# 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 "pathfinder/follow_track.hpp"
    00019 #include "openttd.h"
    00020 #include "news_func.h"
    00021 #include "company_func.h"
    00022 #include "vehicle_gui.h"
    00023 #include "newgrf_engine.h"
    00024 #include "newgrf_sound.h"
    00025 #include "newgrf_text.h"
    00026 #include "group.h"
    00027 #include "table/sprites.h"
    00028 #include "strings_func.h"
    00029 #include "functions.h"
    00030 #include "window_func.h"
    00031 #include "vehicle_func.h"
    00032 #include "sound_func.h"
    00033 #include "autoreplace_gui.h"
    00034 #include "gfx_func.h"
    00035 #include "ai/ai.hpp"
    00036 #include "newgrf_station.h"
    00037 #include "effectvehicle_func.h"
    00038 #include "gamelog.h"
    00039 #include "network/network.h"
    00040 #include "spritecache.h"
    00041 #include "infrastructure_func.h"
    00042
    00043 #include "table/strings.h"
    00044 #include "table/train_cmd.h"
    00045
    00046 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
    00047 static bool TrainCheckIfLineEnds(Train *v);
    00048 static void TrainController(Train *v, Vehicle *nomove);
    00049 static TileIndex TrainApproachingCrossingTile(const Train *v);
    00050 static void CheckIfTrainNeedsService(Train *v);
    00051 static void CheckNextTrainTile(Train *v);
    00052
    00053 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
    00054 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
    00055
    00056
    00064 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
    00065 {
    00066   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
    00067
    00068   DiagDirection diagdir = DirToDiagDir(direction);
    00069
    00070   /* Determine the diagonal direction in which we will exit this tile */
    00071   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
    00072     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
    00073   }
    00074
    00075   return diagdir;
    00076 }
    00077
    00078
    00083 byte FreightWagonMult(CargoID cargo)
    00084 {
    00085   if (!CargoSpec::Get(cargo)->is_freight) return 1;
    00086   return _settings_game.vehicle.freight_trains;
    00087 }
    00088
    00089
    00094 void TrainPowerChanged(Train *v)
    00095 {
    00096   uint32 total_power = 0;
    00097   uint32 max_te = 0;
    00098
    00099   for (const Train *u = v; u != NULL; u = u->Next()) {
    00100     RailType railtype = GetRailType(u->tile);
    00101
    00102     /* Power is not added for articulated parts */
    00103     if (!u->IsArticulatedPart()) {
    00104       bool engine_has_power = HasPowerOnRail(u->railtype, railtype);
    00105
    00106       const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00107
    00108       if (engine_has_power) {
    00109         uint16 power = GetVehicleProperty(u, PROP_TRAIN_POWER, rvi_u->power);
    00110         if (power != 0) {
    00111           /* Halve power for multiheaded parts */
    00112           if (u->IsMultiheaded()) power /= 2;
    00113
    00114           total_power += power;
    00115           /* Tractive effort in (tonnes * 1000 * 10 =) N */
    00116           max_te += (u->tcache.cached_veh_weight * 10000 * GetVehicleProperty(u, PROP_TRAIN_TRACTIVE_EFFORT, rvi_u->tractive_effort)) / 256;
    00117         }
    00118       }
    00119     }
    00120
    00121     if (HasBit(u->flags, VRF_POWEREDWAGON) && HasPowerOnRail(v->railtype, railtype)) {
    00122       total_power += RailVehInfo(u->tcache.first_engine)->pow_wag_power;
    00123     }
    00124   }
    00125
    00126   if (v->tcache.cached_power != total_power || v->tcache.cached_max_te != max_te) {
    00127     /* If it has no power (no catenary), stop the train */
    00128     if (total_power == 0) v->vehstatus |= VS_STOPPED;
    00129
    00130     v->tcache.cached_power = total_power;
    00131     v->tcache.cached_max_te = max_te;
    00132     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    00133     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    00134   }
    00135 }
    00136
    00137
    00143 static void TrainCargoChanged(Train *v)
    00144 {
    00145   uint32 weight = 0;
    00146
    00147   for (Train *u = v; u != NULL; u = u->Next()) {
    00148     uint32 vweight = CargoSpec::Get(u->cargo_type)->weight * u->cargo.Count() * FreightWagonMult(u->cargo_type) / 16;
    00149
    00150     /* Vehicle weight is not added for articulated parts. */
    00151     if (!u->IsArticulatedPart()) {
    00152       /* vehicle weight is the sum of the weight of the vehicle and the weight of its cargo */
    00153       vweight += GetVehicleProperty(u, PROP_TRAIN_WEIGHT, RailVehInfo(u->engine_type)->weight);
    00154     }
    00155
    00156     /* powered wagons have extra weight added */
    00157     if (HasBit(u->flags, VRF_POWEREDWAGON)) {
    00158       vweight += RailVehInfo(u->tcache.first_engine)->pow_wag_weight;
    00159     }
    00160
    00161     /* consist weight is the sum of the weight of all vehicles in the consist */
    00162     weight += vweight;
    00163
    00164     /* store vehicle weight in cache */
    00165     u->tcache.cached_veh_weight = vweight;
    00166   }
    00167
    00168   /* store consist weight in cache */
    00169   v->tcache.cached_weight = weight;
    00170
    00171   /* Now update train power (tractive effort is dependent on weight) */
    00172   TrainPowerChanged(v);
    00173 }
    00174
    00175
    00180 static void RailVehicleLengthChanged(const Train *u)
    00181 {
    00182   /* show a warning once for each engine in whole game and once for each GRF after each game load */
    00183   const Engine *engine = Engine::Get(u->engine_type);
    00184   uint32 grfid = engine->grffile->grfid;
    00185   GRFConfig *grfconfig = GetGRFConfig(grfid);
    00186   if (GamelogGRFBugReverse(grfid, engine->internal_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
    00187     ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
    00188   }
    00189 }
    00190
    00192 void CheckTrainsLengths()
    00193 {
    00194   const Train *v;
    00195
    00196   FOR_ALL_TRAINS(v) {
    00197     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
    00198       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
    00199         if (u->track != TRACK_BIT_DEPOT) {
    00200           if ((w->track != TRACK_BIT_DEPOT &&
    00201               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->tcache.cached_veh_length) ||
    00202               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
    00203             SetDParam(0, v->index);
    00204             SetDParam(1, v->owner);
    00205             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, 0, 0, true);
    00206
    00207             if (!_networking) DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
    00208           }
    00209         }
    00210       }
    00211     }
    00212   }
    00213 }
    00214
    00222 void TrainConsistChanged(Train *v, bool same_length)
    00223 {
    00224   uint16 max_speed = UINT16_MAX;
    00225
    00226   assert(v->IsFrontEngine() || v->IsFreeWagon());
    00227
    00228   const RailVehicleInfo *rvi_v = RailVehInfo(v->engine_type);
    00229   EngineID first_engine = v->IsFrontEngine() ? v->engine_type : INVALID_ENGINE;
    00230   v->tcache.cached_total_length = 0;
    00231   v->compatible_railtypes = RAILTYPES_NONE;
    00232
    00233   bool train_can_tilt = true;
    00234
    00235   for (Train *u = v; u != NULL; u = u->Next()) {
    00236     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00237
    00238     /* Check the v->first cache. */
    00239     assert(u->First() == v);
    00240
    00241     /* update the 'first engine' */
    00242     u->tcache.first_engine = v == u ? INVALID_ENGINE : first_engine;
    00243     u->railtype = rvi_u->railtype;
    00244
    00245     if (u->IsEngine()) first_engine = u->engine_type;
    00246
    00247     /* Set user defined data to its default value */
    00248     u->tcache.user_def_data = rvi_u->user_def_data;
    00249     v->InvalidateNewGRFCache();
    00250     u->InvalidateNewGRFCache();
    00251   }
    00252
    00253   for (Train *u = v; u != NULL; u = u->Next()) {
    00254     /* Update user defined data (must be done before other properties) */
    00255     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
    00256     v->InvalidateNewGRFCache();
    00257     u->InvalidateNewGRFCache();
    00258   }
    00259
    00260   for (Train *u = v; u != NULL; u = u->Next()) {
    00261     const Engine *e_u = Engine::Get(u->engine_type);
    00262     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00263
    00264     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00265
    00266     /* Cache wagon override sprite group. NULL is returned if there is none */
    00267     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->tcache.first_engine);
    00268
    00269     /* Reset colour map */
    00270     u->colourmap = PAL_NONE;
    00271
    00272     if (rvi_u->visual_effect != 0) {
    00273       u->tcache.cached_vis_effect = rvi_u->visual_effect;
    00274     } else {
    00275       if (u->IsWagon() || u->IsArticulatedPart()) {
    00276         /* Wagons and articulated parts have no effect by default */
    00277         u->tcache.cached_vis_effect = 0x40;
    00278       } else if (rvi_u->engclass == 0) {
    00279         /* Steam is offset by -4 units */
    00280         u->tcache.cached_vis_effect = 4;
    00281       } else {
    00282         /* Diesel fumes and sparks come from the centre */
    00283         u->tcache.cached_vis_effect = 8;
    00284       }
    00285     }
    00286
    00287     /* Check powered wagon / visual effect callback */
    00288     if (HasBit(e_u->info.callback_mask, CBM_TRAIN_WAGON_POWER)) {
    00289       uint16 callback = GetVehicleCallback(CBID_TRAIN_WAGON_POWER, 0, 0, u->engine_type, u);
    00290
    00291       if (callback != CALLBACK_FAILED) u->tcache.cached_vis_effect = GB(callback, 0, 8);
    00292     }
    00293
    00294     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00295       UsesWagonOverride(u) && !HasBit(u->tcache.cached_vis_effect, 7)) {
    00296       /* wagon is powered */
    00297       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
    00298     } else {
    00299       ClrBit(u->flags, VRF_POWEREDWAGON);
    00300     }
    00301
    00302     if (!u->IsArticulatedPart()) {
    00303       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00304          have railtype normal */
    00305       if (rvi_u->power > 0) {
    00306         v->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
    00307       }
    00308
    00309       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00310        * existing electric engines when elrails are disabled and then re-enabled */
    00311       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00312         u->railtype = RAILTYPE_RAIL;
    00313         u->compatible_railtypes |= RAILTYPES_RAIL;
    00314       }
    00315
    00316       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00317       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00318         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
    00319         if (speed != 0) max_speed = min(speed, max_speed);
    00320       }
    00321     }
    00322
    00323     u->cargo_cap = GetVehicleCapacity(u);
    00324
    00325     /* check the vehicle length (callback) */
    00326     uint16 veh_len = CALLBACK_FAILED;
    00327     if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
    00328       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00329     }
    00330     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00331     veh_len = 8 - Clamp(veh_len, 0, 7);
    00332
    00333     /* verify length hasn't changed */
    00334     if (same_length && veh_len != u->tcache.cached_veh_length) RailVehicleLengthChanged(u);
    00335
    00336     /* update vehicle length? */
    00337     if (!same_length) u->tcache.cached_veh_length = veh_len;
    00338
    00339     v->tcache.cached_total_length += u->tcache.cached_veh_length;
    00340     v->InvalidateNewGRFCache();
    00341     u->InvalidateNewGRFCache();
    00342   }
    00343
    00344   /* store consist weight/max speed in cache */
    00345   v->tcache.cached_max_speed = max_speed;
    00346   v->tcache.cached_tilt = train_can_tilt;
    00347   v->tcache.cached_max_curve_speed = GetTrainCurveSpeedLimit(v);
    00348
    00349   /* 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) */
    00350   TrainCargoChanged(v);
    00351
    00352   if (v->IsFrontEngine()) {
    00353     UpdateTrainAcceleration(v);
    00354     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    00355   }
    00356 }
    00357
    00358 enum AccelType {
    00359   AM_ACCEL,
    00360   AM_BRAKE
    00361 };
    00362
    00373 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
    00374 {
    00375   const Station *st = Station::Get(station_id);
    00376   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
    00377   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
    00378
    00379   /* Default to the middle of the station for stations stops that are not in
    00380    * the order list like intermediate stations when non-stop is disabled */
    00381   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
    00382   if (v->tcache.cached_total_length >= *station_length) {
    00383     /* The train is longer than the station, make it stop at the far end of the platform */
    00384     osl = OSL_PLATFORM_FAR_END;
    00385   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
    00386     osl = v->current_order.GetStopLocation();
    00387   }
    00388
    00389   /* The stop location of the FRONT! of the train */
    00390   int stop;
    00391   switch (osl) {
    00392     default: NOT_REACHED();
    00393
    00394     case OSL_PLATFORM_NEAR_END:
    00395       stop = v->tcache.cached_total_length;
    00396       break;
    00397
    00398     case OSL_PLATFORM_MIDDLE:
    00399       stop = *station_length - (*station_length - v->tcache.cached_total_length) / 2;
    00400       break;
    00401
    00402     case OSL_PLATFORM_FAR_END:
    00403       stop = *station_length;
    00404       break;
    00405   }
    00406
    00407   /* Substract half the front vehicle length of the train so we get the real
    00408    * stop location of the train. */
    00409   return stop - (v->tcache.cached_veh_length + 1) / 2;
    00410 }
    00411
    00412
    00418 int GetTrainCurveSpeedLimit(Train *v)
    00419 {
    00420   static const int absolute_max_speed = UINT16_MAX;
    00421   int max_speed = absolute_max_speed;
    00422
    00423   if (_settings_game.vehicle.train_acceleration_model == TAM_ORIGINAL) return max_speed;
    00424
    00425   int curvecount[2] = {0, 0};
    00426
    00427   /* first find the curve speed limit */
    00428   int numcurve = 0;
    00429   int sum = 0;
    00430   int pos = 0;
    00431   int lastpos = -1;
    00432   for (const Vehicle *u = v; u->Next() != NULL; u = u->Next(), pos++) {
    00433     Direction this_dir = u->direction;
    00434     Direction next_dir = u->Next()->direction;
    00435
    00436     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00437     if (dirdiff == DIRDIFF_SAME) continue;
    00438
    00439     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00440     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00441     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00442       if (lastpos != -1) {
    00443         numcurve++;
    00444         sum += pos - lastpos;
    00445         if (pos - lastpos == 1) {
    00446           max_speed = 88;
    00447         }
    00448       }
    00449       lastpos = pos;
    00450     }
    00451
    00452     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00453     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00454       max_speed = 61;
    00455     }
    00456   }
    00457
    00458   if (numcurve > 0 && max_speed > 88) {
    00459     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00460       max_speed = absolute_max_speed;
    00461     } else {
    00462       sum /= numcurve;
    00463       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00464     }
    00465   }
    00466
    00467   if (max_speed != absolute_max_speed) {
    00468     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00469     const RailtypeInfo *rti = GetRailTypeInfo(v->railtype);
    00470     max_speed += (max_speed / 2) * rti->curve_speed;
    00471
    00472     if (v->tcache.cached_tilt) {
    00473       /* Apply max_speed bonus of 20% for a tilting train */
    00474       max_speed += max_speed / 5;
    00475     }
    00476   }
    00477
    00478   return max_speed;
    00479 }
    00480
    00482 static int GetTrainAcceleration(Train *v, bool mode)
    00483 {
    00484   int max_speed = v->tcache.cached_max_curve_speed;
    00485   assert(max_speed == GetTrainCurveSpeedLimit(v)); // safety check, will be removed later
    00486   int speed = v->cur_speed * 10 / 16; // km-ish/h -> mp/h
    00487
    00488   if (IsRailStationTile(v->tile) && v->IsFrontEngine()) {
    00489     StationID sid = GetStationIndex(v->tile);
    00490     if (v->current_order.ShouldStopAtStation(v, sid)) {
    00491       int station_ahead;
    00492       int station_length;
    00493       int stop_at = GetTrainStopLocation(sid, v->tile, v, &station_ahead, &station_length);
    00494
    00495       /* The distance to go is whatever is still ahead of the train minus the
    00496        * distance from the train's stop location to the end of the platform */
    00497       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
    00498
    00499       if (distance_to_go > 0) {
    00500         int st_max_speed = 120;
    00501
    00502         int delta_v = v->cur_speed / (distance_to_go + 1);
    00503         if (v->max_speed > (v->cur_speed - delta_v)) {
    00504           st_max_speed = v->cur_speed - (delta_v / 10);
    00505         }
    00506
    00507         st_max_speed = max(st_max_speed, 25 * distance_to_go);
    00508         max_speed = min(max_speed, st_max_speed);
    00509       }
    00510     }
    00511   }
    00512
    00513   int mass = v->tcache.cached_weight;
    00514   int power = v->tcache.cached_power * 746;
    00515   max_speed = min(max_speed, v->tcache.cached_max_speed);
    00516
    00517   int num = 0; // number of vehicles, change this into the number of axles later
    00518   int incl = 0;
    00519   int drag_coeff = 20; //[1e-4]
    00520   for (const Train *u = v; u != NULL; u = u->Next()) {
    00521     num++;
    00522     drag_coeff += 3;
    00523
    00524     if (u->track == TRACK_BIT_DEPOT) max_speed = min(max_speed, 61);
    00525
    00526     if (HasBit(u->flags, VRF_GOINGUP)) {
    00527       incl += u->tcache.cached_veh_weight * 60; // 3% slope, quite a bit actually
    00528     } else if (HasBit(u->flags, VRF_GOINGDOWN)) {
    00529       incl -= u->tcache.cached_veh_weight * 60;
    00530     }
    00531   }
    00532
    00533   v->max_speed = max_speed;
    00534
    00535   const int area = 120;
    00536   const int friction = 35; //[1e-3]
    00537   int resistance;
    00538   if (v->railtype != RAILTYPE_MAGLEV) {
    00539     resistance = 13 * mass / 10;
    00540     resistance += 60 * num;
    00541     resistance += friction * mass * speed / 1000;
    00542     resistance += (area * drag_coeff * speed * speed) / 10000;
    00543   } else {
