train_cmd.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "gui.h"
00014 #include "articulated_vehicles.h"
00015 #include "command_func.h"
00016 #include "pathfinder/npf/npf_func.h"
00017 #include "pathfinder/yapf/yapf.hpp"
00018 #include "news_func.h"
00019 #include "company_func.h"
00020 #include "vehicle_gui.h"
00021 #include "newgrf_sound.h"
00022 #include "newgrf_text.h"
00023 #include "group.h"
00024 #include "strings_func.h"
00025 #include "viewport_func.h"
00026 #include "window_func.h"
00027 #include "vehicle_func.h"
00028 #include "sound_func.h"
00029 #include "ai/ai.hpp"
00030 #include "newgrf_station.h"
00031 #include "effectvehicle_func.h"
00032 #include "gamelog.h"
00033 #include "network/network.h"
00034 #include "spritecache.h"
00035 #include "core/random_func.hpp"
00036 #include "company_base.h"
00037 #include "newgrf.h"
00038 #include "order_backup.h"
00039 
00040 #include "table/strings.h"
00041 #include "table/train_cmd.h"
00042 
00043 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
00044 static bool TrainCheckIfLineEnds(Train *v);
00045 static void TrainController(Train *v, Vehicle *nomove);
00046 static TileIndex TrainApproachingCrossingTile(const Train *v);
00047 static void CheckIfTrainNeedsService(Train *v);
00048 static void CheckNextTrainTile(Train *v);
00049 
00050 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
00051 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
00052 
00053 
00061 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
00062 {
00063   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
00064 
00065   DiagDirection diagdir = DirToDiagDir(direction);
00066 
00067   /* Determine the diagonal direction in which we will exit this tile */
00068   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
00069     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
00070   }
00071 
00072   return diagdir;
00073 }
00074 
00075 
00081 byte FreightWagonMult(CargoID cargo)
00082 {
00083   if (!CargoSpec::Get(cargo)->is_freight) return 1;
00084   return _settings_game.vehicle.freight_trains;
00085 }
00086 
00092 static void RailVehicleLengthChanged(const Train *u)
00093 {
00094   /* show a warning once for each engine in whole game and once for each GRF after each game load */
00095   const Engine *engine = Engine::Get(u->engine_type);
00096   uint32 grfid = engine->grf_prop.grffile->grfid;
00097   GRFConfig *grfconfig = GetGRFConfig(grfid);
00098   if (GamelogGRFBugReverse(grfid, engine->grf_prop.local_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
00099     ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
00100   }
00101 }
00102 
00104 void CheckTrainsLengths()
00105 {
00106   const Train *v;
00107   bool first = true;
00108 
00109   FOR_ALL_TRAINS(v) {
00110     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
00111       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
00112         if (u->track != TRACK_BIT_DEPOT) {
00113           if ((w->track != TRACK_BIT_DEPOT &&
00114               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->gcache.cached_veh_length) ||
00115               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
00116             SetDParam(0, v->index);
00117             SetDParam(1, v->owner);
00118             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
00119 
00120             if (!_networking && first) {
00121               first = false;
00122               DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
00123             }
00124             /* Break so we warn only once for each train. */
00125             break;
00126           }
00127         }
00128       }
00129     }
00130   }
00131 }
00132 
00137 void Train::RailtypeChanged()
00138 {
00139   for (Train *u = this; u != NULL; u = u->Next()) {
00140     /* The wagon-is-powered-state should not change, so the weight does not change. */
00141     u->UpdateVisualEffect(false);
00142   }
00143   this->PowerChanged();
00144   if (this->IsFrontEngine()) this->UpdateAcceleration();
00145 }
00146 
00153 void Train::ConsistChanged(bool same_length)
00154 {
00155   uint16 max_speed = UINT16_MAX;
00156 
00157   assert(this->IsFrontEngine() || this->IsFreeWagon());
00158 
00159   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
00160   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
00161   this->gcache.cached_total_length = 0;
00162   this->compatible_railtypes = RAILTYPES_NONE;
00163 
00164   bool train_can_tilt = true;
00165 
00166   for (Train *u = this; u != NULL; u = u->Next()) {
00167     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
00168 
00169     /* Check the this->first cache. */
00170     assert(u->First() == this);
00171 
00172     /* update the 'first engine' */
00173     u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
00174     u->railtype = rvi_u->railtype;
00175 
00176     if (u->IsEngine()) first_engine = u->engine_type;
00177 
00178     /* Set user defined data to its default value */
00179     u->tcache.user_def_data = rvi_u->user_def_data;
00180     this->InvalidateNewGRFCache();
00181     u->InvalidateNewGRFCache();
00182   }
00183 
00184   for (Train *u = this; u != NULL; u = u->Next()) {
00185     /* Update user defined data (must be done before other properties) */
00186     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
00187     this->InvalidateNewGRFCache();
00188     u->InvalidateNewGRFCache();
00189   }
00190 
00191   for (Train *u = this; u != NULL; u = u->Next()) {
00192     const Engine *e_u = Engine::Get(u->engine_type);
00193     const RailVehicleInfo *rvi_u = &e_u->u.rail;
00194 
00195     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
00196 
00197     /* Cache wagon override sprite group. NULL is returned if there is none */
00198     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
00199 
00200     /* Reset colour map */
00201     u->colourmap = PAL_NONE;
00202 
00203     /* Update powered-wagon-status and visual effect */
00204     u->UpdateVisualEffect(true);
00205 
00206     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
00207         UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
00208       /* wagon is powered */
00209       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
00210     } else {
00211       ClrBit(u->flags, VRF_POWEREDWAGON);
00212     }
00213 
00214     if (!u->IsArticulatedPart()) {
00215       /* Do not count powered wagons for the compatible railtypes, as wagons always
00216          have railtype normal */
00217       if (rvi_u->power > 0) {
00218         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
00219       }
00220 
00221       /* Some electric engines can be allowed to run on normal rail. It happens to all
00222        * existing electric engines when elrails are disabled and then re-enabled */
00223       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
00224         u->railtype = RAILTYPE_RAIL;
00225         u->compatible_railtypes |= RAILTYPES_RAIL;
00226       }
00227 
00228       /* max speed is the minimum of the speed limits of all vehicles in the consist */
00229       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
00230         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
00231         if (speed != 0) max_speed = min(speed, max_speed);
00232       }
00233     }
00234 
00235     u->cargo_cap = GetVehicleCapacity(u);
00236 
00237     /* check the vehicle length (callback) */
00238     uint16 veh_len = CALLBACK_FAILED;
00239     if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
00240       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
00241     }
00242     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
00243     veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
00244 
00245     /* verify length hasn't changed */
00246     if (same_length && veh_len != u->gcache.cached_veh_length) RailVehicleLengthChanged(u);
00247 
00248     /* update vehicle length? */
00249     if (!same_length) u->gcache.cached_veh_length = veh_len;
00250 
00251     this->gcache.cached_total_length += u->gcache.cached_veh_length;
00252     this->InvalidateNewGRFCache();
00253     u->InvalidateNewGRFCache();
00254   }
00255 
00256   /* store consist weight/max speed in cache */
00257   this->vcache.cached_max_speed = max_speed;
00258   this->tcache.cached_tilt = train_can_tilt;
00259   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
00260 
00261   /* 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) */
00262   this->CargoChanged();
00263 
00264   if (this->IsFrontEngine()) {
00265     this->UpdateAcceleration();
00266     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
00267     InvalidateWindowData(WC_VEHICLE_REFIT, this->index);
00268   }
00269 }
00270 
00281 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
00282 {
00283   const Station *st = Station::Get(station_id);
00284   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
00285   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
00286 
00287   /* Default to the middle of the station for stations stops that are not in
00288    * the order list like intermediate stations when non-stop is disabled */
00289   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
00290   if (v->gcache.cached_total_length >= *station_length) {
00291     /* The train is longer than the station, make it stop at the far end of the platform */
00292     osl = OSL_PLATFORM_FAR_END;
00293   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
00294     osl = v->current_order.GetStopLocation();
00295   }
00296 
00297   /* The stop location of the FRONT! of the train */
00298   int stop;
00299   switch (osl) {
00300     default: NOT_REACHED();
00301 
00302     case OSL_PLATFORM_NEAR_END:
00303       stop = v->gcache.cached_total_length;
00304       break;
00305 
00306     case OSL_PLATFORM_MIDDLE:
00307       stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
00308       break;
00309 
00310     case OSL_PLATFORM_FAR_END:
00311       stop = *station_length;
00312       break;
00313   }
00314 
00315   /* Subtract half the front vehicle length of the train so we get the real
00316    * stop location of the train.
