->track == TRACK_BIT_DEPOT) {
    00675       if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
    00676           CMD_MOVE_RAIL_VEHICLE).Failed())
    00677         break;
    00678     }
    00679   }
    00680 }
    00681
    00682 static void AddRearEngineToMultiheadedTrain(Train *v)
    00683 {
    00684   Train *u = new Train();
    00685   v->value >>= 1;
    00686   u->value = v->value;
    00687   u->direction = v->direction;
    00688   u->owner = v->owner;
    00689   u->tile = v->tile;
    00690   u->x_pos = v->x_pos;
    00691   u->y_pos = v->y_pos;
    00692   u->z_pos = v->z_pos;
    00693   u->track = TRACK_BIT_DEPOT;
    00694   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00695   u->spritenum = v->spritenum + 1;
    00696   u->cargo_type = v->cargo_type;
    00697   u->cargo_subtype = v->cargo_subtype;
    00698   u->cargo_cap = v->cargo_cap;
    00699   u->railtype = v->railtype;
    00700   u->engine_type = v->engine_type;
    00701   u->reliability = v->reliability;
    00702   u->reliability_spd_dec = v->reliability_spd_dec;
    00703   u->build_year = v->build_year;
    00704   u->cur_image = SPR_IMG_QUERY;
    00705   u->random_bits = VehicleRandomBits();
    00706   v->SetMultiheaded();
    00707   u->SetMultiheaded();
    00708   v->SetNext(u);
    00709   VehicleMove(u, false);
    00710
    00711   /* Now we need to link the front and rear engines together */
    00712   v->other_multiheaded_part = u;
    00713   u->other_multiheaded_part = v;
    00714 }
    00715
    00725 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
    00726 {
    00727   const RailVehicleInfo *rvi = &e->u.rail;
    00728
    00729   if (flags & DC_QUERY_COST) return CommandCost();
    00730
    00731   /* Check if the train is actually being built in a depot belonging
    00732    * to the company. Doesn't matter if only the cost is queried */
    00733   if (!IsRailDepotTile(tile)) return CMD_ERROR;
    00734   if (!IsInfraUsageAllowed(VEH_TRAIN, _current_company, GetTileOwner(tile))) return CMD_ERROR;
    00735
    00736   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
    00737
    00738   /* Check if depot and new engine uses the same kind of tracks *
    00739    * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
    00740   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00741
    00742   if (flags & DC_EXEC) {
    00743     DiagDirection dir = GetRailDepotDirection(tile);
    00744     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00745     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00746
    00747     Train *v = new Train();
    00748     *ret = v;
    00749     v->direction = DiagDirToDir(dir);
    00750     v->tile = tile;
    00751     v->owner = _current_company;
    00752     v->x_pos = x;
    00753     v->y_pos = y;
    00754     v->z_pos = GetSlopeZ(x, y);
    00755     v->track = TRACK_BIT_DEPOT;
    00756     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00757     v->spritenum = rvi->image_index;
    00758     v->cargo_type = e->GetDefaultCargoType();
    00759     v->cargo_cap = rvi->capacity;
    00760
    00761     v->last_station_visited = INVALID_STATION;
    00762     v->last_loading_station = INVALID_STATION;
    00763
    00764     v->engine_type = e->index;
    00765     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00766
    00767     v->reliability = e->reliability;
    00768     v->reliability_spd_dec = e->reliability_spd_dec;
    00769     v->max_age = e->GetLifeLengthInDays();
    00770
    00771     v->railtype = rvi->railtype;
    00772     _new_vehicle_id = v->index;
    00773
    00774     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
    00775     v->date_of_last_service = _date;
    00776     v->build_year = _cur_year;
    00777     v->cur_image = SPR_IMG_QUERY;
    00778     v->random_bits = VehicleRandomBits();
    00779
    00780     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00781
    00782     v->group_id = DEFAULT_GROUP;
    00783
    00784     v->SetFrontEngine();
    00785     v->SetEngine();
    00786
    00787     VehicleMove(v, false);
    00788
    00789     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00790       AddRearEngineToMultiheadedTrain(v);
    00791     } else {
    00792       AddArticulatedParts(v);
    00793     }
    00794
    00795     v->ConsistChanged(false);
    00796     UpdateTrainGroupID(v);
    00797
    00798     if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00799       NormalizeTrainVehInDepot(v);
    00800     }
    00801
    00802     CheckConsistencyOfArticulatedVehicle(v);
    00803   }
    00804
    00805   return CommandCost();
    00806 }
    00807
    00808
    00809 bool Train::IsInDepot() const
    00810 {
    00811   /* Is the front engine stationary in the depot? */
    00812   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
    00813
    00814   /* Check whether the rest is also already trying to enter the depot. */
    00815   for (const Train *v = this; v != NULL; v = v->Next()) {
    00816     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
    00817   }
    00818
    00819   return true;
    00820 }
    00821
    00822 bool Train::IsStoppedInDepot() const
    00823 {
    00824   /* Are we stopped? Of course wagons don't really care... */
    00825   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
    00826   return this->IsInDepot();
    00827 }
    00828
    00829 static Train *FindGoodVehiclePos(const Train *src)
    00830 {
    00831   EngineID eng = src->engine_type;
    00832   TileIndex tile = src->tile;
    00833
    00834   Train *dst;
    00835   FOR_ALL_TRAINS(dst) {
    00836     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00837       /* check so all vehicles in the line have the same engine. */
    00838       Train *t = dst;
    00839       while (t->engine_type == eng) {
    00840         t = t->Next();
    00841         if (t == NULL) return dst;
    00842       }
    00843     }
    00844   }
    00845
    00846   return NULL;
    00847 }
    00848
    00850 typedef SmallVector<Train *, 16> TrainList;
    00851
    00857 static void MakeTrainBackup(TrainList &list, Train *t)
    00858 {
    00859   for (; t != NULL; t = t->Next()) *list.Append() = t;
    00860 }
    00861
    00866 static void RestoreTrainBackup(TrainList &list)
    00867 {
    00868   /* No train, nothing to do. */
    00869   if (list.Length() == 0) return;
    00870
    00871   Train *prev = NULL;
    00872   /* Iterate over the list and rebuild it. */
    00873   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    00874     Train *t = *iter;
    00875     if (prev != NULL) {
    00876       prev->SetNext(t);
    00877     } else if (t->Previous() != NULL) {
    00878       /* Make sure the head of the train is always the first in the chain. */
    00879       t->Previous()->SetNext(NULL);
    00880     }
    00881     prev = t;
    00882   }
    00883 }
    00884
    00890 static void RemoveFromConsist(Train *part, bool chain = false)
    00891 {
    00892   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    00893
    00894   /* Unlink at the front, but make it point to the next
    00895    * vehicle after the to be remove part. */
    00896   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    00897
    00898   /* Unlink at the back */
    00899   tail->SetNext(NULL);
    00900 }
    00901
    00907 static void InsertInConsist(Train *dst, Train *chain)
    00908 {
    00909   /* We do not want to add something in the middle of an articulated part. */
    00910   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    00911
    00912   chain->Last()->SetNext(dst->Next());
    00913   dst->SetNext(chain);
    00914 }
    00915
    00921 static void NormaliseDualHeads(Train *t)
    00922 {
    00923   for (; t != NULL; t = t->GetNextVehicle()) {
    00924     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    00925
    00926     /* Make sure that there are no free cars before next engine */
    00927     Train *u;
    00928     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    00929
    00930     if (u == t->other_multiheaded_part) continue;
    00931
    00932     /* Remove the part from the 'wrong' train */
    00933     RemoveFromConsist(t->other_multiheaded_part);
    00934     /* And add it to the 'right' train */
    00935     InsertInConsist(u, t->other_multiheaded_part);
    00936   }
    00937 }
    00938
    00943 static void NormaliseSubtypes(Train *chain)
    00944 {
    00945   /* Nothing to do */
    00946   if (chain == NULL) return;
    00947
    00948   /* We must be the first in the chain. */
    00949   assert(chain->Previous() == NULL);
    00950
    00951   /* Set the appropriate bits for the first in the chain. */
    00952   if (chain->IsWagon()) {
    00953     chain->SetFreeWagon();
    00954   } else {
    00955     assert(chain->IsEngine());
    00956     chain->SetFrontEngine();
    00957   }
    00958
    00959   /* Now clear the bits for the rest of the chain */
    00960   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    00961     t->ClearFreeWagon();
    00962     t->ClearFrontEngine();
    00963   }
    00964 }
    00965
    00975 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    00976 {
    00977   /* Just add 'new' engines and subtract the original ones.
    00978    * If that's less than or equal to 0 we can be sure we did
    00979    * not add any engines (read: trains) along the way. */
    00980   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    00981       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    00982       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    00983       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    00984     return CommandCost();
    00985   }
    00986
    00987   /* Get a free unit number and check whether it's within the bounds.
    00988    * There will always be a maximum of one new train. */
    00989   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    00990
    00991   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00992 }
    00993
    00999 static CommandCost CheckTrainAttachment(Train *t)
    01000 {
    01001   /* No multi-part train, no need to check. */
    01002   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    01003
    01004   /* The maximum length for a train. For each part we decrease this by one
    01005    * and if the result is negative the train is simply too long. */
    01006   int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
    01007
    01008   Train *head = t;
    01009   Train *prev = t;
    01010
    01011   /* Break the prev -> t link so it always holds within the loop. */
    01012   t = t->Next();
    01013   prev->SetNext(NULL);
    01014
    01015   /* Make sure the cache is cleared. */
    01016   head->InvalidateNewGRFCache();
    01017
    01018   while (t != NULL) {
    01019     allowed_len -= t->gcache.cached_veh_length;
    01020
    01021     Train *next = t->Next();
    01022
    01023     /* Unlink the to-be-added piece; it is already unlinked from the previous
    01024      * part due to the fact that the prev -> t link is broken. */
    01025     t->SetNext(NULL);
    01026
    01027     /* Don't check callback for articulated or rear dual headed parts */
    01028     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    01029       /* Back up and clear the first_engine data to avoid using wagon override group */
    01030       EngineID first_engine = t->gcache.first_engine;
    01031       t->gcache.first_engine = INVALID_ENGINE;
    01032
    01033       /* We don't want the cache to interfere. head's cache is cleared before
    01034        * the loop and after each callback does not need to be cleared here. */
    01035       t->InvalidateNewGRFCache();
    01036
    01037       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    01038
    01039       /* Restore original first_engine data */
    01040       t->gcache.first_engine = first_engine;
    01041
    01042       /* We do not want to remember any cached variables from the test run */
    01043       t->InvalidateNewGRFCache();
    01044       head->InvalidateNewGRFCache();
    01045
    01046       if (callback != CALLBACK_FAILED) {
    01047         /* A failing callback means everything is okay */
    01048         StringID error = STR_NULL;
    01049
    01050         if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    01051         if (callback  < 0xFD) error = GetGRFStringID(GetEngineGRFID(head->engine_type), 0xD000 + callback);
    01052
    01053         if (error != STR_NULL) return_cmd_error(error);
    01054       }
    01055     }
    01056
    01057     /* And link it to the new part. */
    01058     prev->SetNext(t);
    01059     prev = t;
    01060     t = next;
    01061   }
    01062
    01063   if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    01064   return CommandCost();
    01065 }
    01066
    01077 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
    01078 {
    01079   /* Check whether we may actually construct the trains. */
    01080   CommandCost ret = CheckTrainAttachment(src);
    01081   if (ret.Failed()) return ret;
    01082   ret = CheckTrainAttachment(dst);
    01083   if (ret.Failed()) return ret;
    01084
    01085   /* Check whether we need to build a new train. */
    01086   return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
    01087 }
    01088
    01097 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01098 {
    01099   /* First determine the front of the two resulting trains */
    01100   if (*src_head == *dst_head) {
    01101     /* If we aren't moving part(s) to a new train, we are just moving the
    01102      * front back and there is not destination head. */
    01103     *dst_head = NULL;
    01104   } else if (*dst_head == NULL) {
    01105     /* If we are moving to a new train the head of the move train would become
    01106      * the head of the new vehicle. */
    01107     *dst_head = src;
    01108   }
    01109
    01110   if (src == *src_head) {
    01111     /* If we are moving the front of a train then we are, in effect, creating
    01112      * a new head for the train. Point to that. Unless we are moving the whole
    01113      * train in which case there is not 'source' train anymore.