    00544     resistance = (area * (drag_coeff / 2) * speed * speed) / 10000;
    00545   }
    00546   resistance += incl;
    00547   resistance *= 4; //[N]
    00548
    00549   const int max_te = v->tcache.cached_max_te; // [N]
    00550   int force;
    00551   if (speed > 0) {
    00552     switch (v->railtype) {
    00553       case RAILTYPE_RAIL:
    00554       case RAILTYPE_ELECTRIC:
    00555       case RAILTYPE_MONO:
    00556         force = power / speed; //[N]
    00557         force *= 22;
    00558         force /= 10;
    00559         if (mode == AM_ACCEL && force > max_te) force = max_te;
    00560         break;
    00561
    00562       default: NOT_REACHED();
    00563       case RAILTYPE_MAGLEV:
    00564         force = power / 25;
    00565         break;
    00566     }
    00567   } else {
    00568     /* "kickoff" acceleration */
    00569     force = (mode == AM_ACCEL && v->railtype != RAILTYPE_MAGLEV) ? min(max_te, power) : power;
    00570     force = max(force, (mass * 8) + resistance);
    00571   }
    00572
    00573   if (mode == AM_ACCEL) {
    00574     return (force - resistance) / (mass * 2);
    00575   } else {
    00576     return min(-force - resistance, -10000) / mass;
    00577   }
    00578 }
    00579
    00580 void UpdateTrainAcceleration(Train *v)
    00581 {
    00582   assert(v->IsFrontEngine());
    00583
    00584   v->max_speed = v->tcache.cached_max_speed;
    00585
    00586   uint power = v->tcache.cached_power;
    00587   uint weight = v->tcache.cached_weight;
    00588   assert(weight != 0);
    00589   v->acceleration = Clamp(power / weight * 4, 1, 255);
    00590 }
    00591
    00597 int Train::GetDisplayImageWidth(Point *offset) const
    00598 {
    00599   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
    00600   int vehicle_pitch = 0;
    00601
    00602   const Engine *e = Engine::Get(this->engine_type);
    00603   if (e->grffile != NULL && is_custom_sprite(e->u.rail.image_index)) {
    00604     reference_width = e->grffile->traininfo_vehicle_width;
    00605     vehicle_pitch = e->grffile->traininfo_vehicle_pitch;
    00606   }
    00607
    00608   if (offset != NULL) {
    00609     offset->x = reference_width / 2;
    00610     offset->y = vehicle_pitch;
    00611   }
    00612   return this->tcache.cached_veh_length * reference_width / 8;
    00613 }
    00614
    00615 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
    00616 {
    00617   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00618 }
    00619
    00620 SpriteID Train::GetImage(Direction direction) const
    00621 {
    00622   uint8 spritenum = this->spritenum;
    00623   SpriteID sprite;
    00624
    00625   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00626
    00627   if (is_custom_sprite(spritenum)) {
    00628     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
    00629     if (sprite != 0) return sprite;
    00630
    00631     spritenum = Engine::Get(this->engine_type)->original_image_index;
    00632   }
    00633
    00634   sprite = GetDefaultTrainSprite(spritenum, direction);
    00635
    00636   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00637
    00638   return sprite;
    00639 }
    00640
    00641 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
    00642 {
    00643   const Engine *e = Engine::Get(engine);
    00644   Direction dir = rear_head ? DIR_E : DIR_W;
    00645   uint8 spritenum = e->u.rail.image_index;
    00646
    00647   if (is_custom_sprite(spritenum)) {
    00648     SpriteID sprite = GetCustomVehicleIcon(engine, dir);
    00649     if (sprite != 0) {
    00650       if (e->grffile != NULL) {
    00651         y += e->grffile->traininfo_vehicle_pitch;
    00652       }
    00653       return sprite;
    00654     }
    00655
    00656     spritenum = Engine::Get(engine)->original_image_index;
    00657   }
    00658
    00659   if (rear_head) spritenum++;
    00660
    00661   return GetDefaultTrainSprite(spritenum, DIR_W);
    00662 }
    00663
    00664 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, SpriteID pal)
    00665 {
    00666   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00667     int yf = y;
    00668     int yr = y;
    00669
    00670     SpriteID spritef = GetRailIcon(engine, false, yf);
    00671     SpriteID spriter = GetRailIcon(engine, true, yr);
    00672     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
    00673     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
    00674
    00675     preferred_x = Clamp(preferred_x, left - real_spritef->x_offs + 14, right - real_spriter->width - real_spriter->x_offs - 15);
    00676
    00677     DrawSprite(spritef, pal, preferred_x - 14, yf);
    00678     DrawSprite(spriter, pal, preferred_x + 15, yr);
    00679   } else {
    00680     SpriteID sprite = GetRailIcon(engine, false, y);
    00681     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00682     preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
    00683     DrawSprite(sprite, pal, preferred_x, y);
    00684   }
    00685 }
    00686
    00687 static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandFlag flags)
    00688 {
    00689   const Engine *e = Engine::Get(engine);
    00690   const RailVehicleInfo *rvi = &e->u.rail;
    00691   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
    00692
    00693   /* Engines without valid cargo should not be available */
    00694   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
    00695
    00696   if (flags & DC_QUERY_COST) return value;
    00697
    00698   /* Check that the wagon can drive on the track in question */
    00699   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00700
    00701   uint num_vehicles = 1 + CountArticulatedParts(engine, false);
    00702
    00703   /* Allow for the wagon and the articulated parts */
    00704   if (!Vehicle::CanAllocateItem(num_vehicles)) {
    00705     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00706   }
    00707
    00708   if (flags & DC_EXEC) {
    00709     Train *v = new Train();
    00710     v->spritenum = rvi->image_index;
    00711
    00712     v->engine_type = engine;
    00713     v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00714
    00715     DiagDirection dir = GetRailDepotDirection(tile);
    00716
    00717     v->direction = DiagDirToDir(dir);
    00718     v->tile = tile;
    00719
    00720     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00721     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00722
    00723     v->x_pos = x;
    00724     v->y_pos = y;
    00725     v->z_pos = GetSlopeZ(x, y);
    00726     v->owner = _current_company;
    00727     v->track = TRACK_BIT_DEPOT;
    00728     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00729
    00730 //    v->subtype = 0;
    00731     v->SetWagon();
    00732
    00733     v->SetFreeWagon();
    00734     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00735
    00736     v->cargo_type = e->GetDefaultCargoType();
    00737 //    v->cargo_subtype = 0;
    00738     v->cargo_cap = rvi->capacity;
    00739     v->value = value.GetCost();
    00740 //    v->day_counter = 0;
    00741
    00742     v->railtype = rvi->railtype;
    00743
    00744     v->build_year = _cur_year;
    00745     v->cur_image = SPR_IMG_QUERY;
    00746     v->random_bits = VehicleRandomBits();
    00747
    00748     v->group_id = DEFAULT_GROUP;
    00749
    00750     AddArticulatedParts(v);
    00751
    00752     _new_vehicle_id = v->index;
    00753
    00754     VehicleMove(v, false);
    00755     TrainConsistChanged(v->First(), false);
    00756     UpdateTrainGroupID(v->First());
    00757
    00758     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    00759     if (IsLocalCompany()) {
    00760       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
    00761     }
    00762     Company::Get(_current_company)->num_engines[engine]++;
    00763
    00764     CheckConsistencyOfArticulatedVehicle(v);
    00765
    00766     /* Try to connect the vehicle to one of free chains of wagons. */
    00767     Train *w;
    00768     FOR_ALL_TRAINS(w) {
    00769       if (w->tile == tile &&
    00770           w->IsFreeWagon() &&
    00771           w->engine_type == engine &&
    00772           w->First() != v &&
    00773           !(w->vehstatus & VS_CRASHED)) {
    00774         DoCommand(0, v->index | (w->Last()->index << 16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00775         break;
    00776       }
    00777     }
    00778   }
    00779
    00780   return value;
    00781 }
    00782
    00784 static void NormalizeTrainVehInDepot(const Train *u)
    00785 {
    00786   const Train *v;
    00787   FOR_ALL_TRAINS(v) {
    00788     if (v->IsFreeWagon() && v->tile == u->tile &&
    00789         v->track == TRACK_BIT_DEPOT) {
    00790       if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
    00791           CMD_MOVE_RAIL_VEHICLE)))
    00792         break;
    00793     }
    00794   }
    00795 }
    00796
    00797 static void AddRearEngineToMultiheadedTrain(Train *v)
    00798 {
    00799   Train *u = new Train();
    00800   v->value >>= 1;
    00801   u->value = v->value;
    00802   u->direction = v->direction;
    00803   u->owner = v->owner;
    00804   u->tile = v->tile;
    00805   u->x_pos = v->x_pos;
    00806   u->y_pos = v->y_pos;
    00807   u->z_pos = v->z_pos;
    00808   u->track = TRACK_BIT_DEPOT;
    00809   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00810 //  u->subtype = 0;
    00811   u->spritenum = v->spritenum + 1;
    00812   u->cargo_type = v->cargo_type;
    00813   u->cargo_subtype = v->cargo_subtype;
    00814   u->cargo_cap = v->cargo_cap;
    00815   u->railtype = v->railtype;
    00816   u->engine_type = v->engine_type;
    00817   u->build_year = v->build_year;
    00818   u->cur_image = SPR_IMG_QUERY;
    00819   u->random_bits = VehicleRandomBits();
    00820   v->SetMultiheaded();
    00821   u->SetMultiheaded();
    00822   v->SetNext(u);
    00823   VehicleMove(u, false);
    00824
    00825   /* Now we need to link the front and rear engines together */
    00826   v->other_multiheaded_part = u;
    00827   u->other_multiheaded_part = v;
    00828 }
    00829
    00838 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00839 {
    00840   /* Check if the engine-type is valid (for the company) */
    00841   if (!IsEngineBuildable(p1, VEH_TRAIN, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE);
    00842
    00843   const Engine *e = Engine::Get(p1);
    00844   const RailVehicleInfo *rvi = &e->u.rail;
    00845   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
    00846
    00847   /* Engines with CT_INVALID should not be available */
    00848   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
    00849
    00850   if (flags & DC_QUERY_COST) return value;
    00851
    00852   /* Check if the train is actually being built in a depot belonging
    00853    * to the company. Doesn't matter if only the cost is queried */
    00854   if (!IsRailDepotTile(tile)) return CMD_ERROR;
    00855   if (!CheckInfraUsageAllowed(GetTileOwner(tile), VEH_TRAIN)) return CMD_ERROR;
    00856
    00857   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(p1, tile, flags);
    00858
    00859   uint num_vehicles =
    00860     (rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
    00861     CountArticulatedParts(p1, false);
    00862
    00863   /* Check if depot and new engine uses the same kind of tracks *
    00864    * We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
    00865   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00866
    00867   /* Allow for the dual-heads and the articulated parts */
    00868   if (!Vehicle::CanAllocateItem(num_vehicles)) {
    00869     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00870   }
    00871
    00872   UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
    00873   if (unit_num > _settings_game.vehicle.max_trains) {
    00874     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00875   }
    00876
    00877   if (flags & DC_EXEC) {
    00878     DiagDirection dir = GetRailDepotDirection(tile);
    00879     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00880     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00881
    00882     Train *v = new Train();
    00883     v->unitnumber = unit_num;
    00884     v->direction = DiagDirToDir(dir);
    00885     v->tile = tile;
    00886     v->owner = _current_company;
    00887     v->x_pos = x;
    00888     v->y_pos = y;
    00889     v->z_pos = GetSlopeZ(x, y);
    00890 //    v->running_ticks = 0;
    00891     v->track = TRACK_BIT_DEPOT;
    00892     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00893     v->spritenum = rvi->image_index;
    00894     v->cargo_type = e->GetDefaultCargoType();
    00895 //    v->cargo_subtype = 0;
    00896     v->cargo_cap = rvi->capacity;
    00897     v->max_speed = rvi->max_speed;
    00898     v->value = value.GetCost();
    00899     v->last_station_visited = INVALID_STATION;
    00900 //    v->dest_tile = 0;
    00901
    00902     v->engine_type = p1;
    00903     v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00904
    00905     v->reliability = e->reliability;
    00906     v->reliability_spd_dec = e->reliability_spd_dec;
    00907     v->max_age = e->GetLifeLengthInDays();
    00908
    00909     v->name = NULL;
    00910     v->railtype = rvi->railtype;
    00911     _new_vehicle_id = v->index;
    00912
    00913     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
    00914     v->date_of_last_service = _date;
    00915     v->build_year = _cur_year;
    00916     v->cur_image = SPR_IMG_QUERY;
    00917     v->random_bits = VehicleRandomBits();
    00918
    00919 //    v->vehicle_flags = 0;
    00920     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00921
    00922     v->group_id = DEFAULT_GROUP;
    00923
    00924 //    v->subtype = 0;
    00925     v->SetFrontEngine();
    00926     v->SetEngine();
    00927
    00928     VehicleMove(v, false);
    00929
    00930     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00931       AddRearEngineToMultiheadedTrain(v);
    00932     } else {
    00933       AddArticulatedParts(v);
    00934     }
    00935
    00936     TrainConsistChanged(v, false);
    00937     UpdateTrainGroupID(v);
    00938
    00939     if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00940       NormalizeTrainVehInDepot(v);
    00941     }
    00942
    00943     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00944     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    00945     SetWindowDirty(WC_COMPANY, v->owner);
    00946     if (IsLocalCompany()) {
    00947       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
    00948     }
    00949
    00950     Company::Get(_current_company)->num_engines[p1]++;
    00951
    00952     CheckConsistencyOfArticulatedVehicle(v);
    00953   }
    00954
    00955   return value;
    00956 }
    00957
    00958
    00959 bool Train::IsInDepot() const
    00960 {
    00961   /* Is the front engine stationary in the depot? */
    00962   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
    00963
    00964   /* Check whether the rest is also already trying to enter the depot. */
    00965   for (const Train *v = this; v != NULL; v = v->Next()) {
    00966     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
    00967   }
    00968
    00969   return true;
    00970 }
    00971
    00972 bool Train::IsStoppedInDepot() const
    00973 {
    00974   /* Are we stopped? Ofcourse wagons don't really care... */
    00975   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
    00976   return this->IsInDepot();
    00977 }
    00978
    00979 static Train *FindGoodVehiclePos(const Train *src)
    00980 {
    00981   EngineID eng = src->engine_type;
    00982   TileIndex tile = src->tile;
    00983
    00984   Train *dst;
    00985   FOR_ALL_TRAINS(dst) {
    00986     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00987       /* check so all vehicles in the line have the same engine. */
    00988       Train *t = dst;
    00989       while (t->engine_type == eng) {
    00990         t = t->Next();
    00991         if (t == NULL) return dst;
    00992       }
    00993     }
    00994   }
    00995
    00996   return NULL;
    00997 }
    00998
    01000 typedef SmallVector<Train *, 16> TrainList;
    01001
    01007 static void MakeTrainBackup(TrainList &list, Train *t)
    01008 {
    01009   for (; t != NULL; t = t->Next()) *list.Append() = t;
    01010 }
    01011
    01016 static void RestoreTrainBackup(TrainList &list)
    01017 {
    01018   /* No train, nothing to do. */
    01019   if (list.Length() == 0) return;
    01020
    01021   Train *prev = NULL;
    01022   /* Iterate over the list and rebuild it. */
    01023   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    01024     Train *t = *iter;
    01025     if (prev != NULL) {
    01026       prev->SetNext(t);
    01027     } else if (t->Previous() != NULL) {
    01028       /* Make sure the head of the train is always the first in the chain. */
    01029       t->Previous()->SetNext(NULL);
    01030     }
    01031     prev = t;
    01032   }
    01033 }
    01034
    01040 static void RemoveFromConsist(Train *part, bool chain = false)
    01041 {
    01042   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    01043
    01044   /* Unlink at the front, but make it point to the next
    01045    * vehicle after the to be remove part. */
    01046   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    01047
    01048   /* Unlink at the back */
    01049   tail->SetNext(NULL);
    01050 }
    01051
    01057 static void InsertInConsist(Train *dst, Train *chain)
    01058 {
    01059   /* We do not want to add something in the middle of an articulated part. */
    01060   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    01061
    01062   chain->Last()->SetNext(dst->Next());
    01063   dst->SetNext(chain);
    01064 }
    01065
    01071 static void NormaliseDualHeads(Train *t)
    01072 {
    01073   for (; t != NULL; t = t->GetNextVehicle()) {
    01074     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    01075
    01076     /* Make sure that there are no free cars before next engine */
    01077     Train *u;
    01078     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    01079
    01080     if (u == t->other_multiheaded_part) continue;
    01081
    01082     /* Remove the part from the 'wrong' train */
    01083     RemoveFromConsist(t->other_multiheaded_part);
    01084     /* And add it to the 'right' train */
    01085     InsertInConsist(u, t->other_multiheaded_part);
    01086   }
    01087 }
    01088
    01093 static void NormaliseSubtypes(Train *chain)
    01094 {
    01095   /* Nothing to do */
    01096   if (chain == NULL) return;
    01097
    01098   /* We must be the first in the chain. */
    01099   assert(chain->Previous() == NULL);
    01100
    01101   /* Set the appropirate bits for the first in the chain. */
    01102   if (chain->IsWagon()) {
    01103     chain->SetFreeWagon();
    01104   } else {
    01105     assert(chain->IsEngine());
    01106     chain->SetFrontEngine();
    01107   }
    01108
    01109   /* Now clear the bits for the rest of the chain */
    01110   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    01111     t->ClearFreeWagon();
    01112     t->ClearFrontEngine();
    01113   }
    01114 }
    01115
    01125 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    01126 {
    01127   /* Just add 'new' engines and substract the original ones.