00317    * Actually, the center of all vehicles is half a normal vehicle's length
00318    * from the front of the vehicle, so even in case the vehicle is 1/8th
00319    * long, the center is still at 1/2 of VEHICLE_LENGTH. Basically FS#3569. */
00320   return stop - VEHICLE_LENGTH / 2;
00321 }
00322 
00323 
00328 int Train::GetCurveSpeedLimit() const
00329 {
00330   assert(this->First() == this);
00331 
00332   static const int absolute_max_speed = UINT16_MAX;
00333   int max_speed = absolute_max_speed;
00334 
00335   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
00336 
00337   int curvecount[2] = {0, 0};
00338 
00339   /* first find the curve speed limit */
00340   int numcurve = 0;
00341   int sum = 0;
00342   int pos = 0;
00343   int lastpos = -1;
00344   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
00345     Direction this_dir = u->direction;
00346     Direction next_dir = u->Next()->direction;
00347 
00348     DirDiff dirdiff = DirDifference(this_dir, next_dir);
00349     if (dirdiff == DIRDIFF_SAME) continue;
00350 
00351     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
00352     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
00353     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
00354       if (lastpos != -1) {
00355         numcurve++;
00356         sum += pos - lastpos;
00357         if (pos - lastpos == 1) {
00358           max_speed = 88;
00359         }
00360       }
00361       lastpos = pos;
00362     }
00363 
00364     /* if we have a 90 degree turn, fix the speed limit to 60 */
00365     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
00366       max_speed = 61;
00367     }
00368   }
00369 
00370   if (numcurve > 0 && max_speed > 88) {
00371     if (curvecount[0] == 1 && curvecount[1] == 1) {
00372       max_speed = absolute_max_speed;
00373     } else {
00374       sum /= numcurve;
00375       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
00376     }
00377   }
00378 
00379   if (max_speed != absolute_max_speed) {
00380     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
00381     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
00382     max_speed += (max_speed / 2) * rti->curve_speed;
00383 
00384     if (this->tcache.cached_tilt) {
00385       /* Apply max_speed bonus of 20% for a tilting train */
00386       max_speed += max_speed / 5;
00387     }
00388   }
00389 
00390   return max_speed;
00391 }
00392 
00397 int Train::GetCurrentMaxSpeed() const
00398 {
00399   int max_speed = this->tcache.cached_max_curve_speed;
00400   assert(max_speed == this->GetCurveSpeedLimit());
00401 
00402   if (IsRailStationTile(this->tile)) {
00403     StationID sid = GetStationIndex(this->tile);
00404     if (this->current_order.ShouldStopAtStation(this, sid)) {
00405       int station_ahead;
00406       int station_length;
00407       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
00408 
00409       /* The distance to go is whatever is still ahead of the train minus the
00410        * distance from the train's stop location to the end of the platform */
00411       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
00412 
00413       if (distance_to_go > 0) {
00414         int st_max_speed = 120;
00415 
00416         int delta_v = this->cur_speed / (distance_to_go + 1);
00417         if (max_speed > (this->cur_speed - delta_v)) {
00418           st_max_speed = this->cur_speed - (delta_v / 10);
00419         }
00420 
00421         st_max_speed = max(st_max_speed, 25 * distance_to_go);
00422         max_speed = min(max_speed, st_max_speed);
00423       }
00424     }
00425   }
00426 
00427   for (const Train *u = this; u != NULL; u = u->Next()) {
00428     if (u->track == TRACK_BIT_DEPOT) {
00429       max_speed = min(max_speed, 61);
00430       break;
00431     }
00432   }
00433 
00434   return min(max_speed, this->gcache.cached_max_track_speed);
00435 }
00436 
00437 void Train::UpdateAcceleration()
00438 {
00439   assert(this->IsFrontEngine());
00440 
00441   uint power = this->gcache.cached_power;
00442   uint weight = this->gcache.cached_weight;
00443   assert(weight != 0);
00444   this->acceleration = Clamp(power / weight * 4, 1, 255);
00445 }
00446 
00452 int Train::GetDisplayImageWidth(Point *offset) const
00453 {
00454   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
00455   int vehicle_pitch = 0;
00456 
00457   const Engine *e = Engine::Get(this->engine_type);
00458   if (e->grf_prop.grffile != NULL && is_custom_sprite(e->u.rail.image_index)) {
00459     reference_width = e->grf_prop.grffile->traininfo_vehicle_width;
00460     vehicle_pitch = e->grf_prop.grffile->traininfo_vehicle_pitch;
00461   }
00462 
00463   if (offset != NULL) {
00464     offset->x = reference_width / 2;
00465     offset->y = vehicle_pitch;
00466   }
00467   return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
00468 }
00469 
00470 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
00471 {
00472   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
00473 }
00474 
00475 SpriteID Train::GetImage(Direction direction) const
00476 {
00477   uint8 spritenum = this->spritenum;
00478   SpriteID sprite;
00479 
00480   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
00481 
00482   if (is_custom_sprite(spritenum)) {
00483     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
00484     if (sprite != 0) return sprite;
00485 
00486     spritenum = Engine::Get(this->engine_type)->original_image_index;
00487   }
00488 
00489   sprite = GetDefaultTrainSprite(spritenum, direction);
00490 
00491   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
00492 
00493   return sprite;
00494 }
00495 
00496 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
00497 {
00498   const Engine *e = Engine::Get(engine);
00499   Direction dir = rear_head ? DIR_E : DIR_W;
00500   uint8 spritenum = e->u.rail.image_index;
00501 
00502   if (is_custom_sprite(spritenum)) {
00503     SpriteID sprite = GetCustomVehicleIcon(engine, dir);
00504     if (sprite != 0) {
00505       if (e->grf_prop.grffile != NULL) {
00506         y += e->grf_prop.grffile->traininfo_vehicle_pitch;
00507       }
00508       return sprite;
00509     }
00510 
00511     spritenum = Engine::Get(engine)->original_image_index;
00512   }
00513 
00514   if (rear_head) spritenum++;
00515 
00516   return GetDefaultTrainSprite(spritenum, DIR_W);
00517 }
00518 
00519 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
00520 {
00521   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
00522     int yf = y;
00523     int yr = y;
00524 
00525     SpriteID spritef = GetRailIcon(engine, false, yf);
00526     SpriteID spriter = GetRailIcon(engine, true, yr);
00527     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
00528     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
00529 
00530     preferred_x = Clamp(preferred_x, left - real_spritef->x_offs + 14, right - real_spriter->width - real_spriter->x_offs - 15);
00531 
00532     DrawSprite(spritef, pal, preferred_x - 14, yf);
00533     DrawSprite(spriter, pal, preferred_x + 15, yr);
00534   } else {
00535     SpriteID sprite = GetRailIcon(engine, false, y);
00536     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
00537     preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
00538     DrawSprite(sprite, pal, preferred_x, y);
00539   }
00540 }
00541 
00550 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
00551 {
00552   const RailVehicleInfo *rvi = &e->u.rail;
00553 
00554   /* Check that the wagon can drive on the track in question */
00555   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
00556 
00557   if (flags & DC_EXEC) {
00558     Train *v = new Train();
00559     *ret = v;
00560     v->spritenum = rvi->image_index;
00561 
00562     v->engine_type = e->index;
00563     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
00564 
00565     DiagDirection dir = GetRailDepotDirection(tile);
00566 
00567     v->direction = DiagDirToDir(dir);
00568     v->tile = tile;
00569 
00570     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
00571     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
00572 
00573     v->x_pos = x;
00574     v->y_pos = y;
00575     v->z_pos = GetSlopeZ(x, y);
00576     v->owner = _current_company;
00577     v->track = TRACK_BIT_DEPOT;
00578     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
00579 
00580     v->SetWagon();
00581 
00582     v->SetFreeWagon();
00583     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00584 
00585     v->cargo_type = e->GetDefaultCargoType();
00586     v->cargo_cap = rvi->capacity;
00587 
00588     v->railtype = rvi->railtype;
00589 
00590     v->build_year = _cur_year;
00591     v->cur_image = SPR_IMG_QUERY;
00592     v->random_bits = VehicleRandomBits();
00593 
00594     v->group_id = DEFAULT_GROUP;
00595 
00596     AddArticulatedParts(v);
00597 
00598     _new_vehicle_id = v->index;
00599 
00600     VehicleMove(v, false);
00601     v->First()->ConsistChanged(false);
00602     UpdateTrainGroupID(v->First());
00603 
00604     CheckConsistencyOfArticulatedVehicle(v);
00605 
00606     /* Try to connect the vehicle to one of free chains of wagons. */
00607     Train *w;
00608     FOR_ALL_TRAINS(w) {
00609       if (w->tile == tile &&              
00610           w->IsFreeWagon() &&             
00611           w->engine_type == e->index &&   
00612           w->First() != v &&              
00613           !(w->vehstatus & VS_CRASHED)) { 
00614         DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
00615         break;
00616       }
00617     }
00618   }
00619 
00620   return CommandCost();
00621 }
00622 
00624 static void NormalizeTrainVehInDepot(const Train *u)
00625 {
00626   const Train *v;
00627   FOR_ALL_TRAINS(v) {
00628     if (v->IsFreeWagon() && v->tile == u->tile &&
00629         v->track == TRACK_BIT_DEPOT) {
00630       if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
00631           CMD_MOVE_RAIL_VEHICLE).Failed())
00632         break;
00633     }
00634   }
00635 }
00636 
00637 static void AddRearEngineToMultiheadedTrain(Train *v)
00638 {
00639   Train *u = new Train();
00640   v->value >>= 1;
00641   u->value = v->value;
00642   u->direction = v->direction;
00643   u->owner = v->owner;
00644   u->tile = v->tile;
00645   u->x_pos = v->x_pos;
00646   u->y_pos = v->y_pos;
00647   u->z_pos = v->z_pos;
00648   u->track = TRACK_BIT_DEPOT;
00649   u->vehstatus = v->vehstatus & ~VS_STOPPED;
00650   u->spritenum = v->spritenum + 1;
00651   u->cargo_type = v->cargo_type;
00652   u->cargo_subtype = v->cargo_subtype;
00653   u->cargo_cap = v->cargo_cap;
00654   u->railtype = v->railtype;
00655   u->engine_type = v->engine_type;
00656   u->build_year = v->build_year;
00657   u->cur_image = SPR_IMG_QUERY;
00658   u->random_bits = VehicleRandomBits();
00659   v->SetMultiheaded();
00660   u->SetMultiheaded();
00661   v->SetNext(u);
00662   VehicleMove(u, false);
00663 
00664   /* Now we need to link the front and rear engines together */
00665   v->other_multiheaded_part = u;
00666   u->other_multiheaded_part = v;
00667 }
00668 
00678 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
00679 {
00680   const RailVehicleInfo *rvi = &e->u.rail;
00681 
00682   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
00683 
00684   /* Check if depot and new engine uses the same kind of tracks *
00685    * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
00686   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
00687 
00688   if (flags & DC_EXEC) {
00689     DiagDirection dir = GetRailDepotDirection(tile);
00690     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
00691     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
00692 
00693     Train *v = new Train();
00694     *ret = v;
00695     v->direction = DiagDirToDir(dir);
00696     v->tile = tile;
00697     v->owner = _current_company;
00698     v->x_pos = x;
00699     v->y_pos = y;
00700     v->z_pos = GetSlopeZ(x, y);
00701     v->track = TRACK_BIT_DEPOT;
00702     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
00703     v->spritenum = rvi->image_index;
00704     v->cargo_type = e->GetDefaultCargoType();
00705     v->cargo_cap = rvi->capacity;
00706     v->last_station_visited = INVALID_STATION;
00707 
00708     v->engine_type = e->index;
00709     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
00710 
00711     v->reliability = e->reliability;
00712     v->reliability_spd_dec = e->reliability_spd_dec;
00713     v->max_age = e->GetLifeLengthInDays();
00714 
00715     v->railtype = rvi->railtype;
00716     _new_vehicle_id = v->index;
00717 
00718     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
00719     v->date_of_last_service = _date;
00720     v->build_year = _cur_year;
00721     v->cur_image = SPR_IMG_QUERY;
00722     v->random_bits = VehicleRandomBits();
00723 
00724     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
00725 
00726     v->group_id = DEFAULT_GROUP;
00727 
00728     v->SetFrontEngine();
00729     v->SetEngine();
00730 
00731     VehicleMove(v, false);
00732 
00733     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
00734       AddRearEngineToMultiheadedTrain(v);
00735     } else {
00736       AddArticulatedParts(v);
00737     }
00738 
00739     v->ConsistChanged(false);
00740     UpdateTrainGroupID(v);
00741 
00742     if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
00743       NormalizeTrainVehInDepot(v);
00744     }
00745 
00746     CheckConsistencyOfArticulatedVehicle(v);
00747   }
00748 
00749   return CommandCost();
00750 }
00751 
00752 
00753 bool Train::IsInDepot() const
00754 {
00755   /* Is the front engine stationary in the depot? */
00756   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
00757 
00758   /* Check whether the rest is also already trying to enter the depot. */
00759   for (const Train *v = this; v != NULL; v = v->Next()) {
00760     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
00761   }
00762 
00763   return true;
00764 }
00765 
00766 bool Train::IsStoppedInDepot() const
00767 {
00768   /* Are we stopped? Of course wagons don't really care... */
00769   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
00770   return this->IsInDepot();
00771 }
00772 
00773 static Train *FindGoodVehiclePos(const Train *src)
00774 {
00775   EngineID eng = src->engine_type;
00776   TileIndex tile = src->tile;
00777 
00778   Train *dst;
00779   FOR_ALL_TRAINS(dst) {
00780     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
00781       /* check so all vehicles in the line have the same engine. */
00782       Train *t = dst;
00783       while (t->engine_type == eng) {
00784         t = t->Next();
00785         if (t == NULL) return dst;
00786       }
00787     }
00788   }
00789 
00790   return NULL;
00791 }
00792 
00794 typedef SmallVector<Train *, 16> TrainList;
00795 
00801 static void MakeTrainBackup(TrainList &list, Train *t)
00802 {
00803   for (; t != NULL; t = t->Next()) *list.Append() = t;
00804 }
00805 
00810 static void RestoreTrainBackup(TrainList &list)
00811 {
00812   /* No train, nothing to do. */
00813   if (list.Length() == 0) return;
00814 
00815   Train *prev = NULL;
00816   /* Iterate over the list and rebuild it. */
00817   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
00818     Train *t = *iter;
00819     if (prev != NULL) {
00820       prev->SetNext(t);
00821     } else if (t->Previous() != NULL) {
00822       /* Make sure the head of the train is always the first in the chain. */
00823       t->Previous()->SetNext(NULL);
00824     }
00825     prev = t;
00826   }
00827 }
00828 
00834 static void RemoveFromConsist(Train *part, bool chain = false)
00835 {
00836   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
00837 
00838   /* Unlink at the front, but make it point to the next
00839    * vehicle after the to be remove part. */
00840   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
00841 
00842   /* Unlink at the back */
00843   tail->SetNext(NULL);
00844 }
00845 
00851 static void InsertInConsist(Train *dst, Train *chain)
00852 {
00853   /* We do not want to add something in the middle of an articulated part. */
00854   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
00855 
00856   chain->Last()->SetNext(dst->Next());
00857   dst->SetNext(chain);
00858 }
00859 
00865 static void NormaliseDualHeads(Train *t)
00866 {
00867   for (; t != NULL; t = t->GetNextVehicle()) {
00868     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
00869 
00870     /* Make sure that there are no free cars before next engine */
00871     Train *u;
00872     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
00873 
00874     if (u == t->other_multiheaded_part) continue;
00875 
00876     /* Remove the part from the 'wrong' train */
00877     RemoveFromConsist(t->other_multiheaded_part);
00878     /* And add it to the 'right' train */
00879     InsertInConsist(u, t->other_multiheaded_part);
00880   }
00881 }
00882 
00887 static void NormaliseSubtypes(Train *chain)
00888 {
00889   /* Nothing to do */
00890   if (chain == NULL) return;
00891 
00892   /* We must be the first in the chain. */
00893   assert(chain->Previous() == NULL);
00894 
00895   /* Set the appropriate bits for the first in the chain. */
00896   if (chain->IsWagon()) {
00897     chain->SetFreeWagon();
00898   } else {
00899     assert(chain->IsEngine());
00900     chain->SetFrontEngine();
00901   }
00902 
00903   /* Now clear the bits for the rest of the chain */
00904   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
00905     t->ClearFreeWagon();
00906     t->ClearFrontEngine();
00907   }
00908 }
00909 
00919 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
00920 {
00921   /* Just add 'new' engines and subtract the original ones.