    01114      * In case we are a multiheaded part we want the complete thing to come
    01115      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01116      * that is followed by a rear multihead we do not want to include that. */
    01117     *src_head = move_chain ? NULL :
    01118         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01119   }
    01120
    01121   /* Now it's just simply removing the part that we are going to move from the
    01122    * source train and *if* the destination is a not a new train add the chain
    01123    * at the destination location. */
    01124   RemoveFromConsist(src, move_chain);
    01125   if (*dst_head != src) InsertInConsist(dst, src);
    01126
    01127   /* Now normalise the dual heads, that is move the dual heads around in such
    01128    * a way that the head and rear of a dual head are in the same train */
    01129   NormaliseDualHeads(*src_head);
    01130   NormaliseDualHeads(*dst_head);
    01131 }
    01132
    01138 static void NormaliseTrainHead(Train *head)
    01139 {
    01140   /* Not much to do! */
    01141   if (head == NULL) return;
    01142
    01143   /* Tell the 'world' the train changed. */
    01144   head->ConsistChanged(false);
    01145   UpdateTrainGroupID(head);
    01146
    01147   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01148   if (!head->IsFrontEngine()) return;
    01149
    01150   /* Update the refit button and window */
    01151   InvalidateWindowData(WC_VEHICLE_REFIT, head->index);
    01152   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
    01153
    01154   /* If we don't have a unit number yet, set one. */
    01155   if (head->unitnumber != 0) return;
    01156   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01157 }
    01158
    01171 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01172 {
    01173   VehicleID s = GB(p1, 0, 20);
    01174   VehicleID d = GB(p2, 0, 20);
    01175   bool move_chain = HasBit(p1, 20);
    01176
    01177   Train *src = Train::GetIfValid(s);
    01178   if (src == NULL) return CMD_ERROR;
    01179
    01180   CommandCost ret = CheckOwnership(src->owner);
    01181   if (ret.Failed()) return ret;
    01182
    01183   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01184   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01185
    01186   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01187   Train *dst;
    01188   if (d == INVALID_VEHICLE) {
    01189     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01190   } else {
    01191     dst = Train::GetIfValid(d);
    01192     if (dst == NULL) return CMD_ERROR;
    01193
    01194     CommandCost ret = CheckOwnership(dst->owner);
    01195     if (ret.Failed()) return ret;
    01196
    01197     /* Do not allow appending to crashed vehicles, too */
    01198     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01199   }
    01200
    01201   /* if an articulated part is being handled, deal with its parent vehicle */
    01202   src = src->GetFirstEnginePart();
    01203   if (dst != NULL) {
    01204     dst = dst->GetFirstEnginePart();
    01205   }
    01206
    01207   /* don't move the same vehicle.. */
    01208   if (src == dst) return CommandCost();
    01209
    01210   /* locate the head of the two chains */
    01211   Train *src_head = src->First();
    01212   Train *dst_head;
    01213   if (dst != NULL) {
    01214     dst_head = dst->First();
    01215     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01216     /* Now deal with articulated part of destination wagon */
    01217     dst = dst->GetLastEnginePart();
    01218   } else {
    01219     dst_head = NULL;
    01220   }
    01221
    01222   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01223
    01224   /* When moving all wagons, we can't have the same src_head and dst_head */
    01225   if (move_chain && src_head == dst_head) return CommandCost();
    01226
    01227   /* When moving a multiheaded part to be place after itself, bail out. */
    01228   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01229
    01230   /* Check if all vehicles in the source train are stopped inside a depot. */
    01231   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01232
    01233   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01234   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01235
    01236   /* First make a backup of the order of the trains. That way we can do
    01237    * whatever we want with the order and later on easily revert. */
    01238   TrainList original_src;
    01239   TrainList original_dst;
    01240
    01241   MakeTrainBackup(original_src, src_head);
    01242   MakeTrainBackup(original_dst, dst_head);
    01243
    01244   /* Also make backup of the original heads as ArrangeTrains can change them.
    01245    * For the destination head we do not care if it is the same as the source
    01246    * head because in that case it's just a copy. */
    01247   Train *original_src_head = src_head;
    01248   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01249
    01250   /* (Re)arrange the trains in the wanted arrangement. */
    01251   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01252
    01253   if ((flags & DC_AUTOREPLACE) == 0) {
    01254     /* If the autoreplace flag is set we do not need to test for the validity
    01255      * because we are going to revert the train to its original state. As we
    01256      * assume the original state was correct autoreplace can skip this. */
    01257     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
    01258     if (ret.Failed()) {
    01259       /* Restore the train we had. */
    01260       RestoreTrainBackup(original_src);
    01261       RestoreTrainBackup(original_dst);
    01262       return ret;
    01263     }
    01264   }
    01265
    01266   /* do it? */
    01267   if (flags & DC_EXEC) {
    01268     /* First normalise the sub types of the chains. */
    01269     NormaliseSubtypes(src_head);
    01270     NormaliseSubtypes(dst_head);
    01271
    01272     /* There are 14 different cases:
    01273      *  1) front engine gets moved to a new train, it stays a front engine.
    01274      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01275      *     b) the 'next' part is an engine that becomes a front engine.
    01276      *     c) there is no 'next' part, nothing else happens
    01277      *  2) front engine gets moved to another train, it is not a front engine anymore
    01278      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01279      *     b) the 'next' part is an engine that becomes a front engine.
    01280      *     c) there is no 'next' part, nothing else happens
    01281      *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
    01282      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01283      *     b) the 'next' part is an engine that becomes a front engine.
    01284      *  4) free wagon gets moved
    01285      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01286      *     b) the 'next' part is an engine that becomes a front engine.
    01287      *     c) there is no 'next' part, nothing else happens
    01288      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01289      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01290      *  7) wagon gets moved, nothing happens
    01291      */
    01292     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01293       /* Cases #2 and #3: the front engine gets trashed. */
    01294       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01295       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01296       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01297       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01298       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01299
    01300       /* We are going to be moved to a different train, and
    01301        * we were the front engine of the original train. */
    01302       if (dst_head != NULL && dst_head != src && (src_head == NULL || !src_head->IsFrontEngine())) {
    01303         DecreaseGroupNumVehicle(src->group_id);
    01304       }
    01305
    01306       /* The front engine is going to be moved later in the
    01307        * current train, and it will not be a train anymore. */
    01308       if (dst_head == NULL && !src_head->IsFrontEngine()) {
    01309         DecreaseGroupNumVehicle(src->group_id);
    01310       }
    01311
    01312       /* Delete orders, group stuff and the unit number as we're not the
    01313        * front of any vehicle anymore. */
    01314       DeleteVehicleOrders(src);
    01315       RemoveVehicleFromGroup(src);
    01316       src->unitnumber = 0;
    01317     }
    01318
    01319     /* We were a front engine and we are becoming one for a different train.
    01320      * Increase the group counter accordingly. */
    01321     if (original_src_head == src && dst_head == src) {
    01322       IncreaseGroupNumVehicle(src->group_id);
    01323     }
    01324
    01325     /* We weren't a front engine but are becoming one. So
    01326      * we should be put in the default group. */
    01327     if (original_src_head != src && dst_head == src) {
    01328       SetTrainGroupID(src, DEFAULT_GROUP);
    01329     }
    01330
    01331     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01332     NormaliseTrainHead(src_head);
    01333     NormaliseTrainHead(dst_head);
    01334
    01335     /* We are undoubtedly changing something in the depot and train list. */
    01336     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01337     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01338   } else {
    01339     /* We don't want to execute what we're just tried. */
    01340     RestoreTrainBackup(original_src);
    01341     RestoreTrainBackup(original_dst);
    01342   }
    01343
    01344   return CommandCost();
    01345 }
    01346
    01358 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
    01359 {
    01360   /* Check if we deleted a vehicle window */
    01361   Window *w = NULL;
    01362
    01363   /* Sell a chain of vehicles or not? */
    01364   bool sell_chain = HasBit(data, 0);
    01365
    01366   Train *v = Train::From(t)->GetFirstEnginePart();
    01367   Train *first = v->First();
    01368
    01369   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01370
    01371   /* First make a backup of the order of the train. That way we can do
    01372    * whatever we want with the order and later on easily revert. */
    01373   TrainList original;
    01374   MakeTrainBackup(original, first);
    01375
    01376   /* We need to keep track of the new head and the head of what we're going to sell. */
    01377   Train *new_head = first;
    01378   Train *sell_head = NULL;
    01379
    01380   /* Split the train in the wanted way. */
    01381   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01382
    01383   /* We don't need to validate the second train; it's going to be sold. */
    01384   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
    01385   if (ret.Failed()) {
    01386     /* Restore the train we had. */
    01387     RestoreTrainBackup(original);
    01388     return ret;
    01389   }
    01390
    01391   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01392   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01393
    01394   if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
    01395     return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
    01396   }
    01397
    01398   /* do it? */
    01399   if (flags & DC_EXEC) {
    01400     /* First normalise the sub types of the chain. */
    01401     NormaliseSubtypes(new_head);
    01402
    01403     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01404       /* We are selling the front engine. In this case we want to
    01405        * 'give' the order, unit number and such to the new head. */
    01406       new_head->orders.list = first->orders.list;
    01407       new_head->AddToShared(first);
    01408       DeleteVehicleOrders(first);
    01409
    01410       /* Copy other important data from the front engine */
    01411       new_head->CopyVehicleConfigAndStatistics(first);
    01412       IncreaseGroupNumVehicle(new_head->group_id);
    01413
    01414       /* If we deleted a window then open a new one for the 'new' train */
    01415       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
    01416     } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
    01417       OrderBackup::Backup(v, user);
    01418     }
    01419
    01420     /* We need to update the information about the train. */
    01421     NormaliseTrainHead(new_head);
    01422
    01423     /* We are undoubtedly changing something in the depot and train list. */
    01424     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01425     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01426
    01427     /* Actually delete the sold 'goods' */
    01428     delete sell_head;
    01429   } else {
    01430     /* We don't want to execute what we're just tried. */
    01431     RestoreTrainBackup(original);
    01432   }
    01433
    01434   return cost;
    01435 }
    01436
    01437 void Train::UpdateDeltaXY(Direction direction)
    01438 {
    01439 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
    01440   static const uint32 _delta_xy_table[8] = {
    01441     MKIT(3, 3, -1, -1),
    01442     MKIT(3, 7, -1, -3),
    01443     MKIT(3, 3, -1, -1),
    01444     MKIT(7, 3, -3, -1),
    01445     MKIT(3, 3, -1, -1),
    01446     MKIT(3, 7, -1, -3),
    01447     MKIT(3, 3, -1, -1),
    01448     MKIT(7, 3, -3, -1),
    01449   };
    01450 #undef MKIT
    01451
    01452   uint32 x = _delta_xy_table[direction];
    01453   this->x_offs        = GB(x,  0, 8);
    01454   this->y_offs        = GB(x,  8, 8);
    01455   this->x_extent      = GB(x, 16, 8);
    01456   this->y_extent      = GB(x, 24, 8);
    01457   this->z_extent      = 6;
    01458 }
    01459
    01461 static void MarkTrainAsStuck(Train *v)
    01462 {
    01463   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01464     /* It is the first time the problem occurred, set the "train stuck" flag. */
    01465     SetBit(v->flags, VRF_TRAIN_STUCK);
    01466
    01467     v->wait_counter = 0;
    01468
    01469     /* Stop train */
    01470     v->cur_speed = 0;
    01471     v->subspeed = 0;
    01472     v->SetLastSpeed();
    01473
    01474     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01475   }
    01476 }
    01477
    01478 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01479 {
    01480   uint16 flag1 = *swap_flag1;
    01481   uint16 flag2 = *swap_flag2;
    01482
    01483   /* Clear the flags */
    01484   ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
    01485   ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01486   ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
    01487   ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01488
    01489   /* Reverse the rail-flags (if needed) */
    01490   if (HasBit(flag1, GVF_GOINGUP_BIT)) {
    01491     SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01492   } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
    01493     SetBit(*swap_flag2, GVF_GOINGUP_BIT);
    01494   }
    01495   if (HasBit(flag2, GVF_GOINGUP_BIT)) {
    01496     SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01497   } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
    01498     SetBit(*swap_flag1, GVF_GOINGUP_BIT);
    01499   }
    01500 }
    01501
    01506 static void UpdateStatusAfterSwap(Train *v)
    01507 {
    01508   /* Reverse the direction. */