    01128    * If that's less than or equal to 0 we can be sure we did
    01129    * not add any engines (read: trains) along the way. */
    01130   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    01131       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    01132       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    01133       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    01134     return CommandCost();
    01135   }
    01136
    01137   /* Get a free unit number and check whether it's within the bounds.
    01138    * There will always be a maximum of one new train. */
    01139   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    01140
    01141   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    01142 }
    01143
    01149 static CommandCost CheckTrainAttachment(Train *t)
    01150 {
    01151   /* No multi-part train, no need to check. */
    01152   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    01153
    01154   /* The maximum length for a train. For each part we decrease this by one
    01155    * and if the result is negative the train is simply too long. */
    01156   int allowed_len = _settings_game.vehicle.mammoth_trains ? 100 : 10;
    01157
    01158   Train *head = t;
    01159   Train *prev = t;
    01160
    01161   /* Break the prev -> t link so it always holds within the loop. */
    01162   t = t->Next();
    01163   allowed_len--;
    01164   prev->SetNext(NULL);
    01165
    01166   /* Make sure the cache is cleared. */
    01167   head->InvalidateNewGRFCache();
    01168
    01169   while (t != NULL) {
    01170     Train *next = t->Next();
    01171
    01172     /* Unlink the to-be-added piece; it is already unlinked from the previous
    01173      * part due to the fact that the prev -> t link is broken. */
    01174     t->SetNext(NULL);
    01175
    01176     /* Don't check callback for articulated or rear dual headed parts */
    01177     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    01178       allowed_len--; // We do not count articulated parts and rear heads either.
    01179
    01180       /* Back up and clear the first_engine data to avoid using wagon override group */
    01181       EngineID first_engine = t->tcache.first_engine;
    01182       t->tcache.first_engine = INVALID_ENGINE;
    01183
    01184       /* We don't want the cache to interfere. head's cache is cleared before
    01185        * the loop and after each callback does not need to be cleared here. */
    01186       t->InvalidateNewGRFCache();
    01187
    01188       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    01189
    01190       /* Restore original first_engine data */
    01191       t->tcache.first_engine = first_engine;
    01192
    01193       /* We do not want to remember any cached variables from the test run */
    01194       t->InvalidateNewGRFCache();
    01195       head->InvalidateNewGRFCache();
    01196
    01197       if (callback != CALLBACK_FAILED) {
    01198         /* A failing callback means everything is okay */
    01199         StringID error = STR_NULL;
    01200
    01201         if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    01202         if (callback  < 0xFD) error = GetGRFStringID(GetEngineGRFID(head->engine_type), 0xD000 + callback);
    01203
    01204         if (error != STR_NULL) return_cmd_error(error);
    01205       }
    01206     }
    01207
    01208     /* And link it to the new part. */
    01209     prev->SetNext(t);
    01210     prev = t;
    01211     t = next;
    01212   }
    01213
    01214   if (allowed_len <= 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    01215   return CommandCost();
    01216 }
    01217
    01227 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src)
    01228 {
    01229   /* Check whether we may actually construct the trains. */
    01230   CommandCost ret = CheckTrainAttachment(src);
    01231   if (ret.Failed()) return ret;
    01232   ret = CheckTrainAttachment(dst);
    01233   if (ret.Failed()) return ret;
    01234
    01235   /* Check whether we need to build a new train. */
    01236   return CheckNewTrain(original_dst, dst, original_src, src);
    01237 }
    01238
    01247 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01248 {
    01249   /* First determine the front of the two resulting trains */
    01250   if (*src_head == *dst_head) {
    01251     /* If we aren't moving part(s) to a new train, we are just moving the
    01252      * front back and there is not destination head. */
    01253     *dst_head = NULL;
    01254   } else if (*dst_head == NULL) {
    01255     /* If we are moving to a new train the head of the move train would become
    01256      * the head of the new vehicle. */
    01257     *dst_head = src;
    01258   }
    01259
    01260   if (src == *src_head) {
    01261     /* If we are moving the front of a train then we are, in effect, creating
    01262      * a new head for the train. Point to that. Unless we are moving the whole
    01263      * train in which case there is not 'source' train anymore.
    01264      * In case we are a multiheaded part we want the complete thing to come
    01265      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01266      * that is followed by a rear multihead we do not want to include that. */
    01267     *src_head = move_chain ? NULL :
    01268         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01269   }
    01270
    01271   /* Now it's just simply removing the part that we are going to move from the
    01272    * source train and *if* the destination is a not a new train add the chain
    01273    * at the destination location. */
    01274   RemoveFromConsist(src, move_chain);
    01275   if (*dst_head != src) InsertInConsist(dst, src);
    01276
    01277   /* Now normalise the dual heads, that is move the dual heads around in such
    01278    * a way that the head and rear of a dual head are in the same train */
    01279   NormaliseDualHeads(*src_head);
    01280   NormaliseDualHeads(*dst_head);
    01281 }
    01282
    01288 static void NormaliseTrainHead(Train *head)
    01289 {
    01290   /* Not much to do! */
    01291   if (head == NULL) return;
    01292
    01293   /* Tell the 'world' the train changed. */
    01294   TrainConsistChanged(head, false);
    01295   UpdateTrainGroupID(head);
    01296
    01297   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01298   if (!head->IsFrontEngine()) return;
    01299
    01300   /* Update the refit button and window */
    01301   SetWindowDirty(WC_VEHICLE_REFIT, head->index);
    01302   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
    01303
    01304   /* If we don't have a unit number yet, set one. */
    01305   if (head->unitnumber != 0) return;
    01306   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01307 }
    01308
    01320 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01321 {
    01322   VehicleID s = GB(p1, 0, 16);
    01323   VehicleID d = GB(p1, 16, 16);
    01324   bool move_chain = HasBit(p2, 0);
    01325
    01326   Train *src = Train::GetIfValid(s);
    01327   if (src == NULL || !CheckOwnership(src->owner)) return CMD_ERROR;
    01328
    01329   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01330   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01331
    01332   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01333   Train *dst;
    01334   if (d == INVALID_VEHICLE) {
    01335     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01336   } else {
    01337     dst = Train::GetIfValid(d);
    01338     if (dst == NULL || !CheckOwnership(dst->owner)) return CMD_ERROR;
    01339
    01340     /* Do not allow appending to crashed vehicles, too */
    01341     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01342   }
    01343
    01344   /* if an articulated part is being handled, deal with its parent vehicle */
    01345   src = src->GetFirstEnginePart();
    01346   if (dst != NULL) {
    01347     dst = dst->GetFirstEnginePart();
    01348   }
    01349
    01350   /* don't move the same vehicle.. */
    01351   if (src == dst) return CommandCost();
    01352
    01353   /* locate the head of the two chains */
    01354   Train *src_head = src->First();
    01355   Train *dst_head;
    01356   if (dst != NULL) {
    01357     dst_head = dst->First();
    01358     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01359     /* Now deal with articulated part of destination wagon */
    01360     dst = dst->GetLastEnginePart();
    01361   } else {
    01362     dst_head = NULL;
    01363   }
    01364
    01365   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01366
    01367   /* When moving all wagons, we can't have the same src_head and dst_head */
    01368   if (move_chain && src_head == dst_head) return CommandCost();
    01369
    01370   /* When moving a multiheaded part to be place after itself, bail out. */
    01371   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01372
    01373   /* Check if all vehicles in the source train are stopped inside a depot. */
    01374   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01375
    01376   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01377   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01378
    01379   /* First make a backup of the order of the trains. That way we can do
    01380    * whatever we want with the order and later on easily revert. */
    01381   TrainList original_src;
    01382   TrainList original_dst;
    01383
    01384   MakeTrainBackup(original_src, src_head);
    01385   MakeTrainBackup(original_dst, dst_head);
    01386
    01387   /* Also make backup of the original heads as ArrangeTrains can change them.
    01388    * For the destination head we do not care if it is the same as the source
    01389    * head because in that case it's just a copy. */
    01390   Train *original_src_head = src_head;
    01391   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01392
    01393   /* (Re)arrange the trains in the wanted arrangement. */
    01394   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01395
    01396   if ((flags & DC_AUTOREPLACE) == 0) {
    01397     /* If the autoreplace flag is set we do not need to test for the validity
    01398      * because we are going to revert the train to its original state. As we
    01399      * assume the original state was correct autoreplace can skip this. */
    01400     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head);
    01401     if (ret.Failed()) {
    01402       /* Restore the train we had. */
    01403       RestoreTrainBackup(original_src);
    01404       RestoreTrainBackup(original_dst);
    01405       return ret;
    01406     }
    01407   }
    01408
    01409   /* do it? */
    01410   if (flags & DC_EXEC) {
    01411     /* First normalise the sub types of the chains. */
    01412     NormaliseSubtypes(src_head);
    01413     NormaliseSubtypes(dst_head);
    01414
    01415     /* There are 14 different cases:
    01416      *  1) front engine gets moved to a new train, it stays a front engine.
    01417      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
    01418      *     b) the 'next' part is an engine, that becomes a front engine.
    01419      *     c) there is no 'next' part, nothing else happens
    01420      *  2) front engine gets moved to another train, it is not a front engine anymore
    01421      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
    01422      *     b) the 'next' part is an engine, that becomes a front engine.
    01423      *     c) there is no 'next' part, nothing else happens
    01424      *  3) front engine gets moved to later in the current train, it is not an engine anymore.
    01425      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
    01426      *     b) the 'next' part is an engine, that becomes a front engine.
    01427      *  4) free wagon gets moved
    01428      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
    01429      *     b) the 'next' part is an engine, that becomes a front engine.
    01430      *     c) there is no 'next' part, nothing else happens
    01431      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01432      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01433      *  7) wagon gets moved, nothing happens
    01434      */
    01435     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01436       /* Cases #2 and #3: the front engine gets trashed. */
    01437       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01438       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01439       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01440       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01441       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01442
    01443       /* We are going to be move to another train. So we
    01444        * are no part of this group anymore. In case we
    01445        * are not moving group... well, then we do not need
    01446        * to move.
    01447        * Or we are moving to later in the train and our
    01448        * new head isn't a front engine anymore.