00922    * If that's less than or equal to 0 we can be sure we did
00923    * not add any engines (read: trains) along the way. */
00924   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
00925       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
00926       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
00927       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
00928     return CommandCost();
00929   }
00930 
00931   /* Get a free unit number and check whether it's within the bounds.
00932    * There will always be a maximum of one new train. */
00933   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
00934 
00935   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00936 }
00937 
00943 static CommandCost CheckTrainAttachment(Train *t)
00944 {
00945   /* No multi-part train, no need to check. */
00946   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
00947 
00948   /* The maximum length for a train. For each part we decrease this by one
00949    * and if the result is negative the train is simply too long. */
00950   int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
00951 
00952   Train *head = t;
00953   Train *prev = t;
00954 
00955   /* Break the prev -> t link so it always holds within the loop. */
00956   t = t->Next();
00957   prev->SetNext(NULL);
00958 
00959   /* Make sure the cache is cleared. */
00960   head->InvalidateNewGRFCache();
00961 
00962   while (t != NULL) {
00963     allowed_len -= t->gcache.cached_veh_length;
00964 
00965     Train *next = t->Next();
00966 
00967     /* Unlink the to-be-added piece; it is already unlinked from the previous
00968      * part due to the fact that the prev -> t link is broken. */
00969     t->SetNext(NULL);
00970 
00971     /* Don't check callback for articulated or rear dual headed parts */
00972     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
00973       /* Back up and clear the first_engine data to avoid using wagon override group */
00974       EngineID first_engine = t->gcache.first_engine;
00975       t->gcache.first_engine = INVALID_ENGINE;
00976 
00977       /* We don't want the cache to interfere. head's cache is cleared before
00978        * the loop and after each callback does not need to be cleared here. */
00979       t->InvalidateNewGRFCache();
00980 
00981       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
00982 
00983       /* Restore original first_engine data */
00984       t->gcache.first_engine = first_engine;
00985 
00986       /* We do not want to remember any cached variables from the test run */
00987       t->InvalidateNewGRFCache();
00988       head->InvalidateNewGRFCache();
00989 
00990       if (callback != CALLBACK_FAILED) {
00991         /* A failing callback means everything is okay */
00992         StringID error = STR_NULL;
00993 
00994         if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
00995         if (callback  < 0xFD) error = GetGRFStringID(GetEngineGRFID(head->engine_type), 0xD000 + callback);
00996 
00997         if (error != STR_NULL) return_cmd_error(error);
00998       }
00999     }
01000 
01001     /* And link it to the new part. */
01002     prev->SetNext(t);
01003     prev = t;
01004     t = next;
01005   }
01006 
01007   if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
01008   return CommandCost();
01009 }
01010 
01021 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
01022 {
01023   /* Check whether we may actually construct the trains. */
01024   CommandCost ret = CheckTrainAttachment(src);
01025   if (ret.Failed()) return ret;
01026   ret = CheckTrainAttachment(dst);
01027   if (ret.Failed()) return ret;
01028 
01029   /* Check whether we need to build a new train. */
01030   return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
01031 }
01032 
01041 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
01042 {
01043   /* First determine the front of the two resulting trains */
01044   if (*src_head == *dst_head) {
01045     /* If we aren't moving part(s) to a new train, we are just moving the
01046      * front back and there is not destination head. */
01047     *dst_head = NULL;
01048   } else if (*dst_head == NULL) {
01049     /* If we are moving to a new train the head of the move train would become
01050      * the head of the new vehicle. */
01051     *dst_head = src;
01052   }
01053 
01054   if (src == *src_head) {
01055     /* If we are moving the front of a train then we are, in effect, creating
01056      * a new head for the train. Point to that. Unless we are moving the whole
01057      * train in which case there is not 'source' train anymore.
01058      * In case we are a multiheaded part we want the complete thing to come
01059      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
01060      * that is followed by a rear multihead we do not want to include that. */
01061     *src_head = move_chain ? NULL :
01062         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
01063   }
01064 
01065   /* Now it's just simply removing the part that we are going to move from the
01066    * source train and *if* the destination is a not a new train add the chain
01067    * at the destination location. */
01068   RemoveFromConsist(src, move_chain);
01069   if (*dst_head != src) InsertInConsist(dst, src);
01070 
01071   /* Now normalise the dual heads, that is move the dual heads around in such
01072    * a way that the head and rear of a dual head are in the same train */
01073   NormaliseDualHeads(*src_head);
01074   NormaliseDualHeads(*dst_head);
01075 }
01076 
01082 static void NormaliseTrainHead(Train *head)
01083 {
01084   /* Not much to do! */
01085   if (head == NULL) return;
01086 
01087   /* Tell the 'world' the train changed. */
01088   head->ConsistChanged(false);
01089   UpdateTrainGroupID(head);
01090 
01091   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
01092   if (!head->IsFrontEngine()) return;
01093 
01094   /* Update the refit button and window */
01095   InvalidateWindowData(WC_VEHICLE_REFIT, head->index);
01096   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
01097 
01098   /* If we don't have a unit number yet, set one. */
01099   if (head->unitnumber != 0) return;
01100   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
01101 }
01102 
01115 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01116 {
01117   VehicleID s = GB(p1, 0, 20);
01118   VehicleID d = GB(p2, 0, 20);
01119   bool move_chain = HasBit(p1, 20);
01120 
01121   Train *src = Train::GetIfValid(s);
01122   if (src == NULL) return CMD_ERROR;
01123 
01124   CommandCost ret = CheckOwnership(src->owner);
01125   if (ret.Failed()) return ret;
01126 
01127   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
01128   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
01129 
01130   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
01131   Train *dst;
01132   if (d == INVALID_VEHICLE) {
01133     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
01134   } else {
01135     dst = Train::GetIfValid(d);
01136     if (dst == NULL) return CMD_ERROR;
01137 
01138     CommandCost ret = CheckOwnership(dst->owner);
01139     if (ret.Failed()) return ret;
01140 
01141     /* Do not allow appending to crashed vehicles, too */
01142     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
01143   }
01144 
01145   /* if an articulated part is being handled, deal with its parent vehicle */
01146   src = src->GetFirstEnginePart();
01147   if (dst != NULL) {
01148     dst = dst->GetFirstEnginePart();
01149   }
01150 
01151   /* don't move the same vehicle.. */
01152   if (src == dst) return CommandCost();
01153 
01154   /* locate the head of the two chains */
01155   Train *src_head = src->First();
01156   Train *dst_head;
01157   if (dst != NULL) {
01158     dst_head = dst->First();
01159     if (dst_head->tile != src_head->tile) return CMD_ERROR;
01160     /* Now deal with articulated part of destination wagon */
01161     dst = dst->GetLastEnginePart();
01162   } else {
01163     dst_head = NULL;
01164   }
01165 
01166   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
01167 
01168   /* When moving all wagons, we can't have the same src_head and dst_head */
01169   if (move_chain && src_head == dst_head) return CommandCost();
01170 
01171   /* When moving a multiheaded part to be place after itself, bail out. */
01172   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
01173 
01174   /* Check if all vehicles in the source train are stopped inside a depot. */
01175   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01176 
01177   /* Check if all vehicles in the destination train are stopped inside a depot. */
01178   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01179 
01180   /* First make a backup of the order of the trains. That way we can do
01181    * whatever we want with the order and later on easily revert. */
01182   TrainList original_src;
01183   TrainList original_dst;
01184 
01185   MakeTrainBackup(original_src, src_head);
01186   MakeTrainBackup(original_dst, dst_head);
01187 
01188   /* Also make backup of the original heads as ArrangeTrains can change them.