    01509   if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
    01510
    01511   /* Call the proper EnterTile function unless we are in a wormhole. */
    01512   if (v->track != TRACK_BIT_WORMHOLE) {
    01513     VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
    01514   } else {
    01515     /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
    01516      * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
    01517      * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
    01518      * when we shouldn't have. Check if this is the case. */
    01519     TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
    01520     if (IsTileType(vt, MP_TUNNELBRIDGE)) {
    01521       VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
    01522       if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
    01523         /* We have just left the wormhole, possibly set the
    01524          * "goingdown" bit. UpdateInclination() can be used
    01525          * because we are at the border of the tile. */
    01526         v->UpdateInclination(true, true);
    01527         return;
    01528       }
    01529     }
    01530   }
    01531
    01532   v->UpdateViewport(true, true);
    01533 }
    01534
    01535 static void ReverseTrainSwapVeh(Train *v, int l, int r)
    01536 {
    01537   Train *a, *b;
    01538
    01539   /* locate vehicles to swap */
    01540   for (a = v; l != 0; l--) a = a->Next();
    01541   for (b = v; r != 0; r--) b = b->Next();
    01542
    01543   if (a != b) {
    01544     /* swap the hidden bits */
    01545     {
    01546       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
    01547       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
    01548       a->vehstatus = tmp;
    01549     }
    01550
    01551     Swap(a->track, b->track);
    01552     Swap(a->direction, b->direction);
    01553     Swap(a->x_pos, b->x_pos);
    01554     Swap(a->y_pos, b->y_pos);
    01555     Swap(a->tile,  b->tile);
    01556     Swap(a->z_pos, b->z_pos);
    01557
    01558     SwapTrainFlags(&a->gv_flags, &b->gv_flags);
    01559
    01560     UpdateStatusAfterSwap(a);
    01561     UpdateStatusAfterSwap(b);
    01562   } else {
    01563     /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
    01564      * This is a little bit redundant way, a->gv_flags will
    01565      * be (re)set twice, but it reduces code duplication */
    01566     SwapTrainFlags(&a->gv_flags, &a->gv_flags);
    01567     UpdateStatusAfterSwap(a);
    01568   }
    01569
    01570   /* Update power of the train in case tiles were different rail type. */
    01571   v->RailtypeChanged();
    01572 }
    01573
    01574
    01580 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01581 {
    01582   return (v->type == VEH_TRAIN) ? v : NULL;
    01583 }
    01584
    01585
    01592 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01593 {
    01594   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01595
    01596   Train *t = Train::From(v);
    01597   if (!t->IsFrontEngine()) return NULL;
    01598
    01599   TileIndex tile = *(TileIndex *)data;
    01600
    01601   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01602
    01603   return t;
    01604 }
    01605
    01606
    01613 static bool TrainApproachingCrossing(TileIndex tile)
    01614 {
    01615   assert(IsLevelCrossingTile(tile));
    01616
    01617   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01618   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01619
    01620   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01621
    01622   dir = ReverseDiagDir(dir);
    01623   tile_from = tile + TileOffsByDiagDir(dir);
    01624
    01625   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01626 }
    01627
    01631 static inline bool CheckLevelCrossing(TileIndex tile)
    01632 {
    01633   return HasCrossingReservation(tile) || HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile);
    01634 }
    01635
    01643 static void UpdateLevelCrossingTile(TileIndex tile, bool sound, bool force_state = false)
    01644 {
    01645   assert(IsLevelCrossingTile(tile));
    01646   bool new_state;
    01647
    01648   if (force_state) {
    01649     new_state = force_state;
    01650   } else {
    01651     new_state = CheckLevelCrossing(tile);
    01652   }
    01653
    01654   if (new_state != IsCrossingBarred(tile)) {
    01655     if (new_state && sound) {
    01656       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01657     }
    01658     SetCrossingBarred(tile, new_state);
    01659     MarkTileDirtyByTile(tile);
    01660   }
    01661 }
    01662
    01668 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01669 {
    01670   bool is_forced = false;
    01671   for (TileIndex t = tile; !is_forced && IsTileType(t, MP_ROAD) && IsLevelCrossingTile(t); t = TileAddByDiagDir(t, AxisToDiagDir(GetCrossingRoadAxis(t)))) {
    01672     is_forced |= CheckLevelCrossing(t);
    01673   }
    01674   for (TileIndex t = tile; !is_forced && IsTileType(t, MP_ROAD) && IsLevelCrossingTile(t); t = TileAddByDiagDir(t, ReverseDiagDir(AxisToDiagDir(GetCrossingRoadAxis(t))))) {
    01675     is_forced |= CheckLevelCrossing(t);
    01676   }
    01677
    01678   for (TileIndex t = tile; IsTileType(t, MP_ROAD) && IsLevelCrossingTile(t); t = TileAddByDiagDir(t, AxisToDiagDir(GetCrossingRoadAxis(t)))) {
    01679     UpdateLevelCrossingTile(t, sound, is_forced);
    01680   }
    01681   for (TileIndex t = tile; IsTileType(t, MP_ROAD) && IsLevelCrossingTile(t); t = TileAddByDiagDir(t, ReverseDiagDir(AxisToDiagDir(GetCrossingRoadAxis(t))))) {
    01682     UpdateLevelCrossingTile(t, sound, is_forced);
    01683   }
    01684 }
    01685
    01691 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01692 {
    01693   if (!IsCrossingBarred(tile)) {
    01694     SetCrossingReservation(tile, true);
    01695     UpdateLevelCrossing(tile, true);
    01696   }
    01697 }
    01698
    01699
    01705 static void AdvanceWagonsBeforeSwap(Train *v)
    01706 {
    01707   Train *base = v;
    01708   Train *first = base; // first vehicle to move
    01709   Train *last = v->Last(); // last vehicle to move
    01710   uint length = CountVehiclesInChain(v);
    01711
    01712   while (length > 2) {
    01713     last = last->Previous();
    01714     first = first->Next();
    01715
    01716     int differential = base->gcache.cached_veh_length - last->gcache.cached_veh_length;
    01717
    01718     /* do not update images now
    01719      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01720     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01721
    01722     base = first; // == base->Next()
    01723     length -= 2;
    01724   }
    01725 }
    01726
    01727
    01733 static void AdvanceWagonsAfterSwap(Train *v)
    01734 {
    01735   /* first of all, fix the situation when the train was entering a depot */
    01736   Train *dep = v; // last vehicle in front of just left depot
    01737   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01738     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01739   }
    01740
    01741   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01742
    01743   if (leave != NULL) {
    01744     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01745     int d = TicksToLeaveDepot(dep);
    01746
    01747     if (d <= 0) {
    01748       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01749       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01750       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01751     }
    01752   } else {
    01753     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01754   }
    01755
    01756   Train *base = v;
    01757   Train *first = base; // first vehicle to move
    01758   Train *last = v->Last(); // last vehicle to move
    01759   uint length = CountVehiclesInChain(v);
    01760
    01761   /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
    01762    * they have already correct spacing, so we have to make sure they are moved how they should */
    01763   bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
    01764
    01765   while (length > 2) {
    01766     /* we reached vehicle (originally) in front of a depot, stop now
    01767      * (we would move wagons that are already moved with new wagon length). */
    01768     if (base == dep) break;
    01769
    01770     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01771     if (last == dep) nomove = true;
    01772
    01773     last = last->Previous();
    01774     first = first->Next();
    01775
    01776     int differential = last->gcache.cached_veh_length - base->gcache.cached_veh_length;
    01777
    01778     /* do not update images now */
    01779     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01780
    01781     base = first; // == base->Next()
    01782     length -= 2;
    01783   }
    01784 }
    01785
    01786
    01787 static void ReverseTrainDirection(Train *v)
    01788 {
    01789   if (IsRailDepotTile(v->tile)) {
    01790     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01791   }
    01792
    01793   /* Clear path reservation in front if train is not stuck. */
    01794   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01795
    01796   /* Check if we were approaching a rail/road-crossing */
    01797   TileIndex crossing = TrainApproachingCrossingTile(v);
    01798
    01799   /* count number of vehicles */
    01800   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01801
    01802   AdvanceWagonsBeforeSwap(v);
    01803
    01804   /* swap start<>end, start+1<>end-1, ... */
    01805   int l = 0;
    01806   do {
    01807     ReverseTrainSwapVeh(v, l++, r--);
    01808   } while (l <= r);
    01809
    01810   AdvanceWagonsAfterSwap(v);
    01811
    01812   if (IsRailDepotTile(v->tile)) {
    01813     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01814   }
    01815
    01816   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01817
    01818   ClrBit(v->flags, VRF_REVERSING);
    01819
    01820   /* recalculate cached data */
    01821   v->ConsistChanged(true);
    01822
    01823   /* update all images */
    01824   for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01825
    01826   /* update crossing we were approaching */
    01827   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01828
    01829   /* maybe we are approaching crossing now, after reversal */
    01830   crossing = TrainApproachingCrossingTile(v);
    01831   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01832
    01833   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01834   if (v->track == TRACK_BIT_DEPOT) {
    01835     /* Can't be stuck here as inside a depot is always a safe tile. */
    01836     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01837     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01838     return;
    01839   }
    01840
    01841   /* We are inside tunnel / bridge with signals, reversing will close the entrance. */
    01842   if (HasWormholeSignals(v->tile)) {
    01843     /* Flip signal on tunnel entrance tile red. */
    01844     SetBitTunnelBridgeExit(v->tile);
    01845     MarkTileDirtyByTile(v->tile);
    01846     /* Clear counters. */
    01847     v->wait_counter = 0;
    01848     v->load_unload_ticks = 0;
    01849     return;
    01850   }
    01851
    01852   /* TrainExitDir does not always produce the desired dir for depots and
    01853    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01854   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01855   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01856
    01857   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01858     /* If we are currently on a tile with conventional signals, we can't treat the
    01859      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01860     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01861       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01862       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01863
    01864     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01865     if (TryPathReserve(v, false, first_tile_okay)) {
    01866       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01867       CheckNextTrainTile(v);
    01868     } else if (v->current_order.GetType() != OT_LOADING) {
    01869       /* Do not wait for a way out when we're still loading */
    01870       MarkTrainAsStuck(v);
    01871     }
    01872   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01873     /* A train not inside a PBS block can't be stuck. */
    01874     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01875     v->wait_counter = 0;
    01876   }
    01877 }
    01878
    01888 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01889 {
    01890   Train *v = Train::GetIfValid(p1);
    01891   if (v == NULL) return CMD_ERROR;
    01892
    01893   CommandCost ret = CheckOwnership(v->owner);
    01894   if (ret.Failed()) return ret;
    01895
    01896   if (p2 != 0) {
    01897     /* turn a single unit around */
    01898
    01899     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01900       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01901     }
    01902     if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
    01903
    01904     Train *front = v->First();
    01905     /* make sure the vehicle is stopped in the depot */
    01906     if (!front->IsStoppedInDepot()) {
    01907       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01908     }
    01909
    01910     if (flags & DC_EXEC) {
    01911       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01912
    01913       front->ConsistChanged(false);
    01914       SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    01915       SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01916       SetWindowDirty(WC_VEHICLE_VIEW, front->index);
    01917       SetWindowClassesDirty(WC_TRAINS_LIST);
    01918     }
    01919   } else {
    01920     /* turn the whole train around */
    01921     if ((v->vehstatus & VS_CRASHED) || HasBit(v->flags, VRF_BREAKDOWN_STOPPED)) return CMD_ERROR;
    01922
    01923     if (flags & DC_EXEC) {
    01924       /* Properly leave the station if we are loading and won't be loading anymore */
    01925       if (v->current_order.IsType(OT_LOADING)) {
    01926         const Vehicle *last = v;
    01927         while (last->Next() != NULL) last = last->Next();
    01928
    01929         /* not a station || different station --> leave the station */
    01930         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    01931           v->LeaveStation();
    01932         }
    01933       }
    01934
    01935       /* We cancel any 'skip signal at dangers' here */
    01936       v->force_proceed = TFP_NONE;
    01937       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01938
    01939       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
    01940         ToggleBit(v->flags, VRF_REVERSING);
    01941       } else {
    01942         v->cur_speed = 0;
    01943         v->SetLastSpeed();
    01944         HideFillingPercent(&v->fill_percent_te_id);
    01945         ReverseTrainDirection(v);
    01946       }
    01947     }
    01948   }
    01949   return CommandCost();
    01950 }
    01951
    01961 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01962 {
    01963   Train *t = Train::GetIfValid(p1);
    01964   if (t == NULL) return CMD_ERROR;
    01965
    01966   CommandCost ret = CheckVehicleControlAllowed(t);
    01967   if (ret.Failed()) return ret;
    01968
    01969
    01970   if (flags & DC_EXEC) {
    01971     /* If we are forced to proceed, cancel that order.