    01449        */
    01450       if (dst_head != NULL ? dst_head != src : !src_head->IsFrontEngine()) {
    01451         DecreaseGroupNumVehicle(src->group_id);
    01452       }
    01453
    01454       /* Delete orders, group stuff and the unit number as we're not the
    01455        * front of any vehicle anymore. */
    01456       DeleteVehicleOrders(src);
    01457       RemoveVehicleFromGroup(src);
    01458       src->unitnumber = 0;
    01459     }
    01460
    01461     /* We weren't a front engine but are becoming one. So
    01462      * we should be put in the default group. */
    01463     if (original_src_head != src && dst_head == src) {
    01464       SetTrainGroupID(src, DEFAULT_GROUP);
    01465     }
    01466
    01467     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01468     NormaliseTrainHead(src_head);
    01469     NormaliseTrainHead(dst_head);
    01470
    01471     /* We are undoubtedly changing something in the depot and train list. */
    01472     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01473     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01474   } else {
    01475     /* We don't want to execute what we're just tried. */
    01476     RestoreTrainBackup(original_src);
    01477     RestoreTrainBackup(original_dst);
    01478   }
    01479
    01480   return CommandCost();
    01481 }
    01482
    01494 CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01495 {
    01496   /* Check if we deleted a vehicle window */
    01497   Window *w = NULL;
    01498
    01499   Train *v = Train::GetIfValid(p1);
    01500   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
    01501
    01502   /* Sell a chain of vehicles or not? */
    01503   bool sell_chain = HasBit(p2, 0);
    01504
    01505   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_SELL_DESTROYED_VEHICLE);
    01506
    01507   v = v->GetFirstEnginePart();
    01508   Train *first = v->First();
    01509
    01510   /* make sure the vehicle is stopped in the depot */
    01511   if (!first->IsStoppedInDepot()) {
    01512     return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01513   }
    01514
    01515   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01516
    01517   /* First make a backup of the order of the train. That way we can do
    01518    * whatever we want with the order and later on easily revert. */
    01519   TrainList original;
    01520   MakeTrainBackup(original, first);
    01521
    01522   /* We need to keep track of the new head and the head of what we're going to sell. */
    01523   Train *new_head = first;
    01524   Train *sell_head = NULL;
    01525
    01526   /* Split the train in the wanted way. */
    01527   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01528
    01529   /* We don't need to validate the second train; it's going to be sold. */
    01530   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head);
    01531   if (ret.Failed()) {
    01532     /* Restore the train we had. */
    01533     RestoreTrainBackup(original);
    01534     return ret;
    01535   }
    01536
    01537   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01538   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01539
    01540   /* do it? */
    01541   if (flags & DC_EXEC) {
    01542     /* First normalise the sub types of the chain. */
    01543     NormaliseSubtypes(new_head);
    01544
    01545     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01546       /* We are selling the front engine. In this case we want to
    01547        * 'give' the order, unitnumber and such to the new head. */
    01548       new_head->orders.list = first->orders.list;
    01549       new_head->AddToShared(first);
    01550       DeleteVehicleOrders(first);
    01551
    01552       /* Copy other important data from the front engine */
    01553       new_head->CopyVehicleConfigAndStatistics(first);
    01554       IncreaseGroupNumVehicle(new_head->group_id);
    01555
    01556       /* If we deleted a window then open a new one for the 'new' train */
    01557       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
    01558     }
    01559
    01560     /* We need to update the information about the train. */
    01561     NormaliseTrainHead(new_head);
    01562
    01563     /* We are undoubtedly changing something in the depot and train list. */
    01564     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01565     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01566
    01567     /* Actually delete the sold 'goods' */
    01568     delete sell_head;
    01569   } else {
    01570     /* We don't want to execute what we're just tried. */
    01571     RestoreTrainBackup(original);
    01572   }
    01573
    01574   return cost;
    01575 }
    01576
    01577 void Train::UpdateDeltaXY(Direction direction)
    01578 {
    01579 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
    01580   static const uint32 _delta_xy_table[8] = {
    01581     MKIT(3, 3, -1, -1),
    01582     MKIT(3, 7, -1, -3),
    01583     MKIT(3, 3, -1, -1),
    01584     MKIT(7, 3, -3, -1),
    01585     MKIT(3, 3, -1, -1),
    01586     MKIT(3, 7, -1, -3),
    01587     MKIT(3, 3, -1, -1),
    01588     MKIT(7, 3, -3, -1),
    01589   };
    01590 #undef MKIT
    01591
    01592   uint32 x = _delta_xy_table[direction];
    01593   this->x_offs        = GB(x,  0, 8);
    01594   this->y_offs        = GB(x,  8, 8);
    01595   this->x_extent      = GB(x, 16, 8);
    01596   this->y_extent      = GB(x, 24, 8);
    01597   this->z_extent      = 6;
    01598 }
    01599
    01600 static inline void SetLastSpeed(Train *v, int spd)
    01601 {
    01602   int old = v->tcache.last_speed;
    01603   if (spd != old) {
    01604     v->tcache.last_speed = spd;
    01605     if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) {
    01606       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01607     }
    01608   }
    01609 }
    01610
    01612 static void MarkTrainAsStuck(Train *v)
    01613 {
    01614   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01615     /* It is the first time the problem occured, set the "train stuck" flag. */
    01616     SetBit(v->flags, VRF_TRAIN_STUCK);
    01617
    01618     /* When loading the vehicle is already stopped. No need to change that. */
    01619     if (v->current_order.IsType(OT_LOADING)) return;
    01620
    01621     v->time_counter = 0;
    01622
    01623     /* Stop train */
    01624     v->cur_speed = 0;
    01625     v->subspeed = 0;
    01626     SetLastSpeed(v, 0);
    01627
    01628     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01629   }
    01630 }
    01631
    01632 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01633 {
    01634   uint16 flag1 = *swap_flag1;
    01635   uint16 flag2 = *swap_flag2;
    01636
    01637   /* Clear the flags */
    01638   ClrBit(*swap_flag1, VRF_GOINGUP);
    01639   ClrBit(*swap_flag1, VRF_GOINGDOWN);
    01640   ClrBit(*swap_flag2, VRF_GOINGUP);
    01641   ClrBit(*swap_flag2, VRF_GOINGDOWN);
    01642
    01643   /* Reverse the rail-flags (if needed) */
    01644   if (HasBit(flag1, VRF_GOINGUP)) {
    01645     SetBit(*swap_flag2, VRF_GOINGDOWN);
    01646   } else if (HasBit(flag1, VRF_GOINGDOWN)) {
    01647     SetBit(*swap_flag2, VRF_GOINGUP);
    01648   }
    01649   if (HasBit(flag2, VRF_GOINGUP)) {
    01650     SetBit(*swap_flag1, VRF_GOINGDOWN);
    01651   } else if (HasBit(flag2, VRF_GOINGDOWN)) {
    01652     SetBit(*swap_flag1, VRF_GOINGUP);
    01653   }
    01654 }
    01655
    01656 static void ReverseTrainSwapVeh(Train *v, int l, int r)
    01657 {
    01658   Train *a, *b;
    01659
    01660   /* locate vehicles to swap */
    01661   for (a = v; l != 0; l--) a = a->Next();
    01662   for (b = v; r != 0; r--) b = b->Next();
    01663
    01664   if (a != b) {
    01665     /* swap the hidden bits */
    01666     {
    01667       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
    01668       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
    01669       a->vehstatus = tmp;
    01670     }
    01671
    01672     Swap(a->track, b->track);
    01673     Swap(a->direction,    b->direction);
    01674
    01675     /* toggle direction */
    01676     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
    01677     if (b->track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
    01678
    01679     Swap(a->x_pos, b->x_pos);
    01680     Swap(a->y_pos, b->y_pos);
    01681     Swap(a->tile,  b->tile);
    01682     Swap(a->z_pos, b->z_pos);
    01683
    01684     SwapTrainFlags(&a->flags, &b->flags);
    01685
    01686     /* update other vars */
    01687     a->UpdateViewport(true, true);
    01688     b->UpdateViewport(true, true);
    01689
    01690     /* call the proper EnterTile function unless we are in a wormhole */
    01691     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
    01692     if (b->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
    01693   } else {
    01694     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
    01695     a->UpdateViewport(true, true);
    01696
    01697     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
    01698   }
    01699
    01700   /* Update train's power incase tiles were different rail type */
    01701   TrainPowerChanged(v);
    01702 }
    01703
    01704
    01710 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01711 {
    01712   return (v->type == VEH_TRAIN) ? v : NULL;
    01713 }
    01714
    01715
    01722 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01723 {
    01724   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01725
    01726   Train *t = Train::From(v);
    01727   if (!t->IsFrontEngine()) return NULL;
    01728
    01729   TileIndex tile = *(TileIndex *)data;
    01730
    01731   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01732
    01733   return t;
    01734 }
    01735
    01736
    01743 static bool TrainApproachingCrossing(TileIndex tile)
    01744 {
    01745   assert(IsLevelCrossingTile(tile));
    01746
    01747   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01748   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01749
    01750   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01751
    01752   dir = ReverseDiagDir(dir);
    01753   tile_from = tile + TileOffsByDiagDir(dir);
    01754
    01755   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01756 }
    01757
    01758
    01765 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01766 {
    01767   assert(IsLevelCrossingTile(tile));
    01768
    01769   /* train on crossing || train approaching crossing || reserved */
    01770   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
    01771
    01772   if (new_state != IsCrossingBarred(tile)) {
    01773     if (new_state && sound) {
    01774       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01775     }
    01776     SetCrossingBarred(tile, new_state);
    01777     MarkTileDirtyByTile(tile);
    01778   }
    01779 }
    01780
    01781
    01787 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01788 {
    01789   if (!IsCrossingBarred(tile)) {
    01790     BarCrossing(tile);
    01791     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01792     MarkTileDirtyByTile(tile);
    01793   }
    01794 }
    01795
    01796
    01802 static void AdvanceWagonsBeforeSwap(Train *v)
    01803 {
    01804   Train *base = v;
    01805   Train *first = base; // first vehicle to move
    01806   Train *last = v->Last(); // last vehicle to move
    01807   uint length = CountVehiclesInChain(v);
    01808
    01809   while (length > 2) {
    01810     last = last->Previous();
    01811     first = first->Next();
    01812
    01813     int differential = base->tcache.cached_veh_length - last->tcache.cached_veh_length;
    01814
    01815     /* do not update images now
    01816      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01817     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01818
    01819     base = first; // == base->Next()
    01820     length -= 2;
    01821   }
    01822 }
    01823
    01824
    01830 static void AdvanceWagonsAfterSwap(Train *v)
    01831 {
    01832   /* first of all, fix the situation when the train was entering a depot */
    01833   Train *dep = v; // last vehicle in front of just left depot
    01834   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01835     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01836   }
    01837
    01838   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01839
    01840   if (leave != NULL) {
    01841     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01842     int d = TicksToLeaveDepot(dep);
    01843
    01844     if (d <= 0) {
    01845       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01846       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01847       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01848     }
    01849   } else {
    01850     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01851   }
    01852
    01853   Train *base = v;
    01854   Train *first = base; // first vehicle to move
    01855   Train *last = v->Last(); // last vehicle to move
    01856   uint length = CountVehiclesInChain(v);
    01857
    01858   /* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
    01859    * they have already correct spacing, so we have to make sure they are moved how they should */
    01860   bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
    01861
    01862   while (length > 2) {
    01863     /* we reached vehicle (originally) in front of a depot, stop now
    01864      * (we would move wagons that are alredy moved with new wagon length) */
    01865     if (base == dep) break;
    01866
    01867     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01868     if (last == dep) nomove = true;
    01869
    01870     last = last->Previous();
    01871     first = first->Next();
    01872
    01873     int differential = last->tcache.cached_veh_length - base->tcache.cached_veh_length;
    01874
    01875     /* do not update images now */
    01876     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01877
    01878     base = first; // == base->Next()
    01879     length -= 2;
    01880   }
    01881 }
    01882
    01883
    01884 static void ReverseTrainDirection(Train *v)
    01885 {
    01886   if (IsRailDepotTile(v->tile)) {
    01887     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01888   }
    01889
    01890   /* Clear path reservation in front if train is not stuck. */
    01891   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01892
    01893   /* Check if we were approaching a rail/road-crossing */
    01894   TileIndex crossing = TrainApproachingCrossingTile(v);
    01895
    01896   /* count number of vehicles */
    01897   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01898
    01899   AdvanceWagonsBeforeSwap(v);
    01900
    01901   /* swap start<>end, start+1<>end-1, ... */
    01902   int l = 0;
    01903   do {
    01904     ReverseTrainSwapVeh(v, l++, r--);
    01905   } while (l <= r);
    01906
    01907   AdvanceWagonsAfterSwap(v);
    01908
    01909   if (IsRailDepotTile(v->tile)) {
    01910     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01911   }
    01912
    01913   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01914
    01915   ClrBit(v->flags, VRF_REVERSING);
    01916
    01917   /* recalculate cached data */
    01918   TrainConsistChanged(v, true);
    01919
    01920   /* update all images */
    01921   for (Vehicle *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01922
    01923   /* update crossing we were approaching */
    01924   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01925
    01926   /* maybe we are approaching crossing now, after reversal */
    01927   crossing = TrainApproachingCrossingTile(v);
    01928   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01929
    01930   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01931   if (v->track == TRACK_BIT_DEPOT) {
    01932     /* Can't be stuck here as inside a depot is always a safe tile. */
    01933     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01934     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01935     return;
    01936   }
    01937
    01938   /* TrainExitDir does not always produce the desired dir for depots and
    01939    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01940   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01941   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01942
    01943   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01944     /* If we are currently on a tile with conventional signals, we can't treat the
    01945      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01946     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01947       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01948       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01949
    01950     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01951     if (TryPathReserve(v, false, first_tile_okay)) {
    01952       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01953       CheckNextTrainTile(v);
    01954     } else if (v->current_order.GetType() != OT_LOADING) {
    01955       /* Do not wait for a way out when we're still loading */
    01956       MarkTrainAsStuck(v);
    01957     }
    01958   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01959     /* A train not inside a PBS block can't be stuck. */
    01960     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01961     v->time_counter = 0;
    01962   }
    01963 }
    01964
    01973 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01974 {
    01975   Train *v = Train::GetIfValid(p1);
    01976   if (v == NULL || !CheckVehicleControlAllowed(v)) return CMD_ERROR;
    01977
    01978   if (p2 != 0) {
    01979     /* turn a single unit around */
    01980
    01981     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01982       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01983     }
    01984
    01985     Train *front = v->First();
    01986     /* make sure the vehicle is stopped in the depot */
    01987     if (!front->IsStoppedInDepot()) {
    01988       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01989     }
    01990
    01991     if (flags & DC_EXEC) {
    01992       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01993       SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    01994       SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    01995       /* We cancel any 'skip signal at dangers' here */
    01996       v->force_proceed = 0;
    01997       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01998     }
    01999   } else {
    02000     /* turn the whole train around */
    02001     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
    02002
    02003     if (flags & DC_EXEC) {
    02004       /* Properly leave the station if we are loading and won't be loading anymore */
    02005       if (v->current_order.IsType(OT_LOADING)) {
    02006         const Vehicle *last = v;
    02007         while (last->Next() != NULL) last = last->Next();
    02008
    02009         /* not a station || different station --> leave the station */
    02010         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    02011           v->LeaveStation();
    02012         }
    02013       }
    02014
    02015       /* We cancel any 'skip signal at dangers' here */
    02016       v->force_proceed = 0;
    02017       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02018
    02019       if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && v->cur_speed != 0) {
    02020         ToggleBit(v->flags, VRF_REVERSING);
    02021       } else {
    02022         v->cur_speed = 0;
    02023         SetLastSpeed(v, 0);
    02024         HideFillingPercent(&v->fill_percent_te_id);
    02025         ReverseTrainDirection(v);
    02026       }
    02027     }
    02028   }
    02029   return CommandCost();
    02030 }
    02031
    02040 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02041 {
    02042   Train *t = Train::GetIfValid(p1);
    02043   if (t == NULL || !CheckVehicleControlAllowed(t)) return CMD_ERROR;
    02044
    02045   if (flags & DC_EXEC) {
    02046     /* If we are forced to proceed, cancel that order.