01189    * For the destination head we do not care if it is the same as the source
01190    * head because in that case it's just a copy. */
01191   Train *original_src_head = src_head;
01192   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
01193 
01194   /* (Re)arrange the trains in the wanted arrangement. */
01195   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
01196 
01197   if ((flags & DC_AUTOREPLACE) == 0) {
01198     /* If the autoreplace flag is set we do not need to test for the validity
01199      * because we are going to revert the train to its original state. As we
01200      * assume the original state was correct autoreplace can skip this. */
01201     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
01202     if (ret.Failed()) {
01203       /* Restore the train we had. */
01204       RestoreTrainBackup(original_src);
01205       RestoreTrainBackup(original_dst);
01206       return ret;
01207     }
01208   }
01209 
01210   /* do it? */
01211   if (flags & DC_EXEC) {
01212     /* First normalise the sub types of the chains. */
01213     NormaliseSubtypes(src_head);
01214     NormaliseSubtypes(dst_head);
01215 
01216     /* There are 14 different cases:
01217      *  1) front engine gets moved to a new train, it stays a front engine.
01218      *     a) the 'next' part is a wagon that becomes a free wagon chain.
01219      *     b) the 'next' part is an engine that becomes a front engine.
01220      *     c) there is no 'next' part, nothing else happens
01221      *  2) front engine gets moved to another train, it is not a front engine anymore
01222      *     a) the 'next' part is a wagon that becomes a free wagon chain.
01223      *     b) the 'next' part is an engine that becomes a front engine.
01224      *     c) there is no 'next' part, nothing else happens
01225      *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
01226      *     a) the 'next' part is a wagon that becomes a free wagon chain.
01227      *     b) the 'next' part is an engine that becomes a front engine.
01228      *  4) free wagon gets moved
01229      *     a) the 'next' part is a wagon that becomes a free wagon chain.
01230      *     b) the 'next' part is an engine that becomes a front engine.
01231      *     c) there is no 'next' part, nothing else happens
01232      *  5) non front engine gets moved and becomes a new train, nothing else happens
01233      *  6) non front engine gets moved within a train / to another train, nothing hapens
01234      *  7) wagon gets moved, nothing happens
01235      */
01236     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
01237       /* Cases #2 and #3: the front engine gets trashed. */
01238       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
01239       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
01240       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
01241       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
01242       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
01243 
01244       /* We are going to be moved to a different train, and
01245        * we were the front engine of the original train. */
01246       if (dst_head != NULL && dst_head != src && (src_head == NULL || !src_head->IsFrontEngine())) {
01247         DecreaseGroupNumVehicle(src->group_id);
01248       }
01249 
01250       /* The front engine is going to be moved later in the
01251        * current train, and it will not be a train anymore. */
01252       if (dst_head == NULL && !src_head->IsFrontEngine()) {
01253         DecreaseGroupNumVehicle(src->group_id);
01254       }
01255 
01256       /* Delete orders, group stuff and the unit number as we're not the
01257        * front of any vehicle anymore. */
01258       DeleteVehicleOrders(src);
01259       RemoveVehicleFromGroup(src);
01260       src->unitnumber = 0;
01261     }
01262 
01263     /* We were a front engine and we are becoming one for a different train.
01264      * Increase the group counter accordingly. */
01265     if (original_src_head == src && dst_head == src) {
01266       IncreaseGroupNumVehicle(src->group_id);
01267     }
01268 
01269     /* We weren't a front engine but are becoming one. So
01270      * we should be put in the default group. */
01271     if (original_src_head != src && dst_head == src) {
01272       SetTrainGroupID(src, DEFAULT_GROUP);
01273     }
01274 
01275     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
01276     NormaliseTrainHead(src_head);
01277     NormaliseTrainHead(dst_head);
01278 
01279     /* We are undoubtedly changing something in the depot and train list. */
01280     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
01281     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01282   } else {
01283     /* We don't want to execute what we're just tried. */
01284     RestoreTrainBackup(original_src);
01285     RestoreTrainBackup(original_dst);
01286   }
01287 
01288   return CommandCost();
01289 }
01290 
01302 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
01303 {
01304   /* Check if we deleted a vehicle window */
01305   Window *w = NULL;
01306 
01307   /* Sell a chain of vehicles or not? */
01308   bool sell_chain = HasBit(data, 0);
01309 
01310   Train *v = Train::From(t)->GetFirstEnginePart();
01311   Train *first = v->First();
01312 
01313   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
01314 
01315   /* First make a backup of the order of the train. That way we can do
01316    * whatever we want with the order and later on easily revert. */
01317   TrainList original;
01318   MakeTrainBackup(original, first);
01319 
01320   /* We need to keep track of the new head and the head of what we're going to sell. */
01321   Train *new_head = first;
01322   Train *sell_head = NULL;
01323 
01324   /* Split the train in the wanted way. */
01325   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
01326 
01327   /* We don't need to validate the second train; it's going to be sold. */
01328   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
01329   if (ret.Failed()) {
01330     /* Restore the train we had. */
01331     RestoreTrainBackup(original);
01332     return ret;
01333   }
01334 
01335   CommandCost cost(EXPENSES_NEW_VEHICLES);
01336   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
01337 
01338   if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
01339     return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
01340   }
01341 
01342   /* do it? */
01343   if (flags & DC_EXEC) {
01344     /* First normalise the sub types of the chain. */
01345     NormaliseSubtypes(new_head);
01346 
01347     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
01348       /* We are selling the front engine. In this case we want to
01349        * 'give' the order, unit number and such to the new head. */
01350       new_head->orders.list = first->orders.list;
01351       new_head->AddToShared(first);
01352       DeleteVehicleOrders(first);
01353 
01354       /* Copy other important data from the front engine */
01355       new_head->CopyVehicleConfigAndStatistics(first);
01356       IncreaseGroupNumVehicle(new_head->group_id);
01357 
01358       /* If we deleted a window then open a new one for the 'new' train */
01359       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
01360     } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
01361       OrderBackup::Backup(v, user);
01362     }
01363 
01364     /* We need to update the information about the train. */
01365     NormaliseTrainHead(new_head);
01366 
01367     /* We are undoubtedly changing something in the depot and train list. */
01368     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01369     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01370 
01371     /* Actually delete the sold 'goods' */
01372     delete sell_head;
01373   } else {
01374     /* We don't want to execute what we're just tried. */
01375     RestoreTrainBackup(original);
01376   }
01377 
01378   return cost;
01379 }
01380 
01381 void Train::UpdateDeltaXY(Direction direction)
01382 {
01383 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
01384   static const uint32 _delta_xy_table[8] = {
01385     MKIT(3, 3, -1, -1),
01386     MKIT(3, 7, -1, -3),
01387     MKIT(3, 3, -1, -1),
01388     MKIT(7, 3, -3, -1),
01389     MKIT(3, 3, -1, -1),
01390     MKIT(3, 7, -1, -3),
01391     MKIT(3, 3, -1, -1),
01392     MKIT(7, 3, -3, -1),
01393   };
01394 #undef MKIT
01395 
01396   uint32 x = _delta_xy_table[direction];
01397   this->x_offs        = GB(x,  0, 8);
01398   this->y_offs        = GB(x,  8, 8);
01399   this->x_extent      = GB(x, 16, 8);
01400   this->y_extent      = GB(x, 24, 8);
01401   this->z_extent      = 6;
01402 }
01403 
01405 static void MarkTrainAsStuck(Train *v)
01406 {
01407   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
01408     /* It is the first time the problem occurred, set the "train stuck" flag. */
01409     SetBit(v->flags, VRF_TRAIN_STUCK);
01410 
01411     v->wait_counter = 0;
01412 
01413     /* Stop train */
01414     v->cur_speed = 0;
01415     v->subspeed = 0;
01416     v->SetLastSpeed();
01417 
01418     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01419   }
01420 }
01421 
01422 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
01423 {
01424   uint16 flag1 = *swap_flag1;
01425   uint16 flag2 = *swap_flag2;
01426 
01427   /* Clear the flags */
01428   ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
01429   ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
01430   ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
01431   ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
01432 
01433   /* Reverse the rail-flags (if needed) */
01434   if (HasBit(flag1, GVF_GOINGUP_BIT)) {
01435     SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
01436   } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
01437     SetBit(*swap_flag2, GVF_GOINGUP_BIT);
01438   }
01439   if (HasBit(flag2, GVF_GOINGUP_BIT)) {
01440     SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
01441   } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
01442     SetBit(*swap_flag1, GVF_GOINGUP_BIT);
01443   }
01444 }
01445 
01450 static void UpdateStatusAfterSwap(Train *v)
01451 {
01452   /* Reverse the direction. */
01453   if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
01454 
01455   /* Call the proper EnterTile function unless we are in a wormhole. */
01456   if (v->track != TRACK_BIT_WORMHOLE) {
01457     VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
01458   } else {
01459     /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
01460      * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
01461      * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
01462      * when we shouldn't have. Check if this is the case. */
01463     TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
01464     if (IsTileType(vt, MP_TUNNELBRIDGE)) {
01465       VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
01466       if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
01467         /* We have just left the wormhole, possibly set the
01468          * "goingdown" bit. UpdateInclination() can be used
01469          * because we are at the border of the tile. */
01470         v->UpdateInclination(true, true);
01471         return;
01472       }
01473     }
01474   }
01475 
01476   v->UpdateViewport(true, true);
01477 }
01478 
01479 static void ReverseTrainSwapVeh(Train *v, int l, int r)
01480 {
01481   Train *a, *b;
01482 
01483   /* locate vehicles to swap */
01484   for (a = v; l != 0; l--) a = a->Next();
01485   for (b = v; r != 0; r--) b = b->Next();
01486 
01487   if (a != b) {
01488     /* swap the hidden bits */
01489     {
01490       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
01491       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
01492       a->vehstatus = tmp;
01493     }
01494 
01495     Swap(a->track, b->track);
01496     Swap(a->direction, b->direction);
01497     Swap(a->x_pos, b->x_pos);
01498     Swap(a->y_pos, b->y_pos);
01499     Swap(a->tile,  b->tile);
01500     Swap(a->z_pos, b->z_pos);
01501 
01502     SwapTrainFlags(&a->gv_flags, &b->gv_flags);
01503 
01504     UpdateStatusAfterSwap(a);
01505     UpdateStatusAfterSwap(b);
01506   } else {
01507     /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
01508      * This is a little bit redundant way, a->gv_flags will
01509      * be (re)set twice, but it reduces code duplication */
01510     SwapTrainFlags(&a->gv_flags, &a->gv_flags);
01511     UpdateStatusAfterSwap(a);
01512   }
01513 
01514   /* Update power of the train in case tiles were different rail type. */
01515   v->RailtypeChanged();
01516 }
01517 
01518 
01524 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
01525 {
01526   return (v->type == VEH_TRAIN) ? v : NULL;
01527 }
01528 
01529 
01536 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
01537 {
01538   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
01539 
01540   Train *t = Train::From(v);
01541   if (!t->IsFrontEngine()) return NULL;
01542 
01543   TileIndex tile = *(TileIndex *)data;
01544 
01545   if (TrainApproachingCrossingTile(t) != tile) return NULL;
01546 
01547   return t;
01548 }
01549 
01550 
01557 static bool TrainApproachingCrossing(TileIndex tile)
01558 {
01559   assert(IsLevelCrossingTile(tile));
01560 
01561   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
01562   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
01563 
01564   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
01565 
01566   dir = ReverseDiagDir(dir);
01567   tile_from = tile + TileOffsByDiagDir(dir);
01568 
01569   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
01570 }
01571 
01572 
01579 void UpdateLevelCrossing(TileIndex tile, bool sound)
01580 {
01581   assert(IsLevelCrossingTile(tile));
01582 
01583   /* train on crossing || train approaching crossing || reserved */
01584   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
01585 
01586   if (new_state != IsCrossingBarred(tile)) {
01587     if (new_state && sound) {
01588       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
01589     }
01590     SetCrossingBarred(tile, new_state);