    01972      * If we are marked stuck we would want to force the train
    01973      * to proceed to the next signal. In the other cases we
    01974      * would like to pass the signal at danger and run till the
    01975      * next signal we encounter. */
    01976     t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? TFP_STUCK : TFP_SIGNAL;
    01977     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    01978   }
    01979
    01980   return CommandCost();
    01981 }
    01982
    01987 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    01988 {
    01989   assert(!(v->vehstatus & VS_CRASHED));
    01990
    01991   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    01992
    01993   PBSTileInfo origin = FollowTrainReservation(v);
    01994   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    01995
    01996   switch (_settings_game.pf.pathfinder_for_trains) {
    01997     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    01998     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    01999
    02000     default: NOT_REACHED();
    02001   }
    02002 }
    02003
    02004 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    02005 {
    02006   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    02007   if (tfdd.best_length == UINT_MAX) return false;
    02008
    02009   if (location    != NULL) *location    = tfdd.tile;
    02010   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    02011   if (reverse     != NULL) *reverse     = tfdd.reverse;
    02012
    02013   return true;
    02014 }
    02015
    02016 void Train::PlayLeaveStationSound() const
    02017 {
    02018   static const SoundFx sfx[] = {
    02019     SND_04_TRAIN,
    02020     SND_0A_TRAIN_HORN,
    02021     SND_0A_TRAIN_HORN,
    02022     SND_47_MAGLEV_2,
    02023     SND_41_MAGLEV
    02024   };
    02025
    02026   if (PlayVehicleSound(this, VSE_START)) return;
    02027
    02028   EngineID engtype = this->engine_type;
    02029   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    02030 }
    02031
    02033 static void CheckNextTrainTile(Train *v)
    02034 {
    02035   /* Don't do any look-ahead if path_backoff_interval is 255. */
    02036   if (_settings_game.pf.path_backoff_interval == 255) return;
    02037
    02038   /* Exit if we are inside a depot. */
    02039   if (v->track == TRACK_BIT_DEPOT) return;
    02040
    02041   switch (v->current_order.GetType()) {
    02042     /* Exit if we reached our destination depot. */
    02043     case OT_GOTO_DEPOT:
    02044       if (v->tile == v->dest_tile) return;
    02045       break;
    02046
    02047     case OT_GOTO_WAYPOINT:
    02048       /* If we reached our waypoint, make sure we see that. */
    02049       if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
    02050       break;
    02051
    02052     case OT_NOTHING:
    02053     case OT_LEAVESTATION:
    02054     case OT_LOADING:
    02055       /* Exit if the current order doesn't have a destination, but the train has orders. */
    02056       if (v->GetNumOrders() > 0) return;
    02057       break;
    02058
    02059     default:
    02060       break;
    02061   }
    02062   /* Exit if we are on a station tile and are going to stop. */
    02063   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    02064
    02065   Trackdir td = v->GetVehicleTrackdir();
    02066
    02067   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    02068       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td)))) {
    02069     /* On a tile with a speed-signal, apply its speed limit. */
    02070     if (IsSpeedSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    02071         HasSignalOnTrackdir(v->tile, td)) {
    02072       v->signal_speedlimit = GetSignalSpeed(SignalReference(v->tile, TrackdirToTrack(td)));
    02073     }
    02074
    02075     /* On a tile with a red non-pbs signal, don't look ahead. */
    02076     if (GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) {
    02077       return;
    02078     }
    02079   }
    02080
    02081   CFollowTrackRail ft(v);
    02082   if (!ft.Follow(v->tile, td)) return;
    02083
    02084   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    02085     /* Next tile is not reserved. */
    02086     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02087       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    02088         /* If the next tile is a PBS signal, try to make a reservation. */
    02089         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02090         if (_settings_game.pf.forbid_90_deg) {
    02091           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    02092         }
    02093         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    02094       }
    02095     }
    02096   }
    02097 }
    02098
    02099 static bool CheckTrainStayInDepot(Train *v)
    02100 {
    02101   /* bail out if not all wagons are in the same depot or not in a depot at all */
    02102   for (const Train *u = v; u != NULL; u = u->Next()) {
    02103     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    02104   }
    02105
    02106   /* if the train got no power, then keep it in the depot */
    02107   if (v->gcache.cached_power == 0) {
    02108     v->vehstatus |= VS_STOPPED;
    02109     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    02110     return true;
    02111   }
    02112
    02113   SigSegState seg_state;
    02114
    02115   if (v->force_proceed == TFP_NONE) {
    02116     /* force proceed was not pressed */
    02117     if (++v->wait_counter < 37) {
    02118       SetWindowClassesDirty(WC_TRAINS_LIST);
    02119       return true;
    02120     }
    02121
    02122     v->wait_counter = 0;
    02123
    02124     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02125     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02126       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02127       SetWindowClassesDirty(WC_TRAINS_LIST);
    02128       return true;
    02129     }
    02130   } else {
    02131     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02132   }
    02133
    02134   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02135   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02136     /* We need to have a reservation for this to work. */
    02137     if (HasDepotReservation(v->tile)) return true;
    02138     SetDepotReservation(v->tile, true);
    02139     VehicleEnterDepot(v);
    02140     return true;
    02141   }
    02142
    02143   /* Only leave when we can reserve a path to our destination. */
    02144   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
    02145     /* No path and no force proceed. */
    02146     SetWindowClassesDirty(WC_TRAINS_LIST);
    02147     MarkTrainAsStuck(v);
    02148     return true;
    02149   }
    02150
    02151   SetDepotReservation(v->tile, true);
    02152   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02153
    02154   VehicleServiceInDepot(v);
    02155   SetWindowClassesDirty(WC_TRAINS_LIST);
    02156   v->PlayLeaveStationSound();
    02157
    02158   v->track = TRACK_BIT_X;
    02159   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02160
    02161   v->vehstatus &= ~VS_HIDDEN;
    02162   v->cur_speed = 0;
    02163
    02164   v->UpdateDeltaXY(v->direction);
    02165   v->cur_image = v->GetImage(v->direction);
    02166   VehicleMove(v, false);
    02167   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02168   v->UpdateAcceleration();
    02169   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02170
    02171   return false;
    02172 }
    02173
    02174 /* Patch is designed for Maximum bridge size of 100 tiles.
    02175  * 16 bit available for signals in m2 => 17 blocks of 6 tiles available between ramps.
    02176  * On bridges longer then 100 tiles the signal sprites are not updated correctly (max bridge length is now 2048).
    02177  * One way to solve this problem is creating more space to save the signal state bits. (tunnel-bridge pool) */
    02178 // ^^^ new comment.
    02179 // TODO: Patchack: check functionality and choose between keeping 4 or reverting to 6.
    02180 // vvv old comment.
    02181 /* Patch is designed for Maximum bridge size of 100 tiles, 16 bit available for signals in m2 =>
    02182  * 25 blocks of 4 tiles available between ramps. */
    02183 static const uint8 bridge_signal_block_size = TILE_SIZE * 4;
    02184
    02185 static void HandleLastTunnelBridgeSignals(TileIndex tile, TileIndex end, DiagDirection dir, bool free)
    02186 {
    02187   if (IsBridge(end) && _m[end].m2 > 0){
    02188     /* Clearing last bridge signal. */
    02189     uint16 m = _m[end].m2;
    02190     byte i = 15;
    02191     while((m & 0x8000) == 0 && --i > 0) m <<= 1;
    02192     ClrBit(_m[end].m2, i);
    02193
    02194     uint x = TileX(end)* TILE_SIZE;
    02195     uint y = TileY(end)* TILE_SIZE;
    02196     uint distance = bridge_signal_block_size * ++i;
    02197     switch (dir) {
    02198       default: NOT_REACHED();
    02199       case DIAGDIR_NE: MarkTileDirtyByTile(TileVirtXY(x - distance, y)); break;
    02200       case DIAGDIR_SE: MarkTileDirtyByTile(TileVirtXY(x, y + distance)); break;
    02201       case DIAGDIR_SW: MarkTileDirtyByTile(TileVirtXY(x + distance, y)); break;
    02202       case DIAGDIR_NW: MarkTileDirtyByTile(TileVirtXY(x, y - distance)); break;
    02203     }
    02204     MarkTileDirtyByTile(tile);
    02205   }
    02206   if (free) {
    02207   /* Open up the wormhole and clear m2. */
    02208     _m[tile].m2 = 0;
    02209     _m[end].m2 = 0;
    02210
    02211     if (IsTunnelBridgeWithSignRed(end)) {
    02212       ClrBitTunnelBridgeExit(end);
    02213       if (!_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(end);
    02214     } else if (IsTunnelBridgeWithSignRed(tile)) {
    02215       ClrBitTunnelBridgeExit(tile);
    02216       if (!_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(tile);
    02217     }
    02218   }
    02219 }
    02220
    02222 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02223 {
    02224   DiagDirection dir = TrackdirToExitdir(track_dir);
    02225
    02226   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02227     /* Are we just leaving a tunnel/bridge? */
    02228     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02229       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02230
    02231       bool free = TunnelBridgeIsFree(tile, end, v).Succeeded();
    02232       if (free) {
    02233         /* Free the reservation only if no other train is on the tiles. */
    02234         SetTunnelBridgeReservation(tile, false);
    02235         SetTunnelBridgeReservation(end, false);
    02236
    02237         if (_settings_client.gui.show_track_reservation) {
    02238           MarkTileDirtyByTile(tile);
    02239           MarkTileDirtyByTile(end);
    02240         }
    02241       }
    02242       if (HasWormholeSignals(tile)) HandleLastTunnelBridgeSignals(tile, end, dir, free);
    02243     }
    02244   } else if (IsRailStationTile(tile)) {
    02245     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02246     /* If the new tile is not a further tile of the same station, we
    02247      * clear the reservation for the whole platform. */
    02248     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02249       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02250     }
    02251   } else {
    02252     /* Any other tile */
    02253     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02254   }
    02255 }
    02256
    02258 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02259 {
    02260   assert(v->IsFrontEngine());
    02261
    02262   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02263   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02264   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02265   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02266
    02267   /* Don't free reservation if it's not ours. */
    02268   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02269
    02270   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02271   while (ft.Follow(tile, td)) {
    02272     tile = ft.m_new_tile;
    02273     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02274     td = RemoveFirstTrackdir(&bits);
    02275     assert(bits == TRACKDIR_BIT_NONE);
    02276
    02277     if (!IsValidTrackdir(td)) break;
    02278
    02279     if (IsTileType(tile, MP_RAILWAY)) {
    02280       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td))) && !IsSpeedSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02281         /* Conventional signal along trackdir: remove reservation and stop. */
    02282         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02283         break;
    02284       }
    02285       if (HasPbsSignalOnTrackdir(tile, td)) {
    02286         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02287           /* Red PBS signal? Can't be our reservation, would be green then. */
    02288           break;
    02289         } else {
    02290           /* Turn the signal back to red. */
    02291           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02292           MarkTileDirtyByTile(tile);
    02293         }
    02294       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) &&
    02295           IsOnewaySignal(tile, TrackdirToTrack(td)) &&
    02296           !IsSpeedSignal(tile, TrackdirToTrack(td))) {
    02297         break;
    02298       }
    02299     }
    02300
    02301     /* Don't free first station/bridge/tunnel if we are on it. */
    02302     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);
    02303
    02304     free_tile = true;
    02305   }
    02306 }
    02307
    02308 static const byte _initial_tile_subcoord[6][4][3] = {
    02309 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02310 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02311 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02312 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02313 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02314 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02315 };
    02316
    02329 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
    02330 {
    02331   switch (_settings_game.pf.pathfinder_for_trains) {
    02332     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02333     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02334
    02335     default: NOT_REACHED();
    02336   }
    02337 }
    02338
    02344 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02345 {
    02346   PBSTileInfo origin = FollowTrainReservation(v);
    02347
    02348   CFollowTrackRail ft(v);
    02349
    02350   TileIndex tile = origin.tile;
    02351   Trackdir  cur_td = origin.trackdir;
    02352   while (ft.Follow(tile, cur_td)) {
    02353     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02354       /* Possible signal tile. */
    02355       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02356     }
    02357
    02358     if (_settings_game.pf.forbid_90_deg) {
    02359       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02360       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02361     }
    02362
    02363     /* Station, depot or waypoint are a possible target. */
    02364     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02365     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02366       /* Choice found or possible target encountered.
    02367        * On finding a possible target, we need to stop and let the pathfinder handle the
    02368        * remaining path. This is because we don't know if this target is in one of our
    02369        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02370        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02371        * a wrong path not leading to our next destination. */
    02372       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02373
    02374       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02375        * actually starts its search at the first unreserved tile. */
    02376       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02377
    02378       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02379       if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02380       if (enterdir != NULL) *enterdir = ft.m_exitdir;
    02381       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02382     }
    02383
    02384     tile = ft.m_new_tile;
    02385     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02386
    02387     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02388       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02389       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02390       /* Safe position is all good, path valid and okay. */
    02391       return PBSTileInfo(tile, cur_td, true);
    02392     }
    02393
    02394     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02395   }
    02396
    02397   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02398     /* End of line, path valid and okay. */
    02399     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02400   }
    02401
    02402   /* Sorry, can't reserve path, back out. */
    02403   tile = origin.tile;
    02404   cur_td = origin.trackdir;
    02405   TileIndex stopped = ft.m_old_tile;
    02406   Trackdir  stopped_td = ft.m_old_td;
    02407   while (tile != stopped || cur_td != stopped_td) {
    02408     if (!ft.Follow(tile, cur_td)) break;
    02409
    02410     if (_settings_game.pf.forbid_90_deg) {
    02411       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02412       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02413     }
    02414     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02415
    02416     tile = ft.m_new_tile;
    02417     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02418
    02419     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02420   }
    02421
    02422   /* Path invalid. */
    02423   return PBSTileInfo();
    02424 }
    02425
    02436 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02437 {
    02438   switch (_settings_game.pf.pathfinder_for_trains) {
    02439     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02440     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02441
    02442     default: NOT_REACHED();
    02443   }
    02444 }
    02445
    02447 class VehicleOrderSaver
    02448 {
    02449 private:
    02450   Train          *v;
    02451   Order          old_order;
    02452   TileIndex      old_dest_tile;
    02453   StationID      old_last_station_visited;
    02454   VehicleOrderID index;
    02455   bool           suppress_implicit_orders;
    02456
    02457 public:
    02458   VehicleOrderSaver(Train *_v) :
    02459     v(_v),
    02460     old_order(_v->current_order),
    02461     old_dest_tile(_v->dest_tile),
    02462     old_last_station_visited(_v->last_station_visited),
    02463     index(_v->cur_real_order_index),
    02464     suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
    02465   {
    02466   }
    02467
    02468   ~VehicleOrderSaver()
    02469   {
    02470     this->v->current_order = this->old_order;
    02471     this->v->dest_tile = this->old_dest_tile;
    02472     this->v->last_station_visited = this->old_last_station_visited;
    02473     SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
    02474   }
    02475
    02481   bool SwitchToNextOrder(bool skip_first)
    02482   {
    02483     if (this->v->GetNumOrders() == 0) return false;
    02484
    02485     if (skip_first) ++this->index;
    02486
    02487     int conditional_depth = 0;
    02488
    02489     do {
    02490       /* Wrap around. */
    02491       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02492
    02493       Order *order = this->v->GetOrder(this->index);
    02494       assert(order != NULL);
    02495
    02496       switch (order->GetType()) {
    02497         case OT_GOTO_DEPOT:
    02498           /* Skip service in depot orders when the train doesn't need service. */
    02499           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02500         case OT_GOTO_STATION:
    02501         case OT_GOTO_WAYPOINT:
    02502           this->v->current_order = *order;
    02503           UpdateOrderDest(this->v, order);
    02504           return true;
    02505         case OT_CONDITIONAL: {
    02506           if (conditional_depth > this->v->GetNumOrders()) return false;
    02507           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02508           if (next != INVALID_VEH_ORDER_ID) {
    02509             conditional_depth++;
    02510             this->index = next;
    02511             /* Don't increment next, so no break here. */
    02512             continue;
    02513           }
    02514           break;
    02515         }
    02516         default:
    02517           break;
    02518       }
    02519       /* Don't increment inside the while because otherwise conditional
    02520        * orders can lead to an infinite loop. */
    02521       ++this->index;
    02522     } while (this->index != this->v->cur_real_order_index);
    02523
    02524     return false;
    02525   }
    02526 };
    02527
    02528 /* choose a track */
    02529 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02530 {
    02531   Track best_track = INVALID_TRACK;
    02532   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02533   bool changed_signal = false;
    02534
    02535   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02536
    02537   if (got_reservation != NULL) *got_reservation = false;
    02538
    02539   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02540   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02541   /* Do we have a suitable reserved track? */
    02542   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02543
    02544   /* Quick return in case only one possible track is available */
    02545   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02546     Track track = FindFirstTrack(tracks);
    02547     /* We need to check for signals only here, as a junction tile can't have signals. */
    02548     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02549       do_track_reservation = true;
    02550       changed_signal = true;
    02551       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02552     } else if (!do_track_reservation) {
    02553       return track;
    02554     }
    02555     best_track = track;
    02556   }
    02557
    02558   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02559   DiagDirection dest_enterdir = enterdir;
    02560   if (do_track_reservation) {
    02561     /* Check if the train needs service here, so it has a chance to always find a depot.