    02047      * If we are marked stuck we would want to force the train
    02048      * to proceed to the next signal. In the other cases we
    02049      * would like to pass the signal at danger and run till the
    02050      * next signal we encounter. */
    02051     t->force_proceed = t->force_proceed == 2 ? 0 : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? 1 : 2;
    02052     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    02053   }
    02054
    02055   return CommandCost();
    02056 }
    02057
    02069 CommandCost CmdRefitRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02070 {
    02071   CargoID new_cid = GB(p2, 0, 8);
    02072   byte new_subtype = GB(p2, 8, 8);
    02073   bool only_this = HasBit(p2, 16);
    02074
    02075   Train *v = Train::GetIfValid(p1);
    02076   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
    02077
    02078   if (!v->IsStoppedInDepot()) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
    02079   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_REFIT_DESTROYED_VEHICLE);
    02080
    02081   /* Check cargo */
    02082   if (new_cid >= NUM_CARGO) return CMD_ERROR;
    02083
    02084   CommandCost cost = RefitVehicle(v, only_this, new_cid, new_subtype, flags);
    02085
    02086   /* Update the train's cached variables */
    02087   if (flags & DC_EXEC) {
    02088     Train *front = v->First();
    02089     TrainConsistChanged(front, false);
    02090     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    02091     SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    02092     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    02093   } else {
    02094     v->InvalidateNewGRFCacheOfChain(); // always invalidate; querycost might have filled it
    02095   }
    02096
    02097   return cost;
    02098 }
    02099
    02102 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    02103 {
    02104   assert(!(v->vehstatus & VS_CRASHED));
    02105
    02106   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    02107
    02108   PBSTileInfo origin = FollowTrainReservation(v);
    02109   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    02110
    02111   switch (_settings_game.pf.pathfinder_for_trains) {
    02112     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    02113     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    02114
    02115     default: NOT_REACHED();
    02116   }
    02117 }
    02118
    02119 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    02120 {
    02121   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    02122   if (tfdd.best_length == UINT_MAX) return false;
    02123
    02124   if (location    != NULL) *location    = tfdd.tile;
    02125   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    02126   if (reverse     != NULL) *reverse     = tfdd.reverse;
    02127
    02128   return true;
    02129 }
    02130
    02141 CommandCost CmdSendTrainToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02142 {
    02143   if (p2 & DEPOT_MASS_SEND) {
    02144     /* Mass goto depot requested */
    02145     if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
    02146     return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
    02147   }
    02148
    02149   Train *v = Train::GetIfValid(p1);
    02150   if (v == NULL) return CMD_ERROR;
    02151
    02152   return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
    02153 }
    02154
    02155 static const int8 _vehicle_smoke_pos[8] = {
    02156   1, 1, 1, 0, -1, -1, -1, 0
    02157 };
    02158
    02159 static void HandleLocomotiveSmokeCloud(const Train *v)
    02160 {
    02161   bool sound = false;
    02162
    02163   if ((v->vehstatus & VS_TRAIN_SLOWING) || v->cur_speed < 2) {
    02164     return;
    02165   }
    02166
    02167   const Train *u = v;
    02168
    02169   do {
    02170     const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
    02171     int effect_offset = GB(v->tcache.cached_vis_effect, 0, 4) - 8;
    02172     byte effect_type = GB(v->tcache.cached_vis_effect, 4, 2);
    02173     bool disable_effect = HasBit(v->tcache.cached_vis_effect, 6);
    02174
    02175     /* no smoke? */
    02176     if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
    02177         disable_effect ||
    02178         v->vehstatus & VS_HIDDEN) {
    02179       continue;
    02180     }
    02181
    02182     /* No smoke in depots or tunnels */
    02183     if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
    02184
    02185     /* No sparks for electric vehicles on nonelectrified tracks */
    02186     if (!HasPowerOnRail(v->railtype, GetTileRailType(v->tile))) continue;
    02187
    02188     if (effect_type == 0) {
    02189       /* Use default effect type for engine class. */
    02190       effect_type = rvi->engclass;
    02191     } else {
    02192       effect_type--;
    02193     }
    02194
    02195     int x = _vehicle_smoke_pos[v->direction] * effect_offset;
    02196     int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
    02197
    02198     if (HasBit(v->flags, VRF_REVERSE_DIRECTION)) {
    02199       x = -x;
    02200       y = -y;
    02201     }
    02202
    02203     switch (effect_type) {
    02204       case 0:
    02205         /* steam smoke. */
    02206         if (GB(v->tick_counter, 0, 4) == 0) {
    02207           CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
    02208           sound = true;
    02209         }
    02210         break;
    02211
    02212       case 1:
    02213         /* diesel smoke */
    02214         if (u->cur_speed <= 40 && Chance16(15, 128)) {
    02215           CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
    02216           sound = true;
    02217         }
    02218         break;
    02219
    02220       case 2:
    02221         /* blue spark */
    02222         if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
    02223           CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
    02224           sound = true;
    02225         }
    02226         break;
    02227
    02228       default:
    02229         break;
    02230     }
    02231   } while ((v = v->Next()) != NULL);
    02232
    02233   if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
    02234 }
    02235
    02236 void Train::PlayLeaveStationSound() const
    02237 {
    02238   static const SoundFx sfx[] = {
    02239     SND_04_TRAIN,
    02240     SND_0A_TRAIN_HORN,
    02241     SND_0A_TRAIN_HORN,
    02242     SND_47_MAGLEV_2,
    02243     SND_41_MAGLEV
    02244   };
    02245
    02246   if (PlayVehicleSound(this, VSE_START)) return;
    02247
    02248   EngineID engtype = this->engine_type;
    02249   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    02250 }
    02251
    02253 static void CheckNextTrainTile(Train *v)
    02254 {
    02255   /* Don't do any look-ahead if path_backoff_interval is 255. */
    02256   if (_settings_game.pf.path_backoff_interval == 255) return;
    02257
    02258   /* Exit if we reached our destination depot or are inside a depot. */
    02259   if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || v->track == TRACK_BIT_DEPOT) return;
    02260   /* Exit if we are on a station tile and are going to stop. */
    02261   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    02262   /* Exit if the current order doesn't have a destination, but the train has orders. */
    02263   if ((v->current_order.IsType(OT_NOTHING) || v->current_order.IsType(OT_LEAVESTATION) || v->current_order.IsType(OT_LOADING)) && v->GetNumOrders() > 0) return;
    02264
    02265   Trackdir td = v->GetVehicleTrackdir();
    02266
    02267   /* On a tile with a red non-pbs signal, don't look ahead. */
    02268   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    02269       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    02270       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    02271
    02272   CFollowTrackRail ft(v);
    02273   if (!ft.Follow(v->tile, td)) return;
    02274
    02275   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    02276     /* Next tile is not reserved. */
    02277     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02278       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    02279         /* If the next tile is a PBS signal, try to make a reservation. */
    02280         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02281         if (_settings_game.pf.forbid_90_deg) {
    02282           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    02283         }
    02284         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    02285       }
    02286     }
    02287   }
    02288 }
    02289
    02290 static bool CheckTrainStayInDepot(Train *v)
    02291 {
    02292   /* bail out if not all wagons are in the same depot or not in a depot at all */
    02293   for (const Train *u = v; u != NULL; u = u->Next()) {
    02294     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    02295   }
    02296
    02297   /* if the train got no power, then keep it in the depot */
    02298   if (v->tcache.cached_power == 0) {
    02299     v->vehstatus |= VS_STOPPED;
    02300     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    02301     return true;
    02302   }
    02303
    02304   SigSegState seg_state;
    02305
    02306   if (v->force_proceed == 0) {
    02307     /* force proceed was not pressed */
    02308     if (++v->time_counter < 37) {
    02309       SetWindowClassesDirty(WC_TRAINS_LIST);
    02310       return true;
    02311     }
    02312
    02313     v->time_counter = 0;
    02314
    02315     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02316     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02317       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02318       SetWindowClassesDirty(WC_TRAINS_LIST);
    02319       return true;
    02320     }
    02321   } else {
    02322     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02323   }
    02324
    02325   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02326   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02327     /* We need to have a reservation for this to work. */
    02328     if (HasDepotReservation(v->tile)) return true;
    02329     SetDepotReservation(v->tile, true);
    02330     VehicleEnterDepot(v);
    02331     return true;
    02332   }
    02333
    02334   /* Only leave when we can reserve a path to our destination. */
    02335   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == 0) {
    02336     /* No path and no force proceed. */
    02337     SetWindowClassesDirty(WC_TRAINS_LIST);
    02338     MarkTrainAsStuck(v);
    02339     return true;
    02340   }
    02341
    02342   SetDepotReservation(v->tile, true);
    02343   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02344
    02345   VehicleServiceInDepot(v);
    02346   SetWindowClassesDirty(WC_TRAINS_LIST);
    02347   v->PlayLeaveStationSound();
    02348
    02349   v->track = TRACK_BIT_X;
    02350   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02351
    02352   v->vehstatus &= ~VS_HIDDEN;
    02353   v->cur_speed = 0;
    02354
    02355   v->UpdateDeltaXY(v->direction);
    02356   v->cur_image = v->GetImage(v->direction);
    02357   VehicleMove(v, false);
    02358   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02359   UpdateTrainAcceleration(v);
    02360   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02361
    02362   return false;
    02363 }
    02364
    02366 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02367 {
    02368   DiagDirection dir = TrackdirToExitdir(track_dir);
    02369
    02370   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02371     /* Are we just leaving a tunnel/bridge? */
    02372     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02373       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02374
    02375       if (!HasVehicleOnTunnelBridge(tile, end, v)) {
    02376         /* Free the reservation only if no other train is on the tiles. */
    02377         SetTunnelBridgeReservation(tile, false);
    02378         SetTunnelBridgeReservation(end, false);
    02379
    02380         if (_settings_client.gui.show_track_reservation) {
    02381           MarkTileDirtyByTile(tile);
    02382           MarkTileDirtyByTile(end);
    02383         }
    02384       }
    02385     }
    02386   } else if (IsRailStationTile(tile)) {
    02387     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02388     /* If the new tile is not a further tile of the same station, we
    02389      * clear the reservation for the whole platform. */
    02390     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02391       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02392     }
    02393   } else {
    02394     /* Any other tile */
    02395     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02396   }
    02397 }
    02398
    02400 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02401 {
    02402   assert(v->IsFrontEngine());
    02403
    02404   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02405   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02406   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02407   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02408
    02409   /* Don't free reservation if it's not ours. */
    02410   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02411
    02412   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02413   while (ft.Follow(tile, td)) {
    02414     tile = ft.m_new_tile;
    02415     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02416     td = RemoveFirstTrackdir(&bits);
    02417     assert(bits == TRACKDIR_BIT_NONE);
    02418
    02419     if (!IsValidTrackdir(td)) break;
    02420
    02421     if (IsTileType(tile, MP_RAILWAY)) {
    02422       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02423         /* Conventional signal along trackdir: remove reservation and stop. */
    02424         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02425         break;
    02426       }
    02427       if (HasPbsSignalOnTrackdir(tile, td)) {
    02428         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02429           /* Red PBS signal? Can't be our reservation, would be green then. */
    02430           break;
    02431         } else {
    02432           /* Turn the signal back to red. */
    02433           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02434           MarkTileDirtyByTile(tile);
    02435         }
    02436       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02437         break;
    02438       }
    02439     }
    02440
    02441     /* Don't free first station/bridge/tunnel if we are on it. */
    02442     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);
    02443
    02444     free_tile = true;
    02445   }
    02446 }
    02447
    02448 static const byte _initial_tile_subcoord[6][4][3] = {
    02449 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02450 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02451 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02452 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02453 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02454 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02455 };
    02456
    02469 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
    02470 {
    02471   switch (_settings_game.pf.pathfinder_for_trains) {
    02472     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
    02473     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
    02474
    02475     default: NOT_REACHED();
    02476   }
    02477 }
    02478
    02484 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02485 {
    02486   PBSTileInfo origin = FollowTrainReservation(v);
    02487
    02488   CFollowTrackRail ft(v);
    02489
    02490   TileIndex tile = origin.tile;
    02491   Trackdir  cur_td = origin.trackdir;
    02492   while (ft.Follow(tile, cur_td)) {
    02493     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02494       /* Possible signal tile. */
    02495       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02496     }
    02497
    02498     if (_settings_game.pf.forbid_90_deg) {
    02499       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02500       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02501     }
    02502
    02503     /* Station, depot or waypoint are a possible target. */
    02504     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02505     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02506       /* Choice found or possible target encountered.
    02507        * On finding a possible target, we need to stop and let the pathfinder handle the
    02508        * remaining path. This is because we don't know if this target is in one of our
    02509        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02510        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02511        * a wrong path not leading to our next destination. */
    02512       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02513
    02514       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02515        * actually starts its search at the first unreserved tile. */
    02516       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02517
    02518       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02519       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02520       if (enterdir) *enterdir = ft.m_exitdir;
    02521       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02522     }
    02523
    02524     tile = ft.m_new_tile;
    02525     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02526
    02527     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02528       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02529       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02530       /* Safe position is all good, path valid and okay. */
    02531       return PBSTileInfo(tile, cur_td, true);
    02532     }
    02533
    02534     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02535   }
    02536
    02537   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02538     /* End of line, path valid and okay. */
    02539     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02540   }
    02541
    02542   /* Sorry, can't reserve path, back out. */
    02543   tile = origin.tile;
    02544   cur_td = origin.trackdir;
    02545   TileIndex stopped = ft.m_old_tile;
    02546   Trackdir  stopped_td = ft.m_old_td;
    02547   while (tile != stopped || cur_td != stopped_td) {
    02548     if (!ft.Follow(tile, cur_td)) break;
    02549
    02550     if (_settings_game.pf.forbid_90_deg) {
    02551       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02552       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02553     }
    02554     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02555
    02556     tile = ft.m_new_tile;
    02557     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02558
    02559     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02560   }
    02561
    02562   /* Path invalid. */
    02563   return PBSTileInfo();
    02564 }
    02565
    02576 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02577 {
    02578   switch (_settings_game.pf.pathfinder_for_trains) {
    02579     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02580     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02581
    02582     default: NOT_REACHED();
    02583   }
    02584 }
    02585
    02587 class VehicleOrderSaver
    02588 {
    02589 private:
    02590   Vehicle        *v;
    02591   Order          old_order;
    02592   TileIndex      old_dest_tile;
    02593   StationID      old_last_station_visited;
    02594   VehicleOrderID index;
    02595
    02596 public:
    02597   VehicleOrderSaver(Vehicle *_v) :
    02598     v(_v),
    02599     old_order(_v->current_order),
    02600     old_dest_tile(_v->dest_tile),
    02601     old_last_station_visited(_v->last_station_visited),
    02602     index(_v->cur_order_index)
    02603   {
    02604   }
    02605
    02606   ~VehicleOrderSaver()
    02607   {
    02608     this->v->current_order = this->old_order;
    02609     this->v->dest_tile = this->old_dest_tile;
    02610     this->v->last_station_visited = this->old_last_station_visited;
    02611   }
    02612
    02618   bool SwitchToNextOrder(bool skip_first)
    02619   {
    02620     if (this->v->GetNumOrders() == 0) return false;
    02621
    02622     if (skip_first) ++this->index;
    02623
    02624     int conditional_depth = 0;
    02625
    02626     do {
    02627       /* Wrap around. */
    02628       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02629
    02630       Order *order = this->v->GetOrder(this->index);
    02631       assert(order != NULL);
    02632
    02633       switch (order->GetType()) {
    02634         case OT_GOTO_DEPOT:
    02635           /* Skip service in depot orders when the train doesn't need service. */
    02636           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02637         case OT_GOTO_STATION:
    02638         case OT_GOTO_WAYPOINT:
    02639           this->v->current_order = *order;
    02640           UpdateOrderDest(this->v, order);
    02641           return true;
    02642         case OT_CONDITIONAL: {
    02643           if (conditional_depth > this->v->GetNumOrders()) return false;
    02644           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02645           if (next != INVALID_VEH_ORDER_ID) {
    02646             conditional_depth++;
    02647             this->index = next;
    02648             /* Don't increment next, so no break here. */
    02649             continue;
    02650           }
    02651           break;
    02652         }
    02653         default:
    02654           break;
    02655       }
    02656       /* Don't increment inside the while because otherwise conditional
    02657        * orders can lead to an infinite loop. */
    02658       ++this->index;
    02659     } while (this->index != this->v->cur_order_index);
    02660
    02661     return false;
    02662   }
    02663 };
    02664
    02665 /* choose a track */
    02666 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02667 {
    02668   Track best_track = INVALID_TRACK;
    02669   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02670   bool changed_signal = false;
    02671
    02672   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02673
    02674   if (got_reservation != NULL) *got_reservation = false;
    02675
    02676   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02677   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02678   /* Do we have a suitable reserved track? */
    02679   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02680
    02681   /* Quick return in case only one possible track is available */
    02682   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02683     Track track = FindFirstTrack(tracks);
    02684     /* We need to check for signals only here, as a junction tile can't have signals. */
    02685     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02686       do_track_reservation = true;
    02687       changed_signal = true;
    02688       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02689     } else if (!do_track_reservation) {
    02690       return track;
    02691     }
    02692     best_track = track;
    02693   }
    02694
    02695   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02696   DiagDirection dest_enterdir = enterdir;
    02697   if (do_track_reservation) {
    02698     /* Check if the train needs service here, so it has a chance to always find a depot.