01591     MarkTileDirtyByTile(tile);
01592   }
01593 }
01594 
01595 
01601 static inline void MaybeBarCrossingWithSound(TileIndex tile)
01602 {
01603   if (!IsCrossingBarred(tile)) {
01604     BarCrossing(tile);
01605     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
01606     MarkTileDirtyByTile(tile);
01607   }
01608 }
01609 
01610 
01616 static void AdvanceWagonsBeforeSwap(Train *v)
01617 {
01618   Train *base = v;
01619   Train *first = base; // first vehicle to move
01620   Train *last = v->Last(); // last vehicle to move
01621   uint length = CountVehiclesInChain(v);
01622 
01623   while (length > 2) {
01624     last = last->Previous();
01625     first = first->Next();
01626 
01627     int differential = base->gcache.cached_veh_length - last->gcache.cached_veh_length;
01628 
01629     /* do not update images now
01630      * negative differential will be handled in AdvanceWagonsAfterSwap() */
01631     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
01632 
01633     base = first; // == base->Next()
01634     length -= 2;
01635   }
01636 }
01637 
01638 
01644 static void AdvanceWagonsAfterSwap(Train *v)
01645 {
01646   /* first of all, fix the situation when the train was entering a depot */
01647   Train *dep = v; // last vehicle in front of just left depot
01648   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
01649     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
01650   }
01651 
01652   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
01653 
01654   if (leave != NULL) {
01655     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
01656     int d = TicksToLeaveDepot(dep);
01657 
01658     if (d <= 0) {
01659       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
01660       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
01661       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
01662     }
01663   } else {
01664     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
01665   }
01666 
01667   Train *base = v;
01668   Train *first = base; // first vehicle to move
01669   Train *last = v->Last(); // last vehicle to move
01670   uint length = CountVehiclesInChain(v);
01671 
01672   /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
01673    * they have already correct spacing, so we have to make sure they are moved how they should */
01674   bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
01675 
01676   while (length > 2) {
01677     /* we reached vehicle (originally) in front of a depot, stop now
01678      * (we would move wagons that are already moved with new wagon length). */
01679     if (base == dep) break;
01680 
01681     /* the last wagon was that one leaving a depot, so do not move it anymore */
01682     if (last == dep) nomove = true;
01683 
01684     last = last->Previous();
01685     first = first->Next();
01686 
01687     int differential = last->gcache.cached_veh_length - base->gcache.cached_veh_length;
01688 
01689     /* do not update images now */
01690     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
01691 
01692     base = first; // == base->Next()
01693     length -= 2;
01694   }
01695 }
01696 
01697 
01698 static void ReverseTrainDirection(Train *v)
01699 {
01700   if (IsRailDepotTile(v->tile)) {
01701     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01702   }
01703 
01704   /* Clear path reservation in front if train is not stuck. */
01705   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
01706 
01707   /* Check if we were approaching a rail/road-crossing */
01708   TileIndex crossing = TrainApproachingCrossingTile(v);
01709 
01710   /* count number of vehicles */
01711   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
01712 
01713   AdvanceWagonsBeforeSwap(v);
01714 
01715   /* swap start<>end, start+1<>end-1, ... */
01716   int l = 0;
01717   do {
01718     ReverseTrainSwapVeh(v, l++, r--);
01719   } while (l <= r);
01720 
01721   AdvanceWagonsAfterSwap(v);
01722 
01723   if (IsRailDepotTile(v->tile)) {
01724     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01725   }
01726 
01727   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
01728 
01729   ClrBit(v->flags, VRF_REVERSING);
01730 
01731   /* recalculate cached data */
01732   v->ConsistChanged(true);
01733 
01734   /* update all images */
01735   for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
01736 
01737   /* update crossing we were approaching */
01738   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
01739 
01740   /* maybe we are approaching crossing now, after reversal */
01741   crossing = TrainApproachingCrossingTile(v);
01742   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
01743 
01744   /* If we are inside a depot after reversing, don't bother with path reserving. */
01745   if (v->track == TRACK_BIT_DEPOT) {
01746     /* Can't be stuck here as inside a depot is always a safe tile. */
01747     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01748     ClrBit(v->flags, VRF_TRAIN_STUCK);
01749     return;
01750   }
01751 
01752   /* TrainExitDir does not always produce the desired dir for depots and
01753    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
01754   DiagDirection dir = TrainExitDir(v->direction, v->track);
01755   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
01756 
01757   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
01758     /* If we are currently on a tile with conventional signals, we can't treat the
01759      * current tile as a safe tile or we would enter a PBS block without a reservation. */
01760     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
01761       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
01762       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
01763 
01764     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
01765     if (TryPathReserve(v, false, first_tile_okay)) {
01766       /* Do a look-ahead now in case our current tile was already a safe tile. */
01767       CheckNextTrainTile(v);
01768     } else if (v->current_order.GetType() != OT_LOADING) {
01769       /* Do not wait for a way out when we're still loading */
01770       MarkTrainAsStuck(v);
01771     }
01772   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
01773     /* A train not inside a PBS block can't be stuck. */
01774     ClrBit(v->flags, VRF_TRAIN_STUCK);
01775     v->wait_counter = 0;
01776   }
01777 }
01778 
01788 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01789 {
01790   Train *v = Train::GetIfValid(p1);
01791   if (v == NULL) return CMD_ERROR;
01792 
01793   CommandCost ret = CheckOwnership(v->owner);
01794   if (ret.Failed()) return ret;
01795 
01796   if (p2 != 0) {
01797     /* turn a single unit around */
01798 
01799     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
01800       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
01801     }
01802     if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
01803 
01804     Train *front = v->First();
01805     /* make sure the vehicle is stopped in the depot */
01806     if (!front->IsStoppedInDepot()) {
01807       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01808     }
01809 
01810     if (flags & DC_EXEC) {
01811       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
01812 
01813       front->ConsistChanged(false);
01814       SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
01815       SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01816       SetWindowDirty(WC_VEHICLE_VIEW, front->index);
01817       SetWindowClassesDirty(WC_TRAINS_LIST);
01818     }
01819   } else {
01820     /* turn the whole train around */
01821     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
01822 
01823     if (flags & DC_EXEC) {
01824       /* Properly leave the station if we are loading and won't be loading anymore */
01825       if (v->current_order.IsType(OT_LOADING)) {
01826         const Vehicle *last = v;
01827         while (last->Next() != NULL) last = last->Next();
01828 
01829         /* not a station || different station --> leave the station */
01830         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
01831           v->LeaveStation();
01832         }
01833       }
01834 
01835       /* We cancel any 'skip signal at dangers' here */
01836       v->force_proceed = TFP_NONE;
01837       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01838 
01839       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
01840         ToggleBit(v->flags, VRF_REVERSING);
01841       } else {
01842         v->cur_speed = 0;
01843         v->SetLastSpeed();
01844         HideFillingPercent(&v->fill_percent_te_id);
01845         ReverseTrainDirection(v);
01846       }
01847     }
01848   }
01849   return CommandCost();
01850 }
01851 
01861 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01862 {
01863   Train *t = Train::GetIfValid(p1);
01864   if (t == NULL) return CMD_ERROR;
01865 
01866   CommandCost ret = CheckOwnership(t->owner);
01867   if (ret.Failed()) return ret;
01868 
01869 
01870   if (flags & DC_EXEC) {
01871     /* If we are forced to proceed, cancel that order.
01872      * If we are marked stuck we would want to force the train
01873      * to proceed to the next signal. In the other cases we
01874      * would like to pass the signal at danger and run till the
01875      * next signal we encounter. */
01876     t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? TFP_STUCK : TFP_SIGNAL;
01877     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
01878   }
01879 
01880   return CommandCost();
01881 }
01882 
01887 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
01888 {
01889   assert(!(v->vehstatus & VS_CRASHED));
01890 
01891   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
01892 
01893   PBSTileInfo origin = FollowTrainReservation(v);
01894   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
01895 
01896   switch (_settings_game.pf.pathfinder_for_trains) {
01897     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
01898     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
01899 
01900     default: NOT_REACHED();
01901   }
01902 }
01903 
01904 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
01905 {
01906   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
01907   if (tfdd.best_length == UINT_MAX) return false;
01908 
01909   if (location    != NULL) *location    = tfdd.tile;
01910   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
01911   if (reverse     != NULL) *reverse     = tfdd.reverse;
01912 
01913   return true;
01914 }
01915 
01916 void Train::PlayLeaveStationSound() const
01917 {
01918   static const SoundFx sfx[] = {
01919     SND_04_TRAIN,
01920     SND_0A_TRAIN_HORN,
01921     SND_0A_TRAIN_HORN,
01922     SND_47_MAGLEV_2,
01923     SND_41_MAGLEV
01924   };
01925 
01926   if (PlayVehicleSound(this, VSE_START)) return;
01927 
01928   EngineID engtype = this->engine_type;
01929   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
01930 }
01931 
01933 static void CheckNextTrainTile(Train *v)
01934 {
01935   /* Don't do any look-ahead if path_backoff_interval is 255. */
01936   if (_settings_game.pf.path_backoff_interval == 255) return;
01937 
01938   /* Exit if we are inside a depot. */
01939   if (v->track == TRACK_BIT_DEPOT) return;
01940 
01941   switch (v->current_order.GetType()) {
01942     /* Exit if we reached our destination depot. */
01943     case OT_GOTO_DEPOT:
01944       if (v->tile == v->dest_tile) return;
01945       break;
01946 
01947     case OT_GOTO_WAYPOINT:
01948       /* If we reached our waypoint, make sure we see that. */
01949       if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
01950       break;
01951 
01952     case OT_NOTHING:
01953     case OT_LEAVESTATION:
01954     case OT_LOADING:
01955       /* Exit if the current order doesn't have a destination, but the train has orders. */
01956       if (v->GetNumOrders() > 0) return;
01957       break;
01958 
01959     default:
01960       break;
01961   }
01962   /* Exit if we are on a station tile and are going to stop. */
01963   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
01964 
01965   Trackdir td = v->GetVehicleTrackdir();
01966 
01967   /* On a tile with a red non-pbs signal, don't look ahead. */
01968   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
01969       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
01970       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
01971 
01972   CFollowTrackRail ft(v);
01973   if (!ft.Follow(v->tile, td)) return;
01974 
01975   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
01976     /* Next tile is not reserved. */
01977     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
01978       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
01979         /* If the next tile is a PBS signal, try to make a reservation. */
01980         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
01981         if (_settings_game.pf.forbid_90_deg) {
01982           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
01983         }
01984         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
01985       }
01986     }
01987   }
01988 }
01989 
01990 static bool CheckTrainStayInDepot(Train *v)
01991 {
01992   /* bail out if not all wagons are in the same depot or not in a depot at all */
01993   for (const Train *u = v; u != NULL; u = u->Next()) {
01994     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
01995   }
01996 
01997   /* if the train got no power, then keep it in the depot */
01998   if (v->gcache.cached_power == 0) {
01999     v->vehstatus |= VS_STOPPED;
02000     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
02001     return true;
02002   }
02003 
02004   SigSegState seg_state;
02005 
02006   if (v->force_proceed == TFP_NONE) {
02007     /* force proceed was not pressed */
02008     if (++v->wait_counter < 37) {
02009       SetWindowClassesDirty(WC_TRAINS_LIST);
02010       return true;
02011     }
02012 
02013     v->wait_counter = 0;
02014 
02015     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02016     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