    02562      * Also check if the current order is a service order so we don't reserve a path to
    02563      * the destination but instead to the next one if service isn't needed. */
    02564     CheckIfTrainNeedsService(v);
    02565     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02566
    02567     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02568     if (res_dest.tile == INVALID_TILE) {
    02569       /* Reservation failed? */
    02570       if (mark_stuck) MarkTrainAsStuck(v);
    02571       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02572       return FindFirstTrack(tracks);
    02573     }
    02574   }
    02575
    02576   /* Save the current train order. The destructor will restore the old order on function exit. */
    02577   VehicleOrderSaver orders(v);
    02578
    02579   /* If the current tile is the destination of the current order and
    02580    * a reservation was requested, advance to the next order.
    02581    * Don't advance on a depot order as depots are always safe end points
    02582    * for a path and no look-ahead is necessary. This also avoids a
    02583    * problem with depot orders not part of the order list when the
    02584    * order list itself is empty. */
    02585   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02586     orders.SwitchToNextOrder(false);
    02587   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02588       v->current_order.IsType(OT_GOTO_STATION) ?
    02589       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02590       v->tile == v->dest_tile))) {
    02591     orders.SwitchToNextOrder(true);
    02592   }
    02593
    02594   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02595     /* Pathfinders are able to tell that route was only 'guessed'. */
    02596     bool      path_found = true;
    02597     TileIndex new_tile = res_dest.tile;
    02598
    02599     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
    02600     if (new_tile == tile) best_track = next_track;
    02601     v->HandlePathfindingResult(path_found);
    02602   }
    02603
    02604   /* No track reservation requested -> finished. */
    02605   if (!do_track_reservation) return best_track;
    02606
    02607   /* A path was found, but could not be reserved. */
    02608   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02609     if (mark_stuck) MarkTrainAsStuck(v);
    02610     FreeTrainTrackReservation(v);
    02611     return best_track;
    02612   }
    02613
    02614   /* No possible reservation target found, we are probably lost. */
    02615   if (res_dest.tile == INVALID_TILE) {
    02616     /* Try to find any safe destination. */
    02617     PBSTileInfo origin = FollowTrainReservation(v);
    02618     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02619       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02620       best_track = FindFirstTrack(res);
    02621       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02622       if (got_reservation != NULL) *got_reservation = true;
    02623       if (changed_signal) MarkTileDirtyByTile(tile);
    02624     } else {
    02625       FreeTrainTrackReservation(v);
    02626       if (mark_stuck) MarkTrainAsStuck(v);
    02627     }
    02628     return best_track;
    02629   }
    02630
    02631   if (got_reservation != NULL) *got_reservation = true;
    02632
    02633   /* Reservation target found and free, check if it is safe. */
    02634   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02635     /* Extend reservation until we have found a safe position. */
    02636     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02637     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02638     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02639     if (_settings_game.pf.forbid_90_deg) {
    02640       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02641     }
    02642
    02643     /* Get next order with destination. */
    02644     if (orders.SwitchToNextOrder(true)) {
    02645       PBSTileInfo cur_dest;
    02646       bool path_found;
    02647       DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
    02648       if (cur_dest.tile != INVALID_TILE) {
    02649         res_dest = cur_dest;
    02650         if (res_dest.okay) continue;
    02651         /* Path found, but could not be reserved. */
    02652         FreeTrainTrackReservation(v);
    02653         if (mark_stuck) MarkTrainAsStuck(v);
    02654         if (got_reservation != NULL) *got_reservation = false;
    02655         changed_signal = false;
    02656         break;
    02657       }
    02658     }
    02659     /* No order or no safe position found, try any position. */
    02660     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02661       FreeTrainTrackReservation(v);
    02662       if (mark_stuck) MarkTrainAsStuck(v);
    02663       if (got_reservation != NULL) *got_reservation = false;
    02664       changed_signal = false;
    02665     }
    02666     break;
    02667   }
    02668
    02669   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02670
    02671   if (changed_signal) MarkTileDirtyByTile(tile);
    02672
    02673   return best_track;
    02674 }
    02675
    02684 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02685 {
    02686   assert(v->IsFrontEngine());
    02687
    02688   /* We have to handle depots specially as the track follower won't look
    02689    * at the depot tile itself but starts from the next tile. If we are still
    02690    * inside the depot, a depot reservation can never be ours. */
    02691   if (v->track == TRACK_BIT_DEPOT) {
    02692     if (HasDepotReservation(v->tile)) {
    02693       if (mark_as_stuck) MarkTrainAsStuck(v);
    02694       return false;
    02695     } else {
    02696       /* Depot not reserved, but the next tile might be. */
    02697       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02698       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02699     }
    02700   }
    02701
    02702   Vehicle *other_train = NULL;
    02703   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02704   /* The path we are driving on is already blocked by some other train.
    02705    * This can only happen in certain situations when mixing path and
    02706    * block signals or when changing tracks and/or signals.
    02707    * Exit here as doing any further reservations will probably just
    02708    * make matters worse. */
    02709   if (other_train != NULL && other_train->index != v->index) {
    02710     if (mark_as_stuck) MarkTrainAsStuck(v);
    02711     return false;
    02712   }
    02713   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02714   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02715     /* Can't be stuck then. */
    02716     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    02717     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02718     return true;
    02719   }
    02720
    02721   /* If we are in a depot, tentatively reserve the depot. */
    02722   if (v->track == TRACK_BIT_DEPOT) {
    02723     SetDepotReservation(v->tile, true);
    02724     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02725   }
    02726
    02727   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02728   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02729   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02730
    02731   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02732
    02733   bool res_made = false;
    02734   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02735
    02736   if (!res_made) {
    02737     /* Free the depot reservation as well. */
    02738     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02739     return false;
    02740   }
    02741
    02742   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02743     v->wait_counter = 0;
    02744     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    02745   }
    02746   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02747   return true;
    02748 }
    02749
    02750
    02751 static bool CheckReverseTrain(const Train *v)
    02752 {
    02753   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02754       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02755       !(v->direction & 1)) {
    02756     return false;
    02757   }
    02758
    02759   assert(v->track != TRACK_BIT_NONE);
    02760
    02761   switch (_settings_game.pf.pathfinder_for_trains) {
    02762     case VPF_NPF: return NPFTrainCheckReverse(v);
    02763     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02764
    02765     default: NOT_REACHED();
    02766   }
    02767 }
    02768
    02769 TileIndex Train::GetOrderStationLocation(StationID station)
    02770 {
    02771   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02772
    02773   const Station *st = Station::Get(station);
    02774   if (!(st->facilities & FACIL_TRAIN)) {
    02775     /* The destination station has no trainstation tiles. */
    02776     this->IncrementRealOrderIndex();
    02777     return 0;
    02778   }
    02779
    02780   return st->xy;
    02781 }
    02782
    02783 void Train::MarkDirty()
    02784 {
    02785   Train *v = this;
    02786   do {
    02787     v->UpdateViewport(false, false);
    02788   } while ((v = v->Next()) != NULL);
    02789
    02790   /* need to update acceleration and cached values since the goods on the train changed. */
    02791   this->CargoChanged();
    02792   this->UpdateAcceleration();
    02793 }
    02794
    02802 int Train::UpdateSpeed()
    02803 {
    02804   switch (_settings_game.vehicle.train_acceleration_model) {
    02805     default: NOT_REACHED();
    02806     case AM_ORIGINAL:
    02807       return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->gcache.cached_max_track_speed);
    02808
    02809     case AM_REALISTIC:
    02810       return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
    02811   }
    02812 }
    02813
    02818 static bool HandlePossibleBreakdowns(Train *v)
    02819 {
    02820   assert(v->IsFrontEngine());
    02821   for (Train *u = v; u != NULL; u = u->Next()) {
    02822     if (u->breakdown_ctr != 0 && (u->IsEngine() || u->IsMultiheaded())) {
    02823       if (u->breakdown_ctr <= 2) {
    02824         if ( u->HandleBreakdown() ) return true;
    02825         /* We check the order of v (the first vehicle) instead of u here! */
    02826       } else if (!v->current_order.IsType(OT_LOADING)) {
    02827         u->breakdown_ctr--;
    02828       }
    02829     }
    02830   }
    02831   return false;
    02832 }
    02833
    02839 static void TrainEnterStation(Train *v, StationID station)
    02840 {
    02841   v->last_station_visited = station;
    02842
    02843   /* check if a train ever visited this station before */
    02844   Station *st = Station::Get(station);
    02845   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    02846     st->had_vehicle_of_type |= HVOT_TRAIN;
    02847     SetDParam(0, st->index);
    02848     AddVehicleNewsItem(
    02849       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    02850       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
    02851       v->index,
    02852       st->index
    02853     );
    02854     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
    02855   }
    02856
    02857   v->force_proceed = TFP_NONE;
    02858   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02859
    02860   v->BeginLoading();
    02861
    02862   TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
    02863 }
    02864
    02865 /* Check if the vehicle is compatible with the specified tile */
    02866 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    02867 {
    02868   return
    02869     IsInfraTileUsageAllowed(VEH_TRAIN, v->owner, tile) && (
    02870       !v->IsFrontEngine() ||
    02871       HasBit(v->compatible_railtypes, GetRailType(tile))
    02872     );
    02873 }
    02874
    02875 struct RailtypeSlowdownParams {
    02876   byte small_turn, large_turn;
    02877   byte z_up; // fraction to remove when moving up
    02878   byte z_down; // fraction to remove when moving down
    02879 };
    02880
    02881 static const RailtypeSlowdownParams _railtype_slowdown[] = {
    02882   /* normal accel */
    02883   {256 / 4, 256 / 2, 256 / 4, 2},
    02884   {256 / 4, 256 / 2, 256 / 4, 2},
    02885   {256 / 4, 256 / 2, 256 / 4, 2},
    02886   {0,       256 / 2, 256 / 4, 2},
    02887 };
    02888
    02890 static inline void AffectSpeedByZChange(Train *v, int32 old_z)
    02891 {
    02892   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
    02893
    02894   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    02895
    02896   if (old_z < v->z_pos) {
    02897     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
    02898   } else {
    02899     uint16 spd = v->cur_speed + rsp->z_down;
    02900     if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
    02901   }
    02902 }
    02903
    02904 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    02905 {
    02906   if (IsTileType(tile, MP_RAILWAY) &&
    02907       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    02908     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    02909     Trackdir trackdir = FindFirstTrackdir(tracks);
    02910     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    02911       /* A PBS block with a non-PBS signal facing us? */
    02912       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    02913     }
    02914   }
    02915   return false;
    02916 }
    02917
    02921 void Train::ReserveTrackUnderConsist() const
    02922 {
    02923   for (const Train *u = this; u != NULL; u = u->Next()) {
    02924     switch (u->track) {
    02925       case TRACK_BIT_WORMHOLE:
    02926         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    02927         break;
    02928       case TRACK_BIT_DEPOT:
    02929         break;
    02930       default:
    02931         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    02932         break;
    02933     }
    02934   }
    02935 }
    02936
    02937 uint Train::Crash(bool flooded)
    02938 {
    02939   uint pass = 0;
    02940   if (this->IsFrontEngine()) {
    02941     pass += 2; // driver
    02942
    02943     /* Remove the reserved path in front of the train if it is not stuck.