    02699      * Also check if the current order is a service order so we don't reserve a path to
    02700      * the destination but instead to the next one if service isn't needed. */
    02701     CheckIfTrainNeedsService(v);
    02702     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02703
    02704     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02705     if (res_dest.tile == INVALID_TILE) {
    02706       /* Reservation failed? */
    02707       if (mark_stuck) MarkTrainAsStuck(v);
    02708       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02709       return FindFirstTrack(tracks);
    02710     }
    02711   }
    02712
    02713   /* Save the current train order. The destructor will restore the old order on function exit. */
    02714   VehicleOrderSaver orders(v);
    02715
    02716   /* If the current tile is the destination of the current order and
    02717    * a reservation was requested, advance to the next order.
    02718    * Don't advance on a depot order as depots are always safe end points
    02719    * for a path and no look-ahead is necessary. This also avoids a
    02720    * problem with depot orders not part of the order list when the
    02721    * order list itself is empty. */
    02722   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02723     orders.SwitchToNextOrder(false);
    02724   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02725       v->current_order.IsType(OT_GOTO_STATION) ?
    02726       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02727       v->tile == v->dest_tile))) {
    02728     orders.SwitchToNextOrder(true);
    02729   }
    02730
    02731   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02732     /* Pathfinders are able to tell that route was only 'guessed'. */
    02733     bool      path_not_found = false;
    02734     TileIndex new_tile = res_dest.tile;
    02735
    02736     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest);
    02737     if (new_tile == tile) best_track = next_track;
    02738
    02739     /* handle "path not found" state */
    02740     if (path_not_found) {
    02741       /* PF didn't find the route */
    02742       if (!HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
    02743         /* it is first time the problem occurred, set the "path not found" flag */
    02744         SetBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
    02745         /* and notify user about the event */
    02746         AI::NewEvent(v->owner, new AIEventVehicleLost(v->index));
    02747         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
    02748           SetDParam(0, v->index);
    02749           AddVehicleNewsItem(
    02750             STR_NEWS_TRAIN_IS_LOST,
    02751             NS_ADVICE,
    02752             v->index
    02753           );
    02754         }
    02755       }
    02756     } else {
    02757       /* route found, is the train marked with "path not found" flag? */
    02758       if (HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
    02759         /* clear the flag as the PF's problem was solved */
    02760         ClrBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
    02761         /* can we also delete the "News" item somehow? */
    02762       }
    02763     }
    02764   }
    02765
    02766   /* No track reservation requested -> finished. */
    02767   if (!do_track_reservation) return best_track;
    02768
    02769   /* A path was found, but could not be reserved. */
    02770   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02771     if (mark_stuck) MarkTrainAsStuck(v);
    02772     FreeTrainTrackReservation(v);
    02773     return best_track;
    02774   }
    02775
    02776   /* No possible reservation target found, we are probably lost. */
    02777   if (res_dest.tile == INVALID_TILE) {
    02778     /* Try to find any safe destination. */
    02779     PBSTileInfo origin = FollowTrainReservation(v);
    02780     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02781       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02782       best_track = FindFirstTrack(res);
    02783       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02784       if (got_reservation != NULL) *got_reservation = true;
    02785       if (changed_signal) MarkTileDirtyByTile(tile);
    02786     } else {
    02787       FreeTrainTrackReservation(v);
    02788       if (mark_stuck) MarkTrainAsStuck(v);
    02789     }
    02790     return best_track;
    02791   }
    02792
    02793   if (got_reservation != NULL) *got_reservation = true;
    02794
    02795   /* Reservation target found and free, check if it is safe. */
    02796   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02797     /* Extend reservation until we have found a safe position. */
    02798     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02799     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02800     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02801     if (_settings_game.pf.forbid_90_deg) {
    02802       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02803     }
    02804
    02805     /* Get next order with destination. */
    02806     if (orders.SwitchToNextOrder(true)) {
    02807       PBSTileInfo cur_dest;
    02808       DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, true, &cur_dest);
    02809       if (cur_dest.tile != INVALID_TILE) {
    02810         res_dest = cur_dest;
    02811         if (res_dest.okay) continue;
    02812         /* Path found, but could not be reserved. */
    02813         FreeTrainTrackReservation(v);
    02814         if (mark_stuck) MarkTrainAsStuck(v);
    02815         if (got_reservation != NULL) *got_reservation = false;
    02816         changed_signal = false;
    02817         break;
    02818       }
    02819     }
    02820     /* No order or no safe position found, try any position. */
    02821     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02822       FreeTrainTrackReservation(v);
    02823       if (mark_stuck) MarkTrainAsStuck(v);
    02824       if (got_reservation != NULL) *got_reservation = false;
    02825       changed_signal = false;
    02826     }
    02827     break;
    02828   }
    02829
    02830   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02831
    02832   if (changed_signal) MarkTileDirtyByTile(tile);
    02833
    02834   return best_track;
    02835 }
    02836
    02845 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02846 {
    02847   assert(v->IsFrontEngine());
    02848
    02849   /* We have to handle depots specially as the track follower won't look
    02850    * at the depot tile itself but starts from the next tile. If we are still
    02851    * inside the depot, a depot reservation can never be ours. */
    02852   if (v->track == TRACK_BIT_DEPOT) {
    02853     if (HasDepotReservation(v->tile)) {
    02854       if (mark_as_stuck) MarkTrainAsStuck(v);
    02855       return false;
    02856     } else {
    02857       /* Depot not reserved, but the next tile might be. */
    02858       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02859       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02860     }
    02861   }
    02862
    02863   /* Special check if we are in front of a two-sided conventional signal. */
    02864   DiagDirection dir = TrainExitDir(v->direction, v->track);
    02865   TileIndex next_tile = TileAddByDiagDir(v->tile, dir);
    02866   if (IsTileType(next_tile, MP_RAILWAY) && HasReservedTracks(next_tile, DiagdirReachesTracks(dir))) {
    02867     /* Can have only one reserved trackdir. */
    02868     Trackdir td = FindFirstTrackdir(TrackBitsToTrackdirBits(GetReservedTrackbits(next_tile)) & DiagdirReachesTrackdirs(dir));
    02869     if (HasSignalOnTrackdir(next_tile, td) && HasSignalOnTrackdir(next_tile, ReverseTrackdir(td)) &&
    02870         !IsPbsSignal(GetSignalType(next_tile, TrackdirToTrack(td)))) {
    02871       /* Signal already reserved, is not ours. */
    02872       if (mark_as_stuck) MarkTrainAsStuck(v);
    02873       return false;
    02874     }
    02875   }
    02876
    02877   Vehicle *other_train = NULL;
    02878   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02879   /* The path we are driving on is alread blocked by some other train.
    02880    * This can only happen in certain situations when mixing path and
    02881    * block signals or when changing tracks and/or signals.
    02882    * Exit here as doing any further reservations will probably just
    02883    * make matters worse. */
    02884   if (other_train != NULL && other_train->index != v->index) {
    02885     if (mark_as_stuck) MarkTrainAsStuck(v);
    02886     return false;
    02887   }
    02888   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02889   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02890     /* Can't be stuck then. */
    02891     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    02892     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02893     return true;
    02894   }
    02895
    02896   /* If we are in a depot, tentativly reserve the depot. */
    02897   if (v->track == TRACK_BIT_DEPOT) {
    02898     SetDepotReservation(v->tile, true);
    02899     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02900   }
    02901
    02902   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02903   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02904   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02905
    02906   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02907
    02908   bool res_made = false;
    02909   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02910
    02911   if (!res_made) {
    02912     /* Free the depot reservation as well. */
    02913     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02914     return false;
    02915   }
    02916
    02917   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02918     /* This might be called when a train is loading. At that time the counter
    02919      * is (mis)used (or rather PBS misuses it) for determining how long to wait
    02920      * till going to the next load cycle. If that number is set to 0 the wait
    02921      * for loading will be 65535 ticks, which is not what we want. Actually, We
    02922      * do not want to reset the waiting period during loading in any case. */
    02923     if (!v->current_order.IsType(OT_LOADING)) v->time_counter = 0;
    02924     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    02925   }
    02926   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02927   return true;
    02928 }
    02929
    02930
    02931 static bool CheckReverseTrain(const Train *v)
    02932 {
    02933   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02934       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02935       !(v->direction & 1)) {
    02936     return false;
    02937   }
    02938
    02939   assert(v->track != TRACK_BIT_NONE);
    02940
    02941   switch (_settings_game.pf.pathfinder_for_trains) {
    02942     case VPF_NPF: return NPFTrainCheckReverse(v);
    02943     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02944
    02945     default: NOT_REACHED();
    02946   }
    02947 }
    02948
    02949 TileIndex Train::GetOrderStationLocation(StationID station)
    02950 {
    02951   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02952
    02953   const Station *st = Station::Get(station);
    02954   if (!(st->facilities & FACIL_TRAIN)) {
    02955     /* The destination station has no trainstation tiles. */
    02956     this->IncrementOrderIndex();
    02957     return 0;
    02958   }
    02959
    02960   return st->xy;
    02961 }
    02962
    02963 void Train::MarkDirty()
    02964 {
    02965   Vehicle *v = this;
    02966   do {
    02967     v->UpdateViewport(false, false);
    02968   } while ((v = v->Next()) != NULL);
    02969
    02970   /* need to update acceleration and cached values since the goods on the train changed. */
    02971   TrainCargoChanged(this);
    02972   UpdateTrainAcceleration(this);
    02973 }
    02974
    02985 static int UpdateTrainSpeed(Train *v)
    02986 {
    02987   uint accel;
    02988
    02989   if ((v->vehstatus & VS_STOPPED) || HasBit(v->flags, VRF_REVERSING) || HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02990     switch (_settings_game.vehicle.train_acceleration_model) {
    02991       default: NOT_REACHED();
    02992       case TAM_ORIGINAL:  accel = v->acceleration * -4; break;
    02993       case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_BRAKE); break;
    02994     }
    02995   } else {
    02996     switch (_settings_game.vehicle.train_acceleration_model) {
    02997       default: NOT_REACHED();
    02998       case TAM_ORIGINAL:  accel = v->acceleration * 2; break;
    02999       case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_ACCEL); break;
    03000     }
    03001   }
    03002
    03003   uint spd = v->subspeed + accel;
    03004   v->subspeed = (byte)spd;
    03005   {
    03006     int tempmax = v->max_speed;
    03007     if (v->cur_speed > v->max_speed)
    03008       tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
    03009     v->cur_speed = spd = Clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
    03010   }
    03011
    03012   /* Scale speed by 3/4. Previously this was only done when the train was
    03013    * facing diagonally and would apply to however many moves the train made
    03014    * regardless the of direction actually moved in. Now it is always scaled,
    03015    * 256 spd is used to go straight and 192 is used to go diagonally
    03016    * (3/4 of 256). This results in the same effect, but without the error the
    03017    * previous method caused.
    03018    *
    03019    * The scaling is done in this direction and not by multiplying the amount
    03020    * to be subtracted by 4/3 so that the leftover speed can be saved in a
    03021    * byte in v->progress.
    03022    */
    03023   int scaled_spd = spd * 3 >> 2;
    03024
    03025   scaled_spd += v->progress;
    03026   v->progress = 0; // set later in TrainLocoHandler or TrainController
    03027   return scaled_spd;
    03028 }
    03029
    03030 static void TrainEnterStation(Train *v, StationID station)
    03031 {
    03032   v->last_station_visited = station;
    03033
    03034   /* check if a train ever visited this station before */
    03035   Station *st = Station::Get(station);
    03036   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    03037     st->had_vehicle_of_type |= HVOT_TRAIN;
    03038     SetDParam(0, st->index);
    03039     AddVehicleNewsItem(
    03040       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    03041       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
    03042       v->index,
    03043       st->index
    03044     );
    03045     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
    03046   }
    03047
    03048   v->BeginLoading();
    03049
    03050   StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
    03051 }
    03052
    03053 static byte AfterSetTrainPos(Train *v, bool new_tile)
    03054 {
    03055   byte old_z = v->z_pos;
    03056   v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
    03057
    03058   if (new_tile) {
    03059     ClrBit(v->flags, VRF_GOINGUP);
    03060     ClrBit(v->flags, VRF_GOINGDOWN);
    03061
    03062     if (v->track == TRACK_BIT_X || v->track == TRACK_BIT_Y) {
    03063       /* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
    03064        * To check whether the current tile is sloped, and in which
    03065        * direction it is sloped, we get the 'z' at the center of
    03066        * the tile (middle_z) and the edge of the tile (old_z),
    03067        * which we then can compare. */
    03068       static const int HALF_TILE_SIZE = TILE_SIZE / 2;
    03069       static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
    03070
    03071       byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
    03072
    03073       if (middle_z != v->z_pos) {
    03074         SetBit(v->flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
    03075       }
    03076     }
    03077   }
    03078
    03079   VehicleMove(v, true);
    03080   return old_z;
    03081 }
    03082
    03083 /* Check if the vehicle is compatible with the specified tile */
    03084 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    03085 {
    03086   return
    03087     IsInfraTileUsageAllowed(tile, v->owner, VEH_TRAIN) && (
    03088       !v->IsFrontEngine() ||
    03089       HasBit(v->compatible_railtypes, GetRailType(tile))
    03090     );
    03091 }
    03092
    03093 struct RailtypeSlowdownParams {
    03094   byte small_turn, large_turn;
    03095   byte z_up; // fraction to remove when moving up
    03096   byte z_down; // fraction to remove when moving down
    03097 };
    03098
    03099 static const RailtypeSlowdownParams _railtype_slowdown[] = {
    03100   /* normal accel */
    03101   {256 / 4, 256 / 2, 256 / 4, 2},
    03102   {256 / 4, 256 / 2, 256 / 4, 2},
    03103   {256 / 4, 256 / 2, 256 / 4, 2},
    03104   {0,       256 / 2, 256 / 4, 2},
    03105 };
    03106
    03108 static inline void AffectSpeedByZChange(Train *v, byte old_z)
    03109 {
    03110   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
    03111
    03112   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    03113
    03114   if (old_z < v->z_pos) {
    03115     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
    03116   } else {
    03117     uint16 spd = v->cur_speed + rsp->z_down;
    03118     if (spd <= v->max_speed) v->cur_speed = spd;
    03119   }
    03120 }
    03121
    03122 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    03123 {
    03124   if (IsTileType(tile, MP_RAILWAY) &&
    03125       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    03126     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    03127     Trackdir trackdir = FindFirstTrackdir(tracks);
    03128     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    03129       /* A PBS block with a non-PBS signal facing us? */
    03130       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    03131     }
    03132   }
    03133   return false;
    03134 }
    03135
    03139 void Train::ReserveTrackUnderConsist() const
    03140 {
    03141   for (const Train *u = this; u != NULL; u = u->Next()) {
    03142     switch (u->track) {
    03143       case TRACK_BIT_WORMHOLE:
    03144         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    03145         break;
    03146       case TRACK_BIT_DEPOT:
    03147         break;
    03148       default:
    03149         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    03150         break;
    03151     }
    03152   }
    03153 }
    03154
    03155 uint Train::Crash(bool flooded)
    03156 {
    03157   uint pass = 0;
    03158   if (this->IsFrontEngine()) {
    03159     pass += 4; // driver
    03160
    03161     /* Remove the reserved path in front of the train if it is not stuck.