02017       /* Full and no PBS signal in block or depot reserved, can't exit. */
02018       SetWindowClassesDirty(WC_TRAINS_LIST);
02019       return true;
02020     }
02021   } else {
02022     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02023   }
02024 
02025   /* We are leaving a depot, but have to go to the exact same one; re-enter */
02026   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
02027     /* We need to have a reservation for this to work. */
02028     if (HasDepotReservation(v->tile)) return true;
02029     SetDepotReservation(v->tile, true);
02030     VehicleEnterDepot(v);
02031     return true;
02032   }
02033 
02034   /* Only leave when we can reserve a path to our destination. */
02035   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
02036     /* No path and no force proceed. */
02037     SetWindowClassesDirty(WC_TRAINS_LIST);
02038     MarkTrainAsStuck(v);
02039     return true;
02040   }
02041 
02042   SetDepotReservation(v->tile, true);
02043   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
02044 
02045   VehicleServiceInDepot(v);
02046   SetWindowClassesDirty(WC_TRAINS_LIST);
02047   v->PlayLeaveStationSound();
02048 
02049   v->track = TRACK_BIT_X;
02050   if (v->direction & 2) v->track = TRACK_BIT_Y;
02051 
02052   v->vehstatus &= ~VS_HIDDEN;
02053   v->cur_speed = 0;
02054 
02055   v->UpdateDeltaXY(v->direction);
02056   v->cur_image = v->GetImage(v->direction);
02057   VehicleMove(v, false);
02058   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02059   v->UpdateAcceleration();
02060   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
02061 
02062   return false;
02063 }
02064 
02066 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
02067 {
02068   DiagDirection dir = TrackdirToExitdir(track_dir);
02069 
02070   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
02071     /* Are we just leaving a tunnel/bridge? */
02072     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
02073       TileIndex end = GetOtherTunnelBridgeEnd(tile);
02074 
02075       if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
02076         /* Free the reservation only if no other train is on the tiles. */
02077         SetTunnelBridgeReservation(tile, false);
02078         SetTunnelBridgeReservation(end, false);
02079 
02080         if (_settings_client.gui.show_track_reservation) {
02081           MarkTileDirtyByTile(tile);
02082           MarkTileDirtyByTile(end);
02083         }
02084       }
02085     }
02086   } else if (IsRailStationTile(tile)) {
02087     TileIndex new_tile = TileAddByDiagDir(tile, dir);
02088     /* If the new tile is not a further tile of the same station, we
02089      * clear the reservation for the whole platform. */
02090     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
02091       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
02092     }
02093   } else {
02094     /* Any other tile */
02095     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
02096   }
02097 }
02098 
02100 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
02101 {
02102   assert(v->IsFrontEngine());
02103 
02104   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
02105   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
02106   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
02107   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
02108 
02109   /* Don't free reservation if it's not ours. */
02110   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
02111 
02112   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
02113   while (ft.Follow(tile, td)) {
02114     tile = ft.m_new_tile;
02115     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
02116     td = RemoveFirstTrackdir(&bits);
02117     assert(bits == TRACKDIR_BIT_NONE);
02118 
02119     if (!IsValidTrackdir(td)) break;
02120 
02121     if (IsTileType(tile, MP_RAILWAY)) {
02122       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
02123         /* Conventional signal along trackdir: remove reservation and stop. */
02124         UnreserveRailTrack(tile, TrackdirToTrack(td));
02125         break;
02126       }
02127       if (HasPbsSignalOnTrackdir(tile, td)) {
02128         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
02129           /* Red PBS signal? Can't be our reservation, would be green then. */
02130           break;
02131         } else {
02132           /* Turn the signal back to red. */
02133           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
02134           MarkTileDirtyByTile(tile);
02135         }
02136       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
02137         break;
02138       }
02139     }
02140 
02141     /* Don't free first station/bridge/tunnel if we are on it. */
02142     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);
02143 
02144     free_tile = true;
02145   }
02146 }
02147 
02148 static const byte _initial_tile_subcoord[6][4][3] = {
02149 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
02150 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
02151 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
02152 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
02153 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
02154 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
02155 };
02156 
02169 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
02170 {
02171   switch (_settings_game.pf.pathfinder_for_trains) {
02172     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
02173     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
02174 
02175     default: NOT_REACHED();
02176   }
02177 }
02178 
02184 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
02185 {
02186   PBSTileInfo origin = FollowTrainReservation(v);
02187 
02188   CFollowTrackRail ft(v);
02189 
02190   TileIndex tile = origin.tile;
02191   Trackdir  cur_td = origin.trackdir;
02192   while (ft.Follow(tile, cur_td)) {
02193     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
02194       /* Possible signal tile. */
02195       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
02196     }
02197 
02198     if (_settings_game.pf.forbid_90_deg) {
02199       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
02200       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
02201     }
02202 
02203     /* Station, depot or waypoint are a possible target. */
02204     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
02205     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
02206       /* Choice found or possible target encountered.
02207        * On finding a possible target, we need to stop and let the pathfinder handle the
02208        * remaining path. This is because we don't know if this target is in one of our
02209        * orders, so we might cause pathfinding to fail later on if we find a choice.
02210        * This failure would cause a bogous call to TryReserveSafePath which might reserve
02211        * a wrong path not leading to our next destination. */
02212       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
02213 
02214       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
02215        * actually starts its search at the first unreserved tile. */
02216       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
02217 
02218       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
02219       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
02220       if (enterdir) *enterdir = ft.m_exitdir;
02221       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
02222     }
02223 
02224     tile = ft.m_new_tile;
02225     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
02226 
02227     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
02228       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
02229       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
02230       /* Safe position is all good, path valid and okay. */
02231       return PBSTileInfo(tile, cur_td, true);
02232     }
02233 
02234     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
02235   }
02236 
02237   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
02238     /* End of line, path valid and okay. */
02239     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
02240   }
02241 
02242   /* Sorry, can't reserve path, back out. */
02243   tile = origin.tile;
02244   cur_td = origin.trackdir;
02245   TileIndex stopped = ft.m_old_tile;
02246   Trackdir  stopped_td = ft.m_old_td;
02247   while (tile != stopped || cur_td != stopped_td) {
02248     if (!ft.Follow(tile, cur_td)) break;
02249 
02250     if (_settings_game.pf.forbid_90_deg) {
02251       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
02252       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
02253     }
02254     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
02255 
02256     tile = ft.m_new_tile;
02257     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
02258 
02259     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
02260   }
02261 
02262   /* Path invalid. */
02263   return PBSTileInfo();
02264 }
02265 
02276 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
02277 {
02278   switch (_settings_game.pf.pathfinder_for_trains) {
02279     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
02280     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
02281 
02282     default: NOT_REACHED();
02283   }
02284 }
02285 
02287 class VehicleOrderSaver
02288 {
02289 private:
02290   Vehicle        *v;
02291   Order          old_order;
02292   TileIndex      old_dest_tile;
02293   StationID      old_last_station_visited;
02294   VehicleOrderID index;
02295 
02296 public:
02297   VehicleOrderSaver(Vehicle *_v) :
02298     v(_v),
02299     old_order(_v->current_order),
02300     old_dest_tile(_v->dest_tile),
02301     old_last_station_visited(_v->last_station_visited),
02302     index(_v->cur_real_order_index)
02303   {
02304   }
02305 
02306   ~VehicleOrderSaver()
02307   {
02308     this->v->current_order = this->old_order;
02309     this->v->dest_tile = this->old_dest_tile;
02310     this->v->last_station_visited = this->old_last_station_visited;
02311   }
02312 
02318   bool SwitchToNextOrder(bool skip_first)
02319   {
02320     if (this->v->GetNumOrders() == 0) return false;
02321 
02322     if (skip_first) ++this->index;
02323 
02324     int conditional_depth = 0;
02325 
02326     do {
02327       /* Wrap around. */
02328       if (this->index >= this->v->GetNumOrders()) this->index = 0;
02329 
02330       Order *order = this->v->GetOrder(this->index);
02331       assert(order != NULL);
02332 
02333       switch (order->GetType()) {
02334         case OT_GOTO_DEPOT:
02335           /* Skip service in depot orders when the train doesn't need service. */
02336           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
02337         case OT_GOTO_STATION:
02338         case OT_GOTO_WAYPOINT:
02339           this->v->current_order = *order;
02340           UpdateOrderDest(this->v, order);
02341           return true;
02342         case OT_CONDITIONAL: {
02343           if (conditional_depth > this->v->GetNumOrders()) return false;
02344           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
02345           if (next != INVALID_VEH_ORDER_ID) {
02346             conditional_depth++;
02347             this->index = next;
02348             /* Don't increment next, so no break here. */
02349             continue;
02350           }
02351           break;
02352         }
02353         default:
02354           break;
02355       }
02356       /* Don't increment inside the while because otherwise conditional
02357        * orders can lead to an infinite loop. */
02358       ++this->index;
02359     } while (this->index != this->v->cur_real_order_index);
02360 
02361     return false;
02362   }
02363 };
02364 
02365 /* choose a track */
02366 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
02367 {
02368   Track best_track = INVALID_TRACK;
02369   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
02370   bool changed_signal = false;
02371 
02372   assert((tracks & ~TRACK_BIT_MASK) == 0);
02373 
02374   if (got_reservation != NULL) *got_reservation = false;
02375 
02376   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
02377   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
02378   /* Do we have a suitable reserved track? */
02379   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
02380 
02381   /* Quick return in case only one possible track is available */
02382   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
02383     Track track = FindFirstTrack(tracks);
02384     /* We need to check for signals only here, as a junction tile can't have signals. */
02385     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
02386       do_track_reservation = true;
02387       changed_signal = true;
02388       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
02389     } else if (!do_track_reservation) {
02390       return track;
02391     }
02392     best_track = track;
02393   }
02394 
02395   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
02396   DiagDirection dest_enterdir = enterdir;
02397   if (do_track_reservation) {
02398     /* Check if the train needs service here, so it has a chance to always find a depot.
02399      * Also check if the current order is a service order so we don't reserve a path to
02400      * the destination but instead to the next one if service isn't needed. */
02401     CheckIfTrainNeedsService(v);
02402     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
02403 
02404     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
02405     if (res_dest.tile == INVALID_TILE) {
02406       /* Reservation failed? */
02407       if (mark_stuck) MarkTrainAsStuck(v);
02408       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
02409       return FindFirstTrack(tracks);
02410     }
02411   }
02412 
02413   /* Save the current train order. The destructor will restore the old order on function exit. */
02414   VehicleOrderSaver orders(v);
02415 
02416   /* If the current tile is the destination of the current order and
02417    * a reservation was requested, advance to the next order.