    02944      * Also clear all reserved tracks the train is currently on. */
    02945     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    02946     for (const Train *v = this; v != NULL; v = v->Next()) {
    02947       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    02948       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    02949         /* ClearPathReservation will not free the wormhole exit
    02950          * if the train has just entered the wormhole. */
    02951         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    02952       }
    02953     }
    02954
    02955     /* we may need to update crossing we were approaching,
    02956      * but must be updated after the train has been marked crashed */
    02957     TileIndex crossing = TrainApproachingCrossingTile(this);
    02958     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    02959
    02960     /* Remove the loading indicators (if any) */
    02961     HideFillingPercent(&this->fill_percent_te_id);
    02962   }
    02963
    02964   pass += this->GroundVehicleBase::Crash(flooded);
    02965
    02966   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    02967   return pass;
    02968 }
    02969
    02976 static uint TrainCrashed(Train *v)
    02977 {
    02978   uint num = 0;
    02979
    02980   /* do not crash train twice */
    02981   if (!(v->vehstatus & VS_CRASHED)) {
    02982     num = v->Crash();
    02983     AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
    02984   }
    02985
    02986   /* Try to re-reserve track under already crashed train too.
    02987    * Crash() clears the reservation! */
    02988   v->ReserveTrackUnderConsist();
    02989
    02990   return num;
    02991 }
    02992
    02993 struct TrainCollideChecker {
    02994   Train *v;
    02995   uint num;
    02996 };
    02997
    02998 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    02999 {
    03000   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    03001
    03002   /* not a train or in depot */
    03003   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    03004
    03005   /* do not crash into trains of another company. */
    03006   if (v->owner != tcc->v->owner) return NULL;
    03007
    03008   /* get first vehicle now to make most usual checks faster */
    03009   Train *coll = Train::From(v)->First();
    03010
    03011   /* can't collide with own wagons */
    03012   if (coll == tcc->v) return NULL;
    03013
    03014   int x_diff = v->x_pos - tcc->v->x_pos;
    03015   int y_diff = v->y_pos - tcc->v->y_pos;
    03016
    03017   /* Do fast calculation to check whether trains are not in close vicinity
    03018    * and quickly reject trains distant enough for any collision.
    03019    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    03020    * Differences are then ORed and then we check for any higher bits */
    03021   uint hash = (y_diff + 7) | (x_diff + 7);
    03022   if (hash & ~15) return NULL;
    03023
    03024   /* Slower check using multiplication */
    03025   if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
    03026
    03027   /* Happens when there is a train under bridge next to bridge head */
    03028   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    03029
    03030   /* crash both trains */
    03031   tcc->num += TrainCrashed(tcc->v);
    03032   tcc->num += TrainCrashed(coll);
    03033
    03034   return NULL; // continue searching
    03035 }
    03036
    03043 static bool CheckTrainCollision(Train *v)
    03044 {
    03045   /* can't collide in depot */
    03046   if (v->track == TRACK_BIT_DEPOT) return false;
    03047
    03048   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    03049
    03050   TrainCollideChecker tcc;
    03051   tcc.v = v;
    03052   tcc.num = 0;
    03053
    03054   /* find colliding vehicles */
    03055   if (v->track == TRACK_BIT_WORMHOLE) {
    03056     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    03057     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    03058   } else {
    03059     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    03060   }
    03061
    03062   /* any dead -> no crash */
    03063   if (tcc.num == 0) return false;
    03064
    03065   SetDParam(0, tcc.num);
    03066   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
    03067     NS_ACCIDENT,
    03068     v->index
    03069   );
    03070
    03071   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    03072   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    03073   return true;
    03074 }
    03075
    03076 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    03077 {
    03078   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    03079
    03080   Train *t = Train::From(v);
    03081   DiagDirection exitdir = *(DiagDirection *)data;
    03082
    03083   /* not front engine of a train, inside wormhole or depot, crashed */
    03084   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    03085
    03086   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    03087
    03088   return t;
    03089 }
    03090
    03092 static Vehicle *FindSpaceBetweenTrainsEnum(Vehicle *v, void *data)
    03093 {
    03094   /* Don't look at wagons between front and back of train. */
    03095   if (v->type != VEH_TRAIN || (v->Previous() != NULL && v->Next() != NULL)) return NULL;
    03096
    03097   const Vehicle *u = (Vehicle*)data;
    03098   int32 a, b = 0;
    03099
    03100   switch (u->direction) {
    03101     default: NOT_REACHED();
    03102     case DIR_NE: a = u->x_pos; b = v->x_pos; break;
    03103     case DIR_SE: a = v->y_pos; b = u->y_pos; break;
    03104     case DIR_SW: a = v->x_pos; b = u->x_pos; break;
    03105     case DIR_NW: a = u->y_pos; b = v->y_pos; break;
    03106   }
    03107
    03108   if (a > b && a <= (b + (int)(Train::From(u)->wait_counter)) + (int)(TILE_SIZE)) return v;
    03109   return NULL;
    03110 }
    03111
    03112 static bool IsToCloseBehindTrain(Vehicle *v, TileIndex tile, bool check_endtile)
    03113 {
    03114   Train *t = (Train *)v;
    03115
    03116   if (t->force_proceed != 0) return false;
    03117
    03118   if (HasVehicleOnPos(t->tile, v, &FindSpaceBetweenTrainsEnum)) {
    03119     /* Revert train if not going with tunnel direction. */
    03120     if (DirToDiagDir(t->direction) != GetTunnelBridgeDirection(t->tile)) {
    03121       v->cur_speed = 0;
    03122       ToggleBit(t->flags, VRF_REVERSING);
    03123     }
    03124     return true;
    03125   }
    03126     /* Cover blind spot at end of tunnel bridge. */
    03127   if (check_endtile){
    03128     if (HasVehicleOnPos(GetOtherTunnelBridgeEnd(t->tile), v, &FindSpaceBetweenTrainsEnum)) {
    03129       /* Revert train if not going with tunnel direction. */
    03130       if (DirToDiagDir(t->direction) != GetTunnelBridgeDirection(t->tile)) {
    03131         v->cur_speed = 0;
    03132         ToggleBit(t->flags, VRF_REVERSING);
    03133       }
    03134       return true;
    03135     }
    03136   }
    03137
    03138   return false;
    03139 }
    03140
    03142 static bool CheckTrainStayInWormHole(Train *t, TileIndex tile)
    03143 {
    03144   if (t->force_proceed != 0) return false;
    03145
    03146   /* When not exit reverse train. */
    03147   if (!IsTunnelBridgeExit(tile)) {
    03148     t->cur_speed = 0;
    03149     ToggleBit(t->flags, VRF_REVERSING);
    03150     return true;
    03151   }
    03152   SigSegState seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, t->owner);
    03153   if (seg_state == SIGSEG_FULL || (seg_state == SIGSEG_PBS && !TryPathReserve(t))) {
    03154     t->cur_speed = 0;
    03155     return true;
    03156   }
    03157
    03158   return false;
    03159 }
    03160
    03161 static void HandleSignalBehindTrain(Train *v, uint signal_number)
    03162 {
    03163   TileIndex tile;
    03164   switch (v->direction) {
    03165     default: NOT_REACHED();
    03166     case DIR_NE: tile = TileVirtXY(v->x_pos + bridge_signal_block_size, v->y_pos); break;
    03167     case DIR_SE: tile = TileVirtXY(v->x_pos, v->y_pos - bridge_signal_block_size ); break;
    03168     case DIR_SW: tile = TileVirtXY(v->x_pos - bridge_signal_block_size, v->y_pos); break;
    03169     case DIR_NW: tile = TileVirtXY(v->x_pos, v->y_pos + bridge_signal_block_size); break;
    03170   }
    03171
    03172   if(tile == v->tile) {
    03173     /* Flip signal on ramp. */
    03174     if (IsTunnelBridgeWithSignRed(tile)) {
    03175       ClrBitTunnelBridgeExit(tile);
    03176       MarkTileDirtyByTile(tile);
    03177     }
    03178   } else if (IsBridge(v->tile) && signal_number <= 16) {
    03179     ClrBit(_m[v->tile].m2, signal_number);
    03180     MarkTileDirtyByTile(tile);
    03181   }
    03182 }
    03183
    03184 static void TrainController(Train *v, Vehicle *nomove)
    03185 {
    03186   Train *first = v->First();
    03187   Train *prev;
    03188   bool direction_changed = false; // has direction of any part changed?
    03189
    03190   /* For every vehicle after and including the given vehicle */
    03191   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    03192     DiagDirection enterdir = DIAGDIR_BEGIN;
    03193     bool update_signals_crossing = false; // will we update signals or crossing state?
    03194
    03195     /* do not exceed any speed limit that has been applied */
    03196     if (v->signal_speedlimit > 0)
    03197       v->cur_speed = min(v->cur_speed, v->signal_speedlimit);
    03198
    03199     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    03200     if (v->track != TRACK_BIT_WORMHOLE) {
    03201       /* Not inside tunnel */
    03202       if (gp.old_tile == gp.new_tile) {
    03203         /* Staying in the old tile */
    03204         if (v->track == TRACK_BIT_DEPOT) {
    03205           /* Inside depot */
    03206           gp.x = v->x_pos;
    03207           gp.y = v->y_pos;
    03208           v->signal_speedlimit = 0;
    03209         } else {
    03210           /* Not inside depot */
    03211
    03212           /* Reverse when we are at the end of the track already, do not move to the new position */
    03213           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
    03214
    03215           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03216           if (HasBit(r, VETS_CANNOT_ENTER)) {
    03217             goto invalid_rail;
    03218           }
    03219           if (HasBit(r, VETS_ENTERED_STATION)) {
    03220             /* The new position is the end of the platform */
    03221             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03222           }
    03223         }
    03224       } else {
    03225         /* A new tile is about to be entered. */
    03226
    03227         /* Determine what direction we're entering the new tile from */
    03228         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    03229         assert(IsValidDiagDirection(enterdir));
    03230
    03231         /* Get the status of the tracks in the new tile and mask
    03232          * away the bits that aren't reachable. */
    03233         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    03234         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    03235
    03236         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03237         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    03238
    03239         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03240         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    03241           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    03242            * can be switched on halfway a turn */
    03243           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03244         }
    03245
    03246         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    03247
    03248         /* Check if the new tile constrains tracks that are compatible
    03249          * with the current train, if not, bail out. */
    03250         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    03251
    03252         TrackBits chosen_track;
    03253         if (prev == NULL) {
    03254           /* Currently the locomotive is active. Determine which one of the
    03255            * available tracks to choose */
    03256           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    03257           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    03258
    03259           if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    03260             /* For each signal we find decrease the counter by one.
    03261              * We start at two, so the first signal we pass decreases
    03262              * this to one, then if we reach the next signal it is
    03263              * decreased to zero and we won't pass that new signal. */
    03264             Trackdir dir = FindFirstTrackdir(trackdirbits);
    03265             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
    03266                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
    03267               /* However, we do not want to be stopped by PBS signals
    03268                * entered via the back. */
    03269               v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
    03270               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03271             }
    03272           }
    03273
    03274           /* Check if it's a red signal and that force proceed is not clicked. */
    03275           if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
    03276             /* In front of a red signal */
    03277             Trackdir i = FindFirstTrackdir(trackdirbits);
    03278
    03279             /* Don't handle stuck trains here. */
    03280             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
    03281
    03282             /* this codepath seems to be run every 5 ticks, so increase counter twice every 20 ticks */
    03283             IncreaseStuckCounter(v->tile);
    03284             if (v->tick_counter % 4 == 0) IncreaseStuckCounter(v->tile);
    03285
    03286             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03287               v->cur_speed = 0;
    03288               v->subspeed = 0;
    03289               v->progress = 255 - 100;
    03290               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
    03291             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03292               v->cur_speed = 0;
    03293               v->subspeed = 0;
    03294               v->progress = 255 - 10;
    03295               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03296                 DiagDirection exitdir = TrackdirToExitdir(i);
    03297                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03298
    03299                 exitdir = ReverseDiagDir(exitdir);
    03300
    03301                 /* check if a train is waiting on the other side */
    03302                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
    03303               }
    03304             }
    03305
    03306             /* If we would reverse but are currently in a PBS block and
    03307              * reversing of stuck trains is disabled, don't reverse.
    03308              * This does not apply if the reason for reversing is a one-way
    03309              * signal blocking us, because a train would then be stuck forever. */
    03310             if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
    03311                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03312               v->wait_counter = 0;
    03313               return;
    03314             }
    03315             goto reverse_train_direction;
    03316           } else {
    03317             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
    03318           }
    03319         } else {
    03320           /* The wagon is active, simply follow the prev vehicle. */
    03321           if (prev->tile == gp.new_tile) {
    03322             /* Choose the same track as prev */
    03323             if (prev->track == TRACK_BIT_WORMHOLE) {
    03324               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03325                * However, just choose the track into the wormhole. */
    03326               assert(IsTunnel(prev->tile));
    03327               chosen_track = bits;
    03328             } else {
    03329               chosen_track = prev->track;
    03330             }
    03331           } else {
    03332             /* Choose the track that leads to the tile where prev is.