    03162      * Also clear all reserved tracks the train is currently on. */
    03163     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    03164     for (const Train *v = this; v != NULL; v = v->Next()) {
    03165       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03166       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    03167         /* ClearPathReservation will not free the wormhole exit
    03168          * if the train has just entered the wormhole. */
    03169         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    03170       }
    03171     }
    03172
    03173     /* we may need to update crossing we were approaching,
    03174     * but must be updated after the train has been marked crashed */
    03175     TileIndex crossing = TrainApproachingCrossingTile(this);
    03176     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    03177   }
    03178
    03179   pass += Vehicle::Crash(flooded);
    03180
    03181   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    03182   return pass;
    03183 }
    03184
    03191 static uint TrainCrashed(Train *v)
    03192 {
    03193   uint num = 0;
    03194
    03195   /* do not crash train twice */
    03196   if (!(v->vehstatus & VS_CRASHED)) {
    03197     num = v->Crash();
    03198     AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
    03199   }
    03200
    03201   /* Try to re-reserve track under already crashed train too.
    03202    * SetVehicleCrashed() clears the reservation! */
    03203   v->ReserveTrackUnderConsist();
    03204
    03205   return num;
    03206 }
    03207
    03208 struct TrainCollideChecker {
    03209   Train *v;
    03210   uint num;
    03211 };
    03212
    03213 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    03214 {
    03215   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    03216
    03217   /* not a train or in depot */
    03218   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    03219
    03220   /* get first vehicle now to make most usual checks faster */
    03221   Train *coll = Train::From(v)->First();
    03222
    03223   /* can't collide with own wagons */
    03224   if (coll == tcc->v) return NULL;
    03225
    03226   int x_diff = v->x_pos - tcc->v->x_pos;
    03227   int y_diff = v->y_pos - tcc->v->y_pos;
    03228
    03229   /* Do fast calculation to check whether trains are not in close vicinity
    03230    * and quickly reject trains distant enough for any collision.
    03231    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    03232    * Differences are then ORed and then we check for any higher bits */
    03233   uint hash = (y_diff + 7) | (x_diff + 7);
    03234   if (hash & ~15) return NULL;
    03235
    03236   /* Slower check using multiplication */
    03237   if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
    03238
    03239   /* Happens when there is a train under bridge next to bridge head */
    03240   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    03241
    03242   /* crash both trains */
    03243   tcc->num += TrainCrashed(tcc->v);
    03244   tcc->num += TrainCrashed(coll);
    03245
    03246   return NULL; // continue searching
    03247 }
    03248
    03255 static bool CheckTrainCollision(Train *v)
    03256 {
    03257   /* can't collide in depot */
    03258   if (v->track == TRACK_BIT_DEPOT) return false;
    03259
    03260   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    03261
    03262   TrainCollideChecker tcc;
    03263   tcc.v = v;
    03264   tcc.num = 0;
    03265
    03266   /* find colliding vehicles */
    03267   if (v->track == TRACK_BIT_WORMHOLE) {
    03268     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    03269     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    03270   } else {
    03271     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    03272   }
    03273
    03274   /* any dead -> no crash */
    03275   if (tcc.num == 0) return false;
    03276
    03277   SetDParam(0, tcc.num);
    03278   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
    03279     NS_ACCIDENT,
    03280     v->index
    03281   );
    03282
    03283   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    03284   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    03285   return true;
    03286 }
    03287
    03288 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    03289 {
    03290   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    03291
    03292   Train *t = Train::From(v);
    03293   DiagDirection exitdir = *(DiagDirection *)data;
    03294
    03295   /* not front engine of a train, inside wormhole or depot, crashed */
    03296   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    03297
    03298   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    03299
    03300   return t;
    03301 }
    03302
    03303 static void TrainController(Train *v, Vehicle *nomove)
    03304 {
    03305   Train *first = v->First();
    03306   Train *prev;
    03307   bool direction_changed = false; // has direction of any part changed?
    03308
    03309   /* For every vehicle after and including the given vehicle */
    03310   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    03311     DiagDirection enterdir = DIAGDIR_BEGIN;
    03312     bool update_signals_crossing = false; // will we update signals or crossing state?
    03313
    03314     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    03315     if (v->track != TRACK_BIT_WORMHOLE) {
    03316       /* Not inside tunnel */
    03317       if (gp.old_tile == gp.new_tile) {
    03318         /* Staying in the old tile */
    03319         if (v->track == TRACK_BIT_DEPOT) {
    03320           /* Inside depot */
    03321           gp.x = v->x_pos;
    03322           gp.y = v->y_pos;
    03323         } else {
    03324           /* Not inside depot */
    03325
    03326           /* Reverse when we are at the end of the track already, do not move to the new position */
    03327           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
    03328
    03329           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03330           if (HasBit(r, VETS_CANNOT_ENTER)) {
    03331             goto invalid_rail;
    03332           }
    03333           if (HasBit(r, VETS_ENTERED_STATION)) {
    03334             /* The new position is the end of the platform */
    03335             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03336           }
    03337         }
    03338       } else {
    03339         /* A new tile is about to be entered. */
    03340
    03341         /* Determine what direction we're entering the new tile from */
    03342         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    03343         assert(IsValidDiagDirection(enterdir));
    03344
    03345         /* Get the status of the tracks in the new tile and mask
    03346          * away the bits that aren't reachable. */
    03347         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    03348         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    03349
    03350         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03351         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    03352
    03353         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03354         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    03355           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    03356            * can be switched on halfway a turn */
    03357           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03358         }
    03359
    03360         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    03361
    03362         /* Check if the new tile contrains tracks that are compatible
    03363          * with the current train, if not, bail out. */
    03364         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    03365
    03366         TrackBits chosen_track;
    03367         if (prev == NULL) {
    03368           /* Currently the locomotive is active. Determine which one of the
    03369            * available tracks to choose */
    03370           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    03371           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    03372
    03373           if (v->force_proceed != 0 && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    03374             /* For each signal we find decrease the counter by one.
    03375              * We start at two, so the first signal we pass decreases
    03376              * this to one, then if we reach the next signal it is
    03377              * decreased to zero and we won't pass that new signal. */
    03378             Trackdir dir = FindFirstTrackdir(trackdirbits);
    03379             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
    03380                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
    03381               /* However, we do not want to be stopped by PBS signals
    03382                * entered via the back. */
    03383               v->force_proceed--;
    03384               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03385             }
    03386           }
    03387
    03388           /* Check if it's a red signal and that force proceed is not clicked. */
    03389           if ((red_signals & chosen_track) && v->force_proceed == 0) {
    03390             /* In front of a red signal */
    03391             Trackdir i = FindFirstTrackdir(trackdirbits);
    03392
    03393             /* Don't handle stuck trains here. */
    03394             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
    03395
    03396             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03397               v->cur_speed = 0;
    03398               v->subspeed = 0;
    03399               v->progress = 255 - 100;
    03400               if (_settings_game.pf.wait_oneway_signal == 255 || ++v->time_counter < _settings_game.pf.wait_oneway_signal * 20) return;
    03401             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03402               v->cur_speed = 0;
    03403               v->subspeed = 0;
    03404               v->progress = 255 - 10;
    03405               if (_settings_game.pf.wait_twoway_signal == 255 || ++v->time_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03406                 DiagDirection exitdir = TrackdirToExitdir(i);
    03407                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03408
    03409                 exitdir = ReverseDiagDir(exitdir);
    03410
    03411                 /* check if a train is waiting on the other side */
    03412                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
    03413               }
    03414             }
    03415
    03416             /* If we would reverse but are currently in a PBS block and
    03417              * reversing of stuck trains is disabled, don't reverse. */
    03418             if (_settings_game.pf.wait_for_pbs_path == 255 && UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03419               v->time_counter = 0;
    03420               return;
    03421             }
    03422             goto reverse_train_direction;
    03423           } else {
    03424             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
    03425           }
    03426         } else {
    03427           /* The wagon is active, simply follow the prev vehicle. */
    03428           if (prev->tile == gp.new_tile) {
    03429             /* Choose the same track as prev */
    03430             if (prev->track == TRACK_BIT_WORMHOLE) {
    03431               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03432                * However, just choose the track into the wormhole. */
    03433               assert(IsTunnel(prev->tile));
    03434               chosen_track = bits;
    03435             } else {
    03436               chosen_track = prev->track;
    03437             }
    03438           } else {
    03439             /* Choose the track that leads to the tile where prev is.
    03440              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03441              * I.e. when the tile between them has only space for a single vehicle like
    03442              *  1) horizontal/vertical track tiles and
    03443              *  2) some orientations of tunnelentries, where the vehicle is already inside the wormhole at 8/16 from the tileedge.
    03444              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnelentry.
    03445              */
    03446             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03447               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03448               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03449               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03450               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03451             };
    03452             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03453             assert(IsValidDiagDirection(exitdir));
    03454             chosen_track = _connecting_track[enterdir][exitdir];
    03455           }
    03456           chosen_track &= bits;
    03457         }
    03458
    03459         /* Make sure chosen track is a valid track */
    03460         assert(
    03461             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03462             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03463             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03464
    03465         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03466         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03467         gp.x = (gp.x & ~0xF) | b[0];
    03468         gp.y = (gp.y & ~0xF) | b[1];
    03469         Direction chosen_dir = (Direction)b[2];
    03470
    03471         /* Call the landscape function and tell it that the vehicle entered the tile */
    03472         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03473         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03474           goto invalid_rail;
    03475         }
    03476
    03477         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03478           Track track = FindFirstTrack(chosen_track);
    03479           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03480           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03481             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03482             MarkTileDirtyByTile(gp.new_tile);
    03483           }
    03484
    03485           /* Clear any track reservation when the last vehicle leaves the tile */
    03486           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03487
    03488           v->tile = gp.new_tile;
    03489
    03490           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03491             TrainPowerChanged(v->First());
    03492           }
    03493
    03494           v->track = chosen_track;
    03495           assert(v->track);
    03496         }
    03497
    03498         /* We need to update signal status, but after the vehicle position hash
    03499          * has been updated by AfterSetTrainPos() */
    03500         update_signals_crossing = true;
    03501
    03502         if (chosen_dir != v->direction) {
    03503           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == TAM_ORIGINAL) {
    03504             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    03505             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03506             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
    03507           }
    03508           direction_changed = true;
    03509           v->direction = chosen_dir;
    03510         }
    03511
    03512         if (v->IsFrontEngine()) {
    03513           v->time_counter = 0;
    03514
    03515           /* If we are approching a crossing that is reserved, play the sound now. */
    03516           TileIndex crossing = TrainApproachingCrossingTile(v);
    03517           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03518
    03519           /* Always try to extend the reservation when entering a tile. */
    03520           CheckNextTrainTile(v);
    03521         }
    03522
    03523         if (HasBit(r, VETS_ENTERED_STATION)) {
    03524           /* The new position is the location where we want to stop */
    03525           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03526         }
    03527       }
    03528     } else {
    03529       /* In a tunnel or on a bridge
    03530        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
    03531        * - for bridges, only the middle part - without the bridge heads */
    03532       if (!(v->vehstatus & VS_HIDDEN)) {
    03533         v->cur_speed =
    03534           min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
    03535       }
    03536
    03537       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03538         /* Perform look-ahead on tunnel exit. */
    03539         if (v->IsFrontEngine()) {
    03540           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03541           CheckNextTrainTile(v);
    03542         }
    03543       } else {
    03544         v->x_pos = gp.x;
    03545         v->y_pos = gp.y;
    03546         VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
    03547         continue;
    03548       }
    03549     }
    03550
    03551     /* update image of train, as well as delta XY */
    03552     v->UpdateDeltaXY(v->direction);
    03553
    03554     v->x_pos = gp.x;
    03555     v->y_pos = gp.y;
    03556
    03557     /* update the Z position of the vehicle */
    03558     byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
    03559
    03560     if (prev == NULL) {
    03561       /* This is the first vehicle in the train */
    03562       AffectSpeedByZChange(v, old_z);
    03563     }
    03564
    03565     if (update_signals_crossing) {
    03566       if (v->IsFrontEngine()) {
    03567         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03568           /* We are entering a block with PBS signals right now, but
    03569            * not through a PBS signal. This means we don't have a
    03570            * reservation right now. As a conventional signal will only
    03571            * ever be green if no other train is in the block, getting
    03572            * a path should always be possible. If the player built
    03573            * such a strange network that it is not possible, the train
    03574            * will be marked as stuck and the player has to deal with
    03575            * the problem. */
    03576           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03577               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03578               !TryPathReserve(v)) {
    03579             MarkTrainAsStuck(v);
    03580           }
    03581         }
    03582       }
    03583
    03584       /* Signals can only change when the first
    03585        * (above) or the last vehicle moves. */
    03586       if (v->Next() == NULL) {
    03587         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03588         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03589       }
    03590     }
    03591
    03592     /* Do not check on every tick to save some computing time. */
    03593     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03594   }
    03595
    03596   if (direction_changed) first->tcache.cached_max_curve_speed = GetTrainCurveSpeedLimit(first);
    03597
    03598   return;
    03599
    03600 invalid_rail:
    03601   /* We've reached end of line?? */
    03602   if (prev != NULL) error("Disconnecting train");
    03603
    03604 reverse_train_direction:
    03605   v->time_counter = 0;
    03606   v->cur_speed = 0;
    03607   v->subspeed = 0;
    03608   ReverseTrainDirection(v);
    03609 }
    03610
    03616 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03617 {
    03618   TrackBits *trackbits = (TrackBits *)data;
    03619
    03620   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03621     if (Train::From(v)->track == TRACK_BIT_WORMHOLE) {
    03622       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03623       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03624     } else {
    03625       *trackbits |= Train::From(v)->track;
    03626     }
    03627   }
    03628
    03629   return NULL;
    03630 }
    03631
    03639 static void DeleteLastWagon(Train *v)
    03640 {
    03641   Train *first = v->First();
    03642
    03643   /* Go to the last wagon and delete the link pointing there
    03644    * *u is then the one-before-last wagon, and *v the last
    03645    * one which will physicially be removed */
    03646   Train *u = v;
    03647   for (; v->Next() != NULL; v = v->Next()) u = v;
    03648   u->SetNext(NULL);
    03649
    03650   if (first != v) {
    03651     /* Recalculate cached train properties */
    03652     TrainConsistChanged(first, false);
    03653     /* Update the depot window if the first vehicle is in depot -
    03654      * if v == first, then it is updated in PreDestructor() */
    03655     if (first->track == TRACK_BIT_DEPOT) {
    03656       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03657     }
    03658   }
    03659
    03660   /* 'v' shouldn't be accessed after it has been deleted */
    03661   TrackBits trackbits = v->track;
    03662   TileIndex tile = v->tile;
    03663   Owner owner = v->owner;
    03664
    03665   delete v;