02418    * Don't advance on a depot order as depots are always safe end points
02419    * for a path and no look-ahead is necessary. This also avoids a
02420    * problem with depot orders not part of the order list when the
02421    * order list itself is empty. */
02422   if (v->current_order.IsType(OT_LEAVESTATION)) {
02423     orders.SwitchToNextOrder(false);
02424   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
02425       v->current_order.IsType(OT_GOTO_STATION) ?
02426       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
02427       v->tile == v->dest_tile))) {
02428     orders.SwitchToNextOrder(true);
02429   }
02430 
02431   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
02432     /* Pathfinders are able to tell that route was only 'guessed'. */
02433     bool      path_found = true;
02434     TileIndex new_tile = res_dest.tile;
02435 
02436     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
02437     if (new_tile == tile) best_track = next_track;
02438     v->HandlePathfindingResult(path_found);
02439   }
02440 
02441   /* No track reservation requested -> finished. */
02442   if (!do_track_reservation) return best_track;
02443 
02444   /* A path was found, but could not be reserved. */
02445   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
02446     if (mark_stuck) MarkTrainAsStuck(v);
02447     FreeTrainTrackReservation(v);
02448     return best_track;
02449   }
02450 
02451   /* No possible reservation target found, we are probably lost. */
02452   if (res_dest.tile == INVALID_TILE) {
02453     /* Try to find any safe destination. */
02454     PBSTileInfo origin = FollowTrainReservation(v);
02455     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
02456       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
02457       best_track = FindFirstTrack(res);
02458       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
02459       if (got_reservation != NULL) *got_reservation = true;
02460       if (changed_signal) MarkTileDirtyByTile(tile);
02461     } else {
02462       FreeTrainTrackReservation(v);
02463       if (mark_stuck) MarkTrainAsStuck(v);
02464     }
02465     return best_track;
02466   }
02467 
02468   if (got_reservation != NULL) *got_reservation = true;
02469 
02470   /* Reservation target found and free, check if it is safe. */
02471   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
02472     /* Extend reservation until we have found a safe position. */
02473     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
02474     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
02475     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
02476     if (_settings_game.pf.forbid_90_deg) {
02477       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
02478     }
02479 
02480     /* Get next order with destination. */
02481     if (orders.SwitchToNextOrder(true)) {
02482       PBSTileInfo cur_dest;
02483       bool path_found;
02484       DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
02485       if (cur_dest.tile != INVALID_TILE) {
02486         res_dest = cur_dest;
02487         if (res_dest.okay) continue;
02488         /* Path found, but could not be reserved. */
02489         FreeTrainTrackReservation(v);
02490         if (mark_stuck) MarkTrainAsStuck(v);
02491         if (got_reservation != NULL) *got_reservation = false;
02492         changed_signal = false;
02493         break;
02494       }
02495     }
02496     /* No order or no safe position found, try any position. */
02497     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
02498       FreeTrainTrackReservation(v);
02499       if (mark_stuck) MarkTrainAsStuck(v);
02500       if (got_reservation != NULL) *got_reservation = false;
02501       changed_signal = false;
02502     }
02503     break;
02504   }
02505 
02506   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
02507 
02508   if (changed_signal) MarkTileDirtyByTile(tile);
02509 
02510   return best_track;
02511 }
02512 
02521 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
02522 {
02523   assert(v->IsFrontEngine());
02524 
02525   /* We have to handle depots specially as the track follower won't look
02526    * at the depot tile itself but starts from the next tile. If we are still
02527    * inside the depot, a depot reservation can never be ours. */
02528   if (v->track == TRACK_BIT_DEPOT) {
02529     if (HasDepotReservation(v->tile)) {
02530       if (mark_as_stuck) MarkTrainAsStuck(v);
02531       return false;
02532     } else {
02533       /* Depot not reserved, but the next tile might be. */
02534       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
02535       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
02536     }
02537   }
02538 
02539   Vehicle *other_train = NULL;
02540   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
02541   /* The path we are driving on is already blocked by some other train.
02542    * This can only happen in certain situations when mixing path and
02543    * block signals or when changing tracks and/or signals.
02544    * Exit here as doing any further reservations will probably just
02545    * make matters worse. */
02546   if (other_train != NULL && other_train->index != v->index) {
02547     if (mark_as_stuck) MarkTrainAsStuck(v);
02548     return false;
02549   }
02550   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
02551   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
02552     /* Can't be stuck then. */
02553     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
02554     ClrBit(v->flags, VRF_TRAIN_STUCK);
02555     return true;
02556   }
02557 
02558   /* If we are in a depot, tentatively reserve the depot. */
02559   if (v->track == TRACK_BIT_DEPOT) {
02560     SetDepotReservation(v->tile, true);
02561     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
02562   }
02563 
02564   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
02565   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
02566   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
02567 
02568   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
02569 
02570   bool res_made = false;
02571   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
02572 
02573   if (!res_made) {
02574     /* Free the depot reservation as well. */
02575     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
02576     return false;
02577   }
02578 
02579   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
02580     v->wait_counter = 0;
02581     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
02582   }
02583   ClrBit(v->flags, VRF_TRAIN_STUCK);
02584   return true;
02585 }
02586 
02587 
02588 static bool CheckReverseTrain(const Train *v)
02589 {
02590   if (_settings_game.difficulty.line_reverse_mode != 0 ||
02591       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
02592       !(v->direction & 1)) {
02593     return false;
02594   }
02595 
02596   assert(v->track != TRACK_BIT_NONE);
02597 
02598   switch (_settings_game.pf.pathfinder_for_trains) {
02599     case VPF_NPF: return NPFTrainCheckReverse(v);
02600     case VPF_YAPF: return YapfTrainCheckReverse(v);
02601 
02602     default: NOT_REACHED();
02603   }
02604 }
02605 
02606 TileIndex Train::GetOrderStationLocation(StationID station)
02607 {
02608   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
02609 
02610   const Station *st = Station::Get(station);
02611   if (!(st->facilities & FACIL_TRAIN)) {
02612     /* The destination station has no trainstation tiles. */
02613     this->IncrementRealOrderIndex();
02614     return 0;
02615   }
02616 
02617   return st->xy;
02618 }
02619 
02620 void Train::MarkDirty()
02621 {
02622   Train *v = this;
02623   do {
02624     v->UpdateViewport(false, false);
02625   } while ((v = v->Next()) != NULL);
02626 
02627   /* need to update acceleration and cached values since the goods on the train changed. */
02628   this->CargoChanged();
02629   this->UpdateAcceleration();
02630 }
02631 
02639 int Train::UpdateSpeed()
02640 {
02641   switch (_settings_game.vehicle.train_acceleration_model) {
02642     default: NOT_REACHED();
02643     case AM_ORIGINAL:
02644       return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->gcache.cached_max_track_speed);
02645 
02646     case AM_REALISTIC:
02647       return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
02648   }
02649 }
02650 
02656 static void TrainEnterStation(Train *v, StationID station)
02657 {
02658   v->last_station_visited = station;
02659 
02660   /* check if a train ever visited this station before */
02661   Station *st = Station::Get(station);
02662   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
02663     st->had_vehicle_of_type |= HVOT_TRAIN;
02664     SetDParam(0, st->index);
02665     AddVehicleNewsItem(
02666       STR_NEWS_FIRST_TRAIN_ARRIVAL,
02667       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
02668       v->index,
02669       st->index
02670     );
02671     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
02672   }
02673 
02674   v->force_proceed = TFP_NONE;
02675   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
02676 
02677   v->BeginLoading();
02678 
02679   TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
02680 }
02681 
02682 /* Check if the vehicle is compatible with the specified tile */
02683 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
02684 {
02685   return IsTileOwner(tile, v->owner) &&
02686       (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
02687 }
02688 
02689 struct RailtypeSlowdownParams {
02690   byte small_turn, large_turn;
02691   byte z_up; // fraction to remove when moving up
02692   byte z_down; // fraction to remove when moving down
02693 };
02694 
02695 static const RailtypeSlowdownParams _railtype_slowdown[] = {
02696   /* normal accel */
02697   {256 / 4, 256 / 2, 256 / 4, 2}, 
02698   {256 / 4, 256 / 2, 256 / 4, 2}, 
02699   {256 / 4, 256 / 2, 256 / 4, 2}, 
02700   {0,       256 / 2, 256 / 4, 2}, 
02701 };
02702 
02704 static inline void AffectSpeedByZChange(Train *v, byte old_z)
02705 {
02706   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
02707 
02708   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
02709 
02710   if (old_z < v->z_pos) {
02711     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
02712   } else {
02713     uint16 spd = v->cur_speed + rsp->z_down;
02714     if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
02715   }
02716 }
02717 
02718 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
02719 {
02720   if (IsTileType(tile, MP_RAILWAY) &&
02721       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
02722     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
02723     Trackdir trackdir = FindFirstTrackdir(tracks);
02724     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
02725       /* A PBS block with a non-PBS signal facing us? */
02726       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
02727     }
02728   }
02729   return false;
02730 }
02731 
02735 void Train::ReserveTrackUnderConsist() const
02736 {
02737   for (const Train *u = this; u != NULL; u = u->Next()) {
02738     switch (u->track) {
02739       case TRACK_BIT_WORMHOLE:
02740         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
02741         break;
02742       case TRACK_BIT_DEPOT:
02743         break;
02744       default:
02745         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
02746         break;
02747     }
02748   }
02749 }
02750 
02751 uint Train::Crash(bool flooded)
02752 {
02753   uint pass = 0;
02754   if (this->IsFrontEngine()) {
02755     pass += 2; // driver
02756 
02757     /* Remove the reserved path in front of the train if it is not stuck.
02758      * Also clear all reserved tracks the train is currently on. */
02759     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
02760     for (const Train *v = this; v != NULL; v = v->Next()) {
02761       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
02762       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
02763         /* ClearPathReservation will not free the wormhole exit
02764          * if the train has just entered the wormhole. */
02765         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
02766       }
02767     }
02768 
02769     /* we may need to update crossing we were approaching,
02770      * but must be updated after the train has been marked crashed */
02771     TileIndex crossing = TrainApproachingCrossingTile(this);
02772     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
02773 
02774     /* Remove the loading indicators (if any) */
02775     HideFillingPercent(&this->fill_percent_te_id);
02776   }
02777 
02778   pass += this->GroundVehicleBase::Crash(flooded);
02779 
02780   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
02781   return pass;
02782 }
02783 
02790 static uint TrainCrashed(Train *v)
02791 {
02792   uint num = 0;
02793 
02794   /* do not crash train twice */
02795   if (!(v->vehstatus & VS_CRASHED)) {
02796     num = v->Crash();
02797     AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
02798   }
02799 
02800   /* Try to re-reserve track under already crashed train too.