    03333              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03334              * I.e. when the tile between them has only space for a single vehicle like
    03335              *  1) horizontal/vertical track tiles and
    03336              *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
    03337              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
    03338              */
    03339             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03340               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03341               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03342               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03343               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03344             };
    03345             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03346             assert(IsValidDiagDirection(exitdir));
    03347             chosen_track = _connecting_track[enterdir][exitdir];
    03348           }
    03349           chosen_track &= bits;
    03350         }
    03351
    03352         /* Make sure chosen track is a valid track */
    03353         assert(
    03354             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03355             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03356             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03357
    03358         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03359         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03360         gp.x = (gp.x & ~0xF) | b[0];
    03361         gp.y = (gp.y & ~0xF) | b[1];
    03362         Direction chosen_dir = (Direction)b[2];
    03363
    03364         /* Call the landscape function and tell it that the vehicle entered the tile */
    03365         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03366         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03367           goto invalid_rail;
    03368         }
    03369
    03370         if (HasWormholeSignals(gp.new_tile)) {
    03371           /* If red signal stop. */
    03372           if (v->IsFrontEngine() && v->force_proceed == 0) {
    03373             if (IsTunnelBridgeWithSignRed(gp.new_tile)) {
    03374               v->cur_speed = 0;
    03375               return;
    03376             }
    03377             if (IsTunnelBridgeExit(gp.new_tile)) {
    03378               v->cur_speed = 0;
    03379               goto invalid_rail;
    03380             }
    03381             /* Flip signal on tunnel entrance tile red. */
    03382             SetBitTunnelBridgeExit(gp.new_tile);
    03383             MarkTileDirtyByTile(gp.new_tile);
    03384           }
    03385         }
    03386
    03387         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03388           Track track = FindFirstTrack(chosen_track);
    03389           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03390           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03391             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03392             MarkTileDirtyByTile(gp.new_tile);
    03393           }
    03394
    03395           /* Clear any track reservation when the last vehicle leaves the tile */
    03396           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03397
    03398           v->tile = gp.new_tile;
    03399
    03400           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03401             v->First()->RailtypeChanged();
    03402           }
    03403
    03404           v->track = chosen_track;
    03405           assert(v->track);
    03406         }
    03407
    03408         /* We need to update signal status, but after the vehicle position hash
    03409          * has been updated by UpdateInclination() */
    03410         update_signals_crossing = true;
    03411
    03412         if (chosen_dir != v->direction) {
    03413           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
    03414             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    03415             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03416             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
    03417           }
    03418           direction_changed = true;
    03419           v->direction = chosen_dir;
    03420         }
    03421
    03422         if (v->IsFrontEngine()) {
    03423           v->wait_counter = 0;
    03424
    03425           /* If we are approaching a crossing that is reserved, play the sound now. */
    03426           TileIndex crossing = TrainApproachingCrossingTile(v);
    03427           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03428
    03429           /* Always try to extend the reservation when entering a tile. */
    03430           CheckNextTrainTile(v);
    03431         }
    03432
    03433         if (HasBit(r, VETS_ENTERED_STATION)) {
    03434           /* The new position is the location where we want to stop */
    03435           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03436         }
    03437       }
    03438     } else {
    03439       /* In a tunnel or on a bridge
    03440        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
    03441        * - for bridges, only the middle part - without the bridge heads */
    03442       if (!(v->vehstatus & VS_HIDDEN)) {
    03443         Train *first = v->First();
    03444         first->cur_speed = min(first->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
    03445       }
    03446
    03447       /* Handle signal simulation on tunnel/bridge. */
    03448       TileIndex old_tile = TileVirtXY(v->x_pos, v->y_pos);
    03449       if (old_tile != gp.new_tile && HasWormholeSignals(v->tile) && (v->IsFrontEngine() || v->Next() == NULL)){
    03450         if (old_tile == v->tile) {
    03451           if (v->IsFrontEngine() && v->force_proceed == 0 && IsTunnelBridgeExit(v->tile)) goto invalid_rail;
    03452           /* Entered wormhole set counters. */
    03453           v->wait_counter = bridge_signal_block_size - TILE_SIZE;
    03454           v->load_unload_ticks = 0;
    03455         }
    03456
    03457         int distance = v->wait_counter;
    03458         bool leaving = false;
    03459         if (distance == 0) v->wait_counter = bridge_signal_block_size;
    03460
    03461         if (v->IsFrontEngine()) {
    03462           /* Check if track in front is free and see if we can leave wormhole. */
    03463           int z = GetSlopeZ(gp.x, gp.y) - v->z_pos;
    03464           if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && !(abs(z) > 2)) {
    03465             if (CheckTrainStayInWormHole(v, gp.new_tile)) return;
    03466             leaving = true;
    03467           } else {
    03468             if (IsToCloseBehindTrain(v, gp.new_tile, distance == 0)) {
    03469               if (distance == 0) v->wait_counter = 0;
    03470               v->cur_speed = 0;
    03471               return;
    03472             }
    03473             /* Flip signal in front to red on bridges. */
    03474             if (distance == 0 && v->load_unload_ticks <= 15 && IsBridge(v->tile)){
    03475               SetBit(_m[v->tile].m2, v->load_unload_ticks);
    03476               MarkTileDirtyByTile(gp.new_tile);
    03477             }
    03478           }
    03479         }
    03480         if (v->Next() == NULL) {
    03481           if (v->load_unload_ticks > 0 && v->load_unload_ticks <= 16 && distance == bridge_signal_block_size - TILE_SIZE) HandleSignalBehindTrain(v, v->load_unload_ticks - 2);
    03482           if (old_tile == v->tile) {
    03483             /* We left ramp into wormhole. */
    03484             v->x_pos = gp.x;
    03485             v->y_pos = gp.y;
    03486             UpdateSignalsOnSegment(old_tile, INVALID_DIAGDIR, v->owner);
    03487           }
    03488         }
    03489         if (distance == 0) v->load_unload_ticks++;
    03490         v->wait_counter -= TILE_SIZE;
    03491
    03492         if (leaving) { // Reset counters.
    03493           v->force_proceed = 0;
    03494           v->wait_counter = 0;
    03495           v->load_unload_ticks = 0;
    03496           v->x_pos = gp.x;
    03497           v->y_pos = gp.y;
    03498           VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
    03499           UpdateSignalsOnSegment(gp.new_tile, INVALID_DIAGDIR, v->owner);
    03500           continue;
    03501         }
    03502       }
    03503
    03504       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03505         /* Perform look-ahead on tunnel exit. */
    03506         if (v->IsFrontEngine()) {
    03507           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03508           CheckNextTrainTile(v);
    03509         }
    03510         /* Prevent v->UpdateInclination() being called with wrong parameters.
    03511          * This could happen if the train was reversed inside the tunnel/bridge. */
    03512         if (gp.old_tile == gp.new_tile) {
    03513           gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
    03514         }
    03515       } else {
    03516         v->x_pos = gp.x;
    03517         v->y_pos = gp.y;
    03518         VehicleMove(v, v->IsDrawn());
    03519         continue;
    03520       }
    03521     }
    03522
    03523     /* update image of train, as well as delta XY */
    03524     v->UpdateDeltaXY(v->direction);
    03525
    03526     v->x_pos = gp.x;
    03527     v->y_pos = gp.y;
    03528
    03529     /* update the Z position of the vehicle */
    03530     int32 old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
    03531
    03532     if (prev == NULL) {
    03533       /* This is the first vehicle in the train */
    03534       AffectSpeedByZChange(v, old_z);
    03535     }
    03536
    03537     if (update_signals_crossing) {
    03538       if (v->IsFrontEngine()) {
    03539         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03540           /* We are entering a block with PBS signals right now, but
    03541            * not through a PBS signal. This means we don't have a
    03542            * reservation right now. As a conventional signal will only
    03543            * ever be green if no other train is in the block, getting
    03544            * a path should always be possible. If the player built
    03545            * such a strange network that it is not possible, the train
    03546            * will be marked as stuck and the player has to deal with
    03547            * the problem. */
    03548           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03549               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03550               !TryPathReserve(v)) {
    03551             MarkTrainAsStuck(v);
    03552           }
    03553         }
    03554       }
    03555
    03556       /* Signals can only change when the first
    03557        * (above) or the last vehicle moves. */
    03558       if (v->Next() == NULL) {
    03559         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03560         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03561       }
    03562     }
    03563
    03564     /* Do not check on every tick to save some computing time. */
    03565     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03566   }
    03567
    03568   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
    03569
    03570   return;
    03571
    03572 invalid_rail:
    03573   /* We've reached end of line?? */
    03574   if (prev != NULL) error("Disconnecting train");
    03575
    03576 reverse_train_direction:
    03577   v->wait_counter = 0;
    03578   v->cur_speed = 0;
    03579   v->subspeed = 0;
    03580   ReverseTrainDirection(v);
    03581 }
    03582
    03589 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03590 {
    03591   TrackBits *trackbits = (TrackBits *)data;
    03592
    03593   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03594     TrackBits train_tbits = Train::From(v)->track;
    03595     if (train_tbits == TRACK_BIT_WORMHOLE) {
    03596       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03597       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03598     } else if (train_tbits != TRACK_BIT_DEPOT) {
    03599       *trackbits |= train_tbits;
    03600     }
    03601   }
    03602
    03603   return NULL;
    03604 }
    03605
    03613 static void DeleteLastWagon(Train *v)
    03614 {
    03615   Train *first = v->First();
    03616
    03617   /* Go to the last wagon and delete the link pointing there
    03618    * *u is then the one-before-last wagon, and *v the last
    03619    * one which will physically be removed */
    03620   Train *u = v;
    03621   for (; v->Next() != NULL; v = v->Next()) u = v;
    03622   u->SetNext(NULL);
    03623
    03624   if (first != v) {
    03625     /* Recalculate cached train properties */
    03626     first->ConsistChanged(false);
    03627     /* Update the depot window if the first vehicle is in depot -
    03628      * if v == first, then it is updated in PreDestructor() */
    03629     if (first->track == TRACK_BIT_DEPOT) {
    03630       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03631     }
    03632   }
    03633
    03634   /* 'v' shouldn't be accessed after it has been deleted */
    03635   TrackBits trackbits = v->track;
    03636   TileIndex tile = v->tile;
    03637   Owner owner = v->owner;
    03638
    03639   delete v;
    03640   v = NULL; // make sure nobody will try to read 'v' anymore
    03641
    03642   if (trackbits == TRACK_BIT_WORMHOLE) {
    03643     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03644     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03645   }
    03646
    03647   Track track = TrackBitsToTrack(trackbits);
    03648   if (HasReservedTracks(tile, trackbits)) {
    03649     UnreserveRailTrack(tile, track);
    03650
    03651     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03652     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03653     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03654
    03655     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03656     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03657     Track t;
    03658     FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
    03659   }
    03660
    03661   /* check if the wagon was on a road/rail-crossing */
    03662   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03663
    03664   /* Update signals */
    03665   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03666     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03667   } else {
    03668     SetSignalsOnBothDir(tile, track, owner);
    03669   }
    03670 }
    03671
    03676 static void ChangeTrainDirRandomly(Train *v)
    03677 {
    03678   static const DirDiff delta[] = {
    03679     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03680   };
    03681
    03682   do {
    03683     /* We don't need to twist around vehicles if they're not visible */
    03684     if (!(v->vehstatus & VS_HIDDEN)) {
    03685       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03686       v->UpdateDeltaXY(v->direction);
    03687       v->cur_image = v->GetImage(v->direction);
    03688       /* Refrain from updating the z position of the vehicle when on
    03689        * a bridge, because UpdateInclination() will put the vehicle under
    03690        * the bridge in that case */
    03691       if (v->track != TRACK_BIT_WORMHOLE) v->UpdateInclination(false, false);
    03692     }
    03693   } while ((v = v->Next()) != NULL);
    03694 }
    03695
    03701 static bool HandleCrashedTrain(Train *v)
    03702 {
    03703   int state = ++v->crash_anim_pos;
    03704
    03705   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03706     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03707   }
    03708
    03709   uint32 r;
    03710   if (state <= 200 && Chance16R(1, 7, r)) {
    03711     int index = (r * 10 >> 16);
    03712
    03713     Vehicle *u = v;
    03714     do {
    03715       if (--index < 0) {
    03716         r = Random();
    03717
    03718         CreateEffectVehicleRel(u,
    03719           GB(r,  8, 3) + 2,
    03720           GB(r, 16, 3) + 2,
    03721           GB(r,  0, 3) + 5,
    03722           EV_EXPLOSION_SMALL);
    03723         break;
    03724       }
    03725     } while ((u = u->Next()) != NULL);
    03726   }
    03727
    03728   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03729
    03730   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03731     bool ret = v->Next() != NULL;
    03732     DeleteLastWagon(v);
    03733     return ret;
    03734   }
    03735
    03736   return true;
    03737 }
    03738
    03740 static const uint16 _breakdown_speeds[16] = {
    03741   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03742 };
    03743
    03744
    03752 static bool TrainApproachingLineEnd(Train *v, bool signal)
    03753 {
    03754   /* Calc position within the current tile */
    03755   uint x = v->x_pos & 0xF;
    03756   uint y = v->y_pos & 0xF;
    03757
    03758   /* for diagonal directions, 'x' will be 0..15 -
    03759    * for other directions, it will be 1, 3, 5, ..., 15 */
    03760   switch (v->direction) {
    03761     case DIR_N : x = ~x + ~y + 25; break;
    03762     case DIR_NW: x = y;            // FALL THROUGH
    03763     case DIR_NE: x = ~x + 16;      break;
    03764     case DIR_E : x = ~x + y + 9;   break;
    03765     case DIR_SE: x = y;            break;
    03766     case DIR_S : x = x + y - 7;    break;
    03767     case DIR_W : x = ~y + x + 9;   break;
    03768     default: break;
    03769   }
    03770
    03771   /* Do not reverse when approaching red signal. Make sure the vehicle's front
    03772    * does not cross the tile boundary when we do reverse, but as the vehicle's
    03773    * location is based on their center, use half a vehicle's length as offset.