    03666   v = NULL; // make sure nobody will try to read 'v' anymore
    03667
    03668   if (trackbits == TRACK_BIT_WORMHOLE) {
    03669     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03670     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03671   }
    03672
    03673   Track track = TrackBitsToTrack(trackbits);
    03674   if (HasReservedTracks(tile, trackbits)) {
    03675     UnreserveRailTrack(tile, track);
    03676
    03677     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03678     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03679     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03680
    03681     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03682     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03683     for (Track t = TRACK_BEGIN; t < TRACK_END; t++) {
    03684       if (HasBit(remaining_trackbits, t)) {
    03685         TryReserveRailTrack(tile, t);
    03686       }
    03687     }
    03688   }
    03689
    03690   /* check if the wagon was on a road/rail-crossing */
    03691   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03692
    03693   /* Update signals */
    03694   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03695     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03696   } else {
    03697     SetSignalsOnBothDir(tile, track, owner);
    03698   }
    03699 }
    03700
    03701 static void ChangeTrainDirRandomly(Train *v)
    03702 {
    03703   static const DirDiff delta[] = {
    03704     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03705   };
    03706
    03707   do {
    03708     /* We don't need to twist around vehicles if they're not visible */
    03709     if (!(v->vehstatus & VS_HIDDEN)) {
    03710       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03711       v->UpdateDeltaXY(v->direction);
    03712       v->cur_image = v->GetImage(v->direction);
    03713       /* Refrain from updating the z position of the vehicle when on
    03714        * a bridge, because AfterSetTrainPos will put the vehicle under
    03715        * the bridge in that case */
    03716       if (v->track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
    03717     }
    03718   } while ((v = v->Next()) != NULL);
    03719 }
    03720
    03721 static bool HandleCrashedTrain(Train *v)
    03722 {
    03723   int state = ++v->crash_anim_pos;
    03724
    03725   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03726     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03727   }
    03728
    03729   uint32 r;
    03730   if (state <= 200 && Chance16R(1, 7, r)) {
    03731     int index = (r * 10 >> 16);
    03732
    03733     Vehicle *u = v;
    03734     do {
    03735       if (--index < 0) {
    03736         r = Random();
    03737
    03738         CreateEffectVehicleRel(u,
    03739           GB(r,  8, 3) + 2,
    03740           GB(r, 16, 3) + 2,
    03741           GB(r,  0, 3) + 5,
    03742           EV_EXPLOSION_SMALL);
    03743         break;
    03744       }
    03745     } while ((u = u->Next()) != NULL);
    03746   }
    03747
    03748   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03749
    03750   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03751     bool ret = v->Next() != NULL;
    03752     DeleteLastWagon(v);
    03753     return ret;
    03754   }
    03755
    03756   return true;
    03757 }
    03758
    03759 static void HandleBrokenTrain(Train *v)
    03760 {
    03761   if (v->breakdown_ctr != 1) {
    03762     v->breakdown_ctr = 1;
    03763     v->cur_speed = 0;
    03764
    03765     if (v->breakdowns_since_last_service != 255)
    03766       v->breakdowns_since_last_service++;
    03767
    03768     v->MarkDirty();
    03769     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03770     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    03771
    03772     if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
    03773       SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
    03774         SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
    03775     }
    03776
    03777     if (!(v->vehstatus & VS_HIDDEN)) {
    03778       EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
    03779       if (u != NULL) u->animation_state = v->breakdown_delay * 2;
    03780     }
    03781   }
    03782
    03783   if (!(v->tick_counter & 3)) {
    03784     if (!--v->breakdown_delay) {
    03785       v->breakdown_ctr = 0;
    03786       v->MarkDirty();
    03787       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03788     }
    03789   }
    03790 }
    03791
    03793 static const uint16 _breakdown_speeds[16] = {
    03794   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03795 };
    03796
    03797
    03805 static bool TrainApproachingLineEnd(Train *v, bool signal)
    03806 {
    03807   /* Calc position within the current tile */
    03808   uint x = v->x_pos & 0xF;
    03809   uint y = v->y_pos & 0xF;
    03810
    03811   /* for diagonal directions, 'x' will be 0..15 -
    03812    * for other directions, it will be 1, 3, 5, ..., 15 */
    03813   switch (v->direction) {
    03814     case DIR_N : x = ~x + ~y + 25; break;
    03815     case DIR_NW: x = y;            // FALLTHROUGH
    03816     case DIR_NE: x = ~x + 16;      break;
    03817     case DIR_E : x = ~x + y + 9;   break;
    03818     case DIR_SE: x = y;            break;
    03819     case DIR_S : x = x + y - 7;    break;
    03820     case DIR_W : x = ~y + x + 9;   break;
    03821     default: break;
    03822   }
    03823
    03824   /* do not reverse when approaching red signal */
    03825   if (!signal && x + (v->tcache.cached_veh_length + 1) / 2 >= TILE_SIZE) {
    03826     /* we are too near the tile end, reverse now */
    03827     v->cur_speed = 0;
    03828     ReverseTrainDirection(v);
    03829     return false;
    03830   }
    03831
    03832   /* slow down */
    03833   v->vehstatus |= VS_TRAIN_SLOWING;
    03834   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03835   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03836
    03837   return true;
    03838 }
    03839
    03840
    03846 static bool TrainCanLeaveTile(const Train *v)
    03847 {
    03848   /* Exit if inside a tunnel/bridge or a depot */
    03849   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03850
    03851   TileIndex tile = v->tile;
    03852
    03853   /* entering a tunnel/bridge? */
    03854   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03855     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03856     if (DiagDirToDir(dir) == v->direction) return false;
    03857   }
    03858
    03859   /* entering a depot? */
    03860   if (IsRailDepotTile(tile)) {
    03861     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03862     if (DiagDirToDir(dir) == v->direction) return false;
    03863   }
    03864
    03865   return true;
    03866 }
    03867
    03868
    03876 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03877 {
    03878   assert(v->IsFrontEngine());
    03879   assert(!(v->vehstatus & VS_CRASHED));
    03880
    03881   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03882
    03883   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03884   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03885
    03886   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03887   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03888       !CheckCompatibleRail(v, tile)) {
    03889     return INVALID_TILE;
    03890   }
    03891
    03892   return tile;
    03893 }
    03894
    03895
    03902 static bool TrainCheckIfLineEnds(Train *v)
    03903 {
    03904   /* First, handle broken down train */
    03905
    03906   int t = v->breakdown_ctr;
    03907   if (t > 1) {
    03908     v->vehstatus |= VS_TRAIN_SLOWING;
    03909
    03910     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    03911     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03912   } else {
    03913     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03914   }
    03915
    03916   if (!TrainCanLeaveTile(v)) return true;
    03917
    03918   /* Determine the non-diagonal direction in which we will exit this tile */
    03919   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03920   /* Calculate next tile */
    03921   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03922
    03923   /* Determine the track status on the next tile */
    03924   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03925   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03926
    03927   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03928   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03929
    03930   /* We are sure the train is not entering a depot, it is detected above */
    03931
    03932   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03933   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03934   if (_settings_game.pf.forbid_90_deg) {
    03935     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03936   }
    03937
    03938   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03939   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03940     return TrainApproachingLineEnd(v, false);
    03941   }
    03942
    03943   /* approaching red signal */
    03944   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
    03945
    03946   /* approaching a rail/road crossing? then make it red */
    03947   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03948
    03949   return true;
    03950 }
    03951
    03952
    03953 static bool TrainLocoHandler(Train *v, bool mode)
    03954 {
    03955   /* train has crashed? */
    03956   if (v->vehstatus & VS_CRASHED) {
    03957     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03958   }
    03959
    03960   if (v->force_proceed != 0) {
    03961     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03962     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03963   }
    03964
    03965   /* train is broken down? */
    03966   if (v->breakdown_ctr != 0) {
    03967     if (v->breakdown_ctr <= 2) {
    03968       HandleBrokenTrain(v);
    03969       return true;
    03970     }
    03971     if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
    03972   }
    03973
    03974   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03975     ReverseTrainDirection(v);
    03976   }
    03977
    03978   /* exit if train is stopped */
    03979   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03980
    03981   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03982   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03983     v->time_counter = 0;
    03984     v->cur_speed = 0;
    03985     v->subspeed = 0;
    03986     ReverseTrainDirection(v);
    03987     return true;
    03988   }
    03989
    03990   v->HandleLoading(mode);
    03991
    03992   if (v->current_order.IsType(OT_LOADING)) return true;
    03993
    03994   if (CheckTrainStayInDepot(v)) return true;
    03995
    03996   if (!mode) HandleLocomotiveSmokeCloud(v);
    03997
    03998   /* We had no order but have an order now, do look ahead. */
    03999   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    04000     CheckNextTrainTile(v);
    04001   }
    04002
    04003   /* Handle stuck trains. */
    04004   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    04005     ++v->time_counter;
    04006
    04007     /* Should we try reversing this tick if still stuck? */
    04008     bool turn_around = v->time_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
    04009
    04010     if (!turn_around && v->time_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == 0) return true;
    04011     if (!TryPathReserve(v)) {
    04012       /* Still stuck. */
    04013       if (turn_around) ReverseTrainDirection(v);
    04014
    04015       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->time_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    04016         /* Show message to player. */
    04017         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
    04018           SetDParam(0, v->index);
    04019           AddVehicleNewsItem(
    04020             STR_NEWS_TRAIN_IS_STUCK,
    04021             NS_ADVICE,
    04022             v->index
    04023           );
    04024         }
    04025         v->time_counter = 0;
    04026       }
    04027       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    04028       if (v->force_proceed == 0) return true;
    04029       ClrBit(v->flags, VRF_TRAIN_STUCK);
    04030       v->time_counter = 0;
    04031       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04032     }
    04033   }
    04034
    04035   if (v->current_order.IsType(OT_LEAVESTATION)) {
    04036     v->current_order.Free();
    04037     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04038     return true;
    04039   }
    04040
    04041   int j = UpdateTrainSpeed(v);
    04042
    04043   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    04044   if (v->cur_speed == 0 && v->tcache.last_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    04045     /* If we manually stopped, we're not force-proceeding anymore. */
    04046     v->force_proceed = 0;
    04047     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04048   }
    04049
    04050   int adv_spd = (v->direction & 1) ? 192 : 256;
    04051   if (j < adv_spd) {
    04052     /* if the vehicle has speed 0, update the last_speed field. */
    04053     if (v->cur_speed == 0) SetLastSpeed(v, v->cur_speed);
    04054   } else {
    04055     TrainCheckIfLineEnds(v);
    04056     /* Loop until the train has finished moving. */
    04057     for (;;) {
    04058       j -= adv_spd;
    04059       TrainController(v, NULL);
    04060       /* Don't continue to move if the train crashed. */
    04061       if (CheckTrainCollision(v)) break;
    04062       /* 192 spd used for going straight, 256 for going diagonally. */
    04063       adv_spd = (v->direction & 1) ? 192 : 256;
    04064
    04065       /* No more moving this tick */
    04066       if (j < adv_spd || v->cur_speed == 0) break;
    04067
    04068       OrderType order_type = v->current_order.GetType();
    04069       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    04070       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    04071             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    04072             IsTileType(v->tile, MP_STATION) &&
    04073             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    04074         ProcessOrders(v);
    04075       }
    04076     }
    04077     SetLastSpeed(v, v->cur_speed);
    04078   }
    04079
    04080   for (Train *u = v; u != NULL; u = u->Next()) {
    04081     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    04082
    04083     u->UpdateViewport(false, false);
    04084   }
    04085
    04086   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    04087
    04088   return true;
    04089 }
    04090
    04091
    04092
    04093 Money Train::GetRunningCost() const
    04094 {
    04095   Money cost = 0;
    04096   const Train *v = this;
    04097
    04098   do {
    04099     const Engine *e = Engine::Get(v->engine_type);
    04100     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    04101
    04102     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    04103     if (cost_factor == 0) continue;
    04104
    04105     /* Halve running cost for multiheaded parts */
    04106     if (v->IsMultiheaded()) cost_factor /= 2;
    04107
    04108     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grffile);
    04109   } while ((v = v->GetNextVehicle()) != NULL);
    04110
    04111   return cost;
    04112 }
    04113
    04114
    04115 bool Train::Tick()
    04116 {
    04117   this->tick_counter++;
    04118
    04119   if (this->IsFrontEngine()) {
    04120     if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
    04121
    04122     this->current_order_time++;
    04123
    04124     if (!TrainLocoHandler(this, false)) return false;
    04125
    04126     return TrainLocoHandler(this, true);
    04127   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    04128     /* Delete flooded standalone wagon chain */
    04129     if (++this->crash_anim_pos >= 4400) {
    04130       delete this;
    04131       return false;
    04132     }
    04133   }
    04134
    04135   return true;
    04136 }
    04137
    04138 static void CheckIfTrainNeedsService(Train *v)
    04139 {
    04140   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    04141   if (v->IsInDepot()) {
    04142     VehicleServiceInDepot(v);
    04143     return;
    04144   }
    04145
    04146   uint max_penalty;
    04147   switch (_settings_game.pf.pathfinder_for_trains) {
    04148     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    04149     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    04150     default: NOT_REACHED();
    04151   }
    04152
    04153   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    04154   /* Only go to the depot if it is not too far out of our way. */
    04155   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    04156     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    04157       /* If we were already heading for a depot but it has
    04158        * suddenly moved farther away, we continue our normal
    04159        * schedule? */
    04160       v->current_order.MakeDummy();
    04161       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04162     }
    04163     return;
    04164   }
    04165
    04166   DepotID depot = GetDepotIndex(tfdd.tile);
    04167
    04168   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    04169       v->current_order.GetDestination() != depot &&
    04170       !Chance16(3, 16)) {
    04171     return;
    04172   }
    04173
    04174   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    04175   v->dest_tile = tfdd.tile;
    04176   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04177 }
    04178
    04179 void Train::OnNewDay()
    04180 {
    04181   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    04182
    04183   if (this->IsFrontEngine()) {
    04184     CheckVehicleBreakdown(this);
    04185     AgeVehicle(this);
    04186
    04187     CheckIfTrainNeedsService(this);
    04188
    04189     CheckOrders(this);
    04190
    04191     /* update destination */
    04192     if (this->current_order.IsType(OT_GOTO_STATION)) {
    04193       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    04194       if (tile != INVALID_TILE) this->dest_tile = tile;
    04195     }
    04196
    04197     if (this->running_ticks != 0) {
    04198       /* running costs */
    04199       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    04200
    04201       /* sharing fee */
    04202       PayDailyTrackSharingFee(this);
    04203
    04204       this->profit_this_year -= cost.GetCost();
    04205       this->running_ticks = 0;
    04206
    04207       SubtractMoneyFromCompanyFract(this->owner, cost);
    04208
    04209       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    04210       SetWindowClassesDirty(WC_TRAINS_LIST);
    04211     }
    04212   } else if (this->IsEngine()) {
    04213     /* Also age engines that aren't front engines */
    04214     AgeVehicle(this);
    04215   }
    04216 }
    04217
    04218 Trackdir Train::GetVehicleTrackdir() const
    04219 {
    04220   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    04221
    04222   if (this->track == TRACK_BIT_DEPOT) {
    04223     /* We'll assume the train is facing outwards */
    04224     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    04225   }
    04226
    04227   if (this->track == TRACK_BIT_WORMHOLE) {
    04228     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    04229     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    04230   }
    04231
    04232   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    04233 }
    04234
    04240 void DeleteVisibleTrain(Train *v)
    04241 {
    04242   FreeTrainTrackReservation(v);
    04243   TileIndex crossing = TrainApproachingCrossingTile(v);
    04244
    04245   /* delete train from back to front */
    04246   Train *u;
    04247   Train *prev = v->Last();
    04248   do {
    04249     u = prev;
    04250     prev = u->Previous();
    04251     if (prev != NULL) prev->SetNext(NULL);
    04252
    04253     /* 'u' shouldn't be accessed after it has been deleted */
    04254     TileIndex tile = u->tile;
    04255     TrackBits trackbits = u->track;
    04256
    04257     delete u;
    04258
    04259     if (trackbits == TRACK_BIT_WORMHOLE) {
    04260       /* Vehicle is inside a wormhole, u->track contains no useful value then. */
    04261       trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    04262     }
    04263
    04264     Track track = TrackBitsToTrack(trackbits);
    04265     if (HasReservedTracks(tile, trackbits)) UnreserveRailTrack(tile, track);
    04266     if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    04267
    04268     /* Update signals */
    04269     if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    04270       UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, GetTileOwner(tile));
    04271     } else {
    04272       SetSignalsOnBothDir(tile, track, GetTileOwner(tile));
    04273     }
    04274   } while (prev != NULL);
    04275
    04276   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    04277 }