    03774    * Actually, the center of all vehicles is half a normal vehicle's length
    03775    * from the front of the vehicle, so even in case the vehicle is 1/8th
    03776    * long, the center is still at 1/2 of VEHICLE_LENGTH. Basically FS#3569. */
    03777   if (!signal && x + VEHICLE_LENGTH / 2 >= TILE_SIZE) {
    03778     /* we are too near the tile end, reverse now */
    03779     v->cur_speed = 0;
    03780     ReverseTrainDirection(v);
    03781     return false;
    03782   }
    03783
    03784   /* slow down */
    03785   v->vehstatus |= VS_TRAIN_SLOWING;
    03786   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03787   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03788
    03789   return true;
    03790 }
    03791
    03792
    03798 static bool TrainCanLeaveTile(const Train *v)
    03799 {
    03800   /* Exit if inside a tunnel/bridge or a depot */
    03801   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03802
    03803   TileIndex tile = v->tile;
    03804
    03805   /* entering a tunnel/bridge? */
    03806   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03807     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03808     if (DiagDirToDir(dir) == v->direction) return false;
    03809   }
    03810
    03811   /* entering a depot? */
    03812   if (IsRailDepotTile(tile)) {
    03813     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03814     if (DiagDirToDir(dir) == v->direction) return false;
    03815   }
    03816
    03817   return true;
    03818 }
    03819
    03820
    03828 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03829 {
    03830   assert(v->IsFrontEngine());
    03831   assert(!(v->vehstatus & VS_CRASHED));
    03832
    03833   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03834
    03835   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03836   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03837
    03838   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03839   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03840       !CheckCompatibleRail(v, tile)) {
    03841     return INVALID_TILE;
    03842   }
    03843
    03844   return tile;
    03845 }
    03846
    03847
    03854 static bool TrainCheckIfLineEnds(Train *v)
    03855 {
    03856   /* First, handle broken down train */
    03857
    03858   if(HasBit(v->flags, VRF_BREAKDOWN_BRAKING)) {
    03859     v->vehstatus |= VS_TRAIN_SLOWING;
    03860   } else {
    03861     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03862   }
    03863
    03864   if (!TrainCanLeaveTile(v)) return true;
    03865
    03866   /* Determine the non-diagonal direction in which we will exit this tile */
    03867   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03868   /* Calculate next tile */
    03869   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03870
    03871   /* Determine the track status on the next tile */
    03872   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03873   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03874
    03875   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03876   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03877
    03878   /* We are sure the train is not entering a depot, it is detected above */
    03879
    03880   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03881   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03882   if (_settings_game.pf.forbid_90_deg) {
    03883     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03884   }
    03885
    03886   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03887   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03888     return TrainApproachingLineEnd(v, false);
    03889   }
    03890
    03891   /* approaching red signal */
    03892   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
    03893
    03894   /* approaching a rail/road crossing? then make it red */
    03895   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03896
    03897   return true;
    03898 }
    03899
    03900
    03901 static bool TrainLocoHandler(Train *v, bool mode)
    03902 {
    03903   /* train has crashed? */
    03904   if (v->vehstatus & VS_CRASHED) {
    03905     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03906   }
    03907
    03908   if (v->force_proceed != TFP_NONE) {
    03909     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03910     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03911   }
    03912
    03913   /* train is broken down? */
    03914   if ( HandlePossibleBreakdowns(v) ) return true;
    03915
    03916   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03917     ReverseTrainDirection(v);
    03918   }
    03919
    03920   /* exit if train is stopped */
    03921   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03922
    03923   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03924   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03925     v->wait_counter = 0;
    03926     v->cur_speed = 0;
    03927     v->subspeed = 0;
    03928     ClrBit(v->flags, VRF_LEAVING_STATION);
    03929     ReverseTrainDirection(v);
    03930     return true;
    03931   } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
    03932     /* Try to reserve a path when leaving the station as we
    03933      * might not be marked as wanting a reservation, e.g.
    03934      * when an overlength train gets turned around in a station. */
    03935     DiagDirection dir = TrainExitDir(v->direction, v->track);
    03936     if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    03937
    03938     if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    03939       TryPathReserve(v, true, true);
    03940     }
    03941     ClrBit(v->flags, VRF_LEAVING_STATION);
    03942   }
    03943
    03944   v->HandleLoading(mode);
    03945
    03946   if (v->current_order.IsType(OT_LOADING)) return true;
    03947
    03948   if (CheckTrainStayInDepot(v)) return true;
    03949
    03950   if (!mode) v->ShowVisualEffect();
    03951
    03952   /* We had no order but have an order now, do look ahead. */
    03953   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    03954     CheckNextTrainTile(v);
    03955   }
    03956
    03957   /* Handle stuck trains. */
    03958   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    03959     ++v->wait_counter;
    03960     if (v->tick_counter % 4 == 0) IncreaseStuckCounter(v->tile);
    03961
    03962     /* Should we try reversing this tick if still stuck? */
    03963     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
    03964
    03965     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
    03966     if (!TryPathReserve(v)) {
    03967       /* Still stuck. */
    03968       if (turn_around) ReverseTrainDirection(v);
    03969
    03970       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    03971         /* Show message to player. */
    03972         if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
    03973           SetDParam(0, v->index);
    03974           AddVehicleNewsItem(
    03975             STR_NEWS_TRAIN_IS_STUCK,
    03976             NS_ADVICE,
    03977             v->index
    03978           );
    03979         }
    03980         v->wait_counter = 0;
    03981       }
    03982       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    03983       if (v->force_proceed == TFP_NONE) return true;
    03984       ClrBit(v->flags, VRF_TRAIN_STUCK);
    03985       v->wait_counter = 0;
    03986       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03987     }
    03988   }
    03989
    03990   if (v->current_order.IsType(OT_LEAVESTATION)) {
    03991     v->current_order.Free();
    03992     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03993     return true;
    03994   }
    03995
    03996   int j = v->UpdateSpeed();
    03997
    03998   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    03999   if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    04000     /* If we manually stopped, we're not force-proceeding anymore. */
    04001     v->force_proceed = TFP_NONE;
    04002     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    04003   }
    04004
    04005   int adv_spd = v->GetAdvanceDistance();
    04006   if (j < adv_spd) {
    04007     /* if the vehicle has speed 0, update the last_speed field. */
    04008     if (v->cur_speed == 0) v->SetLastSpeed();
    04009   } else {
    04010     TrainCheckIfLineEnds(v);
    04011     /* Loop until the train has finished moving. */
    04012     for (;;) {
    04013       j -= adv_spd;
    04014       TrainController(v, NULL);
    04015       /* Don't continue to move if the train crashed. */
    04016       if (CheckTrainCollision(v)) break;
    04017       /* Determine distance to next map position */
    04018       adv_spd = v->GetAdvanceDistance();
    04019
    04020       /* No more moving this tick */
    04021       if (j < adv_spd || v->cur_speed == 0) break;
    04022
    04023       OrderType order_type = v->current_order.GetType();
    04024       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    04025       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    04026             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    04027             IsTileType(v->tile, MP_STATION) &&
    04028             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    04029         ProcessOrders(v);
    04030       }
    04031     }
    04032     v->SetLastSpeed();
    04033   }
    04034
    04035   for (Train *u = v; u != NULL; u = u->Next()) {
    04036     if (!u->IsDrawn()) continue;
    04037
    04038     u->UpdateViewport(false, false);
    04039   }
    04040
    04041   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    04042
    04043   return true;
    04044 }
    04045
    04046
    04047
    04048 Money Train::GetRunningCost() const
    04049 {
    04050   Money cost = 0;
    04051   const Train *v = this;
    04052
    04053   do {
    04054     const Engine *e = Engine::Get(v->engine_type);
    04055     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    04056
    04057     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    04058     if (cost_factor == 0) continue;
    04059
    04060     /* Halve running cost for multiheaded parts */
    04061     if (v->IsMultiheaded()) cost_factor /= 2;
    04062
    04063     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grf_prop.grffile);
    04064   } while ((v = v->GetNextVehicle()) != NULL);
    04065
    04066   return cost;
    04067 }
    04068
    04069
    04070 bool Train::Tick()
    04071 {
    04072   this->tick_counter++;
    04073
    04074   if (this->IsFrontEngine()) {
    04075     if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
    04076
    04077     this->current_order_time++;
    04078
    04079     if (!TrainLocoHandler(this, false)) return false;
    04080
    04081     return TrainLocoHandler(this, true);
    04082   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    04083     /* Delete flooded standalone wagon chain */
    04084     if (++this->crash_anim_pos >= 4400) {
    04085       delete this;
    04086       return false;
    04087     }
    04088   }
    04089
    04090   return true;
    04091 }
    04092
    04093 static void CheckIfTrainNeedsService(Train *v)
    04094 {
    04095   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    04096   if (v->IsInDepot()) {
    04097     VehicleServiceInDepot(v);
    04098     return;
    04099   }
    04100
    04101   uint max_penalty;
    04102   switch (_settings_game.pf.pathfinder_for_trains) {
    04103     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    04104     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    04105     default: NOT_REACHED();
    04106   }
    04107
    04108   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    04109   /* Only go to the depot if it is not too far out of our way. */
    04110   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    04111     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    04112       /* If we were already heading for a depot but it has
    04113        * suddenly moved farther away, we continue our normal
    04114        * schedule? */
    04115       v->current_order.MakeDummy();
    04116       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04117     }
    04118     return;
    04119   }
    04120
    04121   DepotID depot = GetDepotIndex(tfdd.tile);
    04122
    04123   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    04124       v->current_order.GetDestination() != depot &&
    04125       !Chance16(3, 16)) {
    04126     return;
    04127   }
    04128
    04129   SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
    04130   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    04131   v->dest_tile = tfdd.tile;
    04132   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04133 }
    04134
    04135 void Train::OnNewDay()
    04136 {
    04137   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    04138
    04139   if (this->IsFrontEngine()) {
    04140     AgeVehicle(this);
    04141
    04142     CheckIfTrainNeedsService(this);
    04143
    04144     CheckOrders(this);
    04145
    04146     /* update destination */
    04147     if (this->current_order.IsType(OT_GOTO_STATION)) {
    04148       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    04149       if (tile != INVALID_TILE) this->dest_tile = tile;
    04150     }
    04151
    04152     if (this->running_ticks != 0) {
    04153       /* running costs */
    04154       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    04155
    04156       /* sharing fee */
    04157       PayDailyTrackSharingFee(this);
    04158
    04159       this->profit_this_year -= cost.GetCost();
    04160       this->running_ticks = 0;
    04161
    04162       SubtractMoneyFromCompanyFract(this->owner, cost);
    04163
    04164       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    04165       SetWindowClassesDirty(WC_TRAINS_LIST);
    04166     }
    04167   } else if (this->IsEngine()) {
    04168     /* Also age engines that aren't front engines */
    04169     AgeVehicle(this);
    04170   }
    04171
    04172   if(IsEngine() || IsMultiheaded()) {
    04173     CheckVehicleBreakdown(this);
    04174   }
    04175 }
    04176
    04177 Trackdir Train::GetVehicleTrackdir() const
    04178 {
    04179   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    04180
    04181   if (this->track == TRACK_BIT_DEPOT) {
    04182     /* We'll assume the train is facing outwards */
    04183     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    04184   }
    04185
    04186   if (this->track == TRACK_BIT_WORMHOLE) {
    04187     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    04188     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    04189   }
    04190
    04191   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    04192 }
    04193
    04199 void DeleteVisibleTrain(Train *v)
    04200 {
    04201   FreeTrainTrackReservation(v);
    04202   TileIndex crossing = TrainApproachingCrossingTile(v);
    04203
    04204   /* delete train from back to front */
    04205   Train *u;
    04206   Train *prev = v->Last();
    04207   do {
    04208     u = prev;
    04209     prev = u->Previous();
    04210     if (prev != NULL) prev->SetNext(NULL);
    04211
    04212     /* 'u' shouldn't be accessed after it has been deleted */
    04213     TileIndex tile = u->tile;
    04214     TrackBits trackbits = u->track;
    04215
    04216     delete u;
    04217
    04218     if (trackbits == TRACK_BIT_WORMHOLE) {
    04219       /* Vehicle is inside a wormhole, u->track contains no useful value then. */
    04220       trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    04221     }
    04222
    04223     Track track = TrackBitsToTrack(trackbits);
    04224     if (HasReservedTracks(tile, trackbits)) UnreserveRailTrack(tile, track);
    04225     if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    04226
    04227     /* Update signals */
    04228     if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    04229       AddSideToSignalBuffer(tile, INVALID_DIAGDIR, GetTileOwner(tile));
    04230     } else {
    04231       AddTrackToSignalBuffer(tile, track, GetTileOwner(tile));
    04232     }
    04233   } while (prev != NULL);
    04234
    04235   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    04236
    04237   UpdateSignalsInBuffer();
    04238 }