02801    * Crash() clears the reservation! */
02802   v->ReserveTrackUnderConsist();
02803 
02804   return num;
02805 }
02806 
02807 struct TrainCollideChecker {
02808   Train *v; 
02809   uint num; 
02810 };
02811 
02812 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
02813 {
02814   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
02815 
02816   /* not a train or in depot */
02817   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
02818 
02819   /* do not crash into trains of another company. */
02820   if (v->owner != tcc->v->owner) return NULL;
02821 
02822   /* get first vehicle now to make most usual checks faster */
02823   Train *coll = Train::From(v)->First();
02824 
02825   /* can't collide with own wagons */
02826   if (coll == tcc->v) return NULL;
02827 
02828   int x_diff = v->x_pos - tcc->v->x_pos;
02829   int y_diff = v->y_pos - tcc->v->y_pos;
02830 
02831   /* Do fast calculation to check whether trains are not in close vicinity
02832    * and quickly reject trains distant enough for any collision.
02833    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
02834    * Differences are then ORed and then we check for any higher bits */
02835   uint hash = (y_diff + 7) | (x_diff + 7);
02836   if (hash & ~15) return NULL;
02837 
02838   /* Slower check using multiplication */
02839   if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
02840 
02841   /* Happens when there is a train under bridge next to bridge head */
02842   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
02843 
02844   /* crash both trains */
02845   tcc->num += TrainCrashed(tcc->v);
02846   tcc->num += TrainCrashed(coll);
02847 
02848   return NULL; // continue searching
02849 }
02850 
02857 static bool CheckTrainCollision(Train *v)
02858 {
02859   /* can't collide in depot */
02860   if (v->track == TRACK_BIT_DEPOT) return false;
02861 
02862   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
02863 
02864   TrainCollideChecker tcc;
02865   tcc.v = v;
02866   tcc.num = 0;
02867 
02868   /* find colliding vehicles */
02869   if (v->track == TRACK_BIT_WORMHOLE) {
02870     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
02871     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
02872   } else {
02873     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
02874   }
02875 
02876   /* any dead -> no crash */
02877   if (tcc.num == 0) return false;
02878 
02879   SetDParam(0, tcc.num);
02880   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
02881     NS_ACCIDENT,
02882     v->index
02883   );
02884 
02885   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
02886   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
02887   return true;
02888 }
02889 
02890 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
02891 {
02892   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
02893 
02894   Train *t = Train::From(v);
02895   DiagDirection exitdir = *(DiagDirection *)data;
02896 
02897   /* not front engine of a train, inside wormhole or depot, crashed */
02898   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
02899 
02900   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
02901 
02902   return t;
02903 }
02904 
02905 static void TrainController(Train *v, Vehicle *nomove)
02906 {
02907   Train *first = v->First();
02908   Train *prev;
02909   bool direction_changed = false; // has direction of any part changed?
02910 
02911   /* For every vehicle after and including the given vehicle */
02912   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
02913     DiagDirection enterdir = DIAGDIR_BEGIN;
02914     bool update_signals_crossing = false; // will we update signals or crossing state?
02915 
02916     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
02917     if (v->track != TRACK_BIT_WORMHOLE) {
02918       /* Not inside tunnel */
02919       if (gp.old_tile == gp.new_tile) {
02920         /* Staying in the old tile */
02921         if (v->track == TRACK_BIT_DEPOT) {
02922           /* Inside depot */
02923           gp.x = v->x_pos;
02924           gp.y = v->y_pos;
02925         } else {
02926           /* Not inside depot */
02927 
02928           /* Reverse when we are at the end of the track already, do not move to the new position */
02929           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
02930 
02931           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
02932           if (HasBit(r, VETS_CANNOT_ENTER)) {
02933             goto invalid_rail;
02934           }
02935           if (HasBit(r, VETS_ENTERED_STATION)) {
02936             /* The new position is the end of the platform */
02937             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
02938           }
02939         }
02940       } else {
02941         /* A new tile is about to be entered. */
02942 
02943         /* Determine what direction we're entering the new tile from */
02944         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
02945         assert(IsValidDiagDirection(enterdir));
02946 
02947         /* Get the status of the tracks in the new tile and mask
02948          * away the bits that aren't reachable. */
02949         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
02950         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
02951 
02952         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
02953         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
02954 
02955         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
02956         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
02957           /* We allow wagons to make 90 deg turns, because forbid_90_deg
02958            * can be switched on halfway a turn */
02959           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
02960         }
02961 
02962         if (bits == TRACK_BIT_NONE) goto invalid_rail;
02963 
02964         /* Check if the new tile constrains tracks that are compatible
02965          * with the current train, if not, bail out. */
02966         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
02967 
02968         TrackBits chosen_track;
02969         if (prev == NULL) {
02970           /* Currently the locomotive is active. Determine which one of the
02971            * available tracks to choose */
02972           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
02973           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
02974 
02975           if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
02976             /* For each signal we find decrease the counter by one.
02977              * We start at two, so the first signal we pass decreases
02978              * this to one, then if we reach the next signal it is
02979              * decreased to zero and we won't pass that new signal. */
02980             Trackdir dir = FindFirstTrackdir(trackdirbits);
02981             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
02982                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
02983               /* However, we do not want to be stopped by PBS signals
02984                * entered via the back. */
02985               v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
02986               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
02987             }
02988           }
02989 
02990           /* Check if it's a red signal and that force proceed is not clicked. */
02991           if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
02992             /* In front of a red signal */
02993             Trackdir i = FindFirstTrackdir(trackdirbits);
02994 
02995             /* Don't handle stuck trains here. */
02996             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
02997 
02998             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
02999               v->cur_speed = 0;
03000               v->subspeed = 0;
03001               v->progress = 255 - 100;
03002               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
03003             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
03004               v->cur_speed = 0;
03005               v->subspeed = 0;
03006               v->progress = 255 - 10;
03007               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
03008                 DiagDirection exitdir = TrackdirToExitdir(i);
03009                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
03010 
03011                 exitdir = ReverseDiagDir(exitdir);
03012 
03013                 /* check if a train is waiting on the other side */
03014                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
03015               }
03016             }
03017 
03018             /* If we would reverse but are currently in a PBS block and
03019              * reversing of stuck trains is disabled, don't reverse.
03020              * This does not apply if the reason for reversing is a one-way
03021              * signal blocking us, because a train would then be stuck forever. */
03022             if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
03023                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
03024               v->wait_counter = 0;
03025               return;
03026             }
03027             goto reverse_train_direction;
03028           } else {
03029             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
03030           }
03031         } else {
03032           /* The wagon is active, simply follow the prev vehicle. */
03033           if (prev->tile == gp.new_tile) {
03034             /* Choose the same track as prev */
03035             if (prev->track == TRACK_BIT_WORMHOLE) {
03036               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
03037                * However, just choose the track into the wormhole. */
03038               assert(IsTunnel(prev->tile));
03039               chosen_track = bits;
03040             } else {
03041               chosen_track = prev->track;
03042             }
03043           } else {
03044             /* Choose the track that leads to the tile where prev is.
03045              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
03046              * I.e. when the tile between them has only space for a single vehicle like
03047              *  1) horizontal/vertical track tiles and
03048              *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
03049              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
03050              */
03051             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
03052               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
03053               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
03054               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
03055               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
03056             };
03057             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
03058             assert(IsValidDiagDirection(exitdir));
03059             chosen_track = _connecting_track[enterdir][exitdir];
03060           }
03061           chosen_track &= bits;
03062         }
03063 
03064         /* Make sure chosen track is a valid track */
03065         assert(
03066             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
03067             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
03068             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
03069 
03070         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
03071         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
03072         gp.x = (gp.x & ~0xF) | b[0];
03073         gp.y = (gp.y & ~0xF) | b[1];
03074         Direction chosen_dir = (Direction)b[2];
03075 
03076         /* Call the landscape function and tell it that the vehicle entered the tile */
03077         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
03078         if (HasBit(r, VETS_CANNOT_ENTER)) {
03079           goto invalid_rail;
03080         }
03081 
03082         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
03083           Track track = FindFirstTrack(chosen_track);
03084           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
03085           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
03086             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
03087             MarkTileDirtyByTile(gp.new_tile);
03088           }
03089 
03090           /* Clear any track reservation when the last vehicle leaves the tile */
03091           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
03092 
03093           v->tile = gp.new_tile;
03094 
03095           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
03096             v->First()->RailtypeChanged();
03097           }
03098 
03099           v->track = chosen_track;
03100           assert(v->track);
03101         }
03102 
03103         /* We need to update signal status, but after the vehicle position hash
03104          * has been updated by UpdateInclination() */
03105         update_signals_crossing = true;
03106 
03107         if (chosen_dir != v->direction) {
03108           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
03109             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
03110             DirDiff diff = DirDifference(v->direction, chosen_dir);
03111             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
03112           }
03113           direction_changed = true;
03114           v->direction = chosen_dir;
03115         }
03116 
03117         if (v->IsFrontEngine()) {
03118           v->wait_counter = 0;
03119 
03120           /* If we are approaching a crossing that is reserved, play the sound now. */
03121           TileIndex crossing = TrainApproachingCrossingTile(v);
03122           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
03123 
03124           /* Always try to extend the reservation when entering a tile. */
03125           CheckNextTrainTile(v);
03126         }
03127 
03128         if (HasBit(r, VETS_ENTERED_STATION)) {
03129           /* The new position is the location where we want to stop */
03130           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
03131         }
03132       }
03133     } else {
03134       /* In a tunnel or on a bridge
03135        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
03136        * - for bridges, only the middle part - without the bridge heads */
03137       if (!(v->vehstatus & VS_HIDDEN)) {
03138         Train *first = v->First();
03139         first->cur_speed = min(first->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
03140       }
03141 
03142       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
03143         /* Perform look-ahead on tunnel exit. */
03144         if (v->IsFrontEngine()) {
03145           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
03146           CheckNextTrainTile(v);
03147         }
03148         /* Prevent v->UpdateInclination() being called with wrong parameters.
03149          * This could happen if the train was reversed inside the tunnel/bridge. */
03150         if (gp.old_tile == gp.new_tile) {
03151           gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
03152         }
03153       } else {
03154         v->x_pos = gp.x;
03155         v->y_pos = gp.y;
03156         VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
03157         continue;
03158       }
03159     }
03160 
03161     /* update image of train, as well as delta XY */
03162     v->UpdateDeltaXY(v->direction);
03163 
03164     v->x_pos = gp.x;
03165     v->y_pos = gp.y;
03166 
03167     /* update the Z position of the vehicle */
03168     byte old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
03169 
03170     if (prev == NULL) {
03171       /* This is the first vehicle in the train */
03172       AffectSpeedByZChange(v, old_z);
03173     }
03174 
03175     if (update_signals_crossing) {
03176       if (v->IsFrontEngine()) {
03177         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
03178           /* We are entering a block with PBS signals right now, but
03179            * not through a PBS signal. This means we don't have a
03180            * reservation right now. As a conventional signal will only
03181            * ever be green if no other train is in the block, getting
03182            * a path should always be possible. If the player built
03183            * such a strange network that it is not possible, the train
03184            * will be marked as stuck and the player has to deal with
03185            * the problem. */
03186           if ((!HasReservedTracks(gp.new_tile, v->track) &&
03187               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
03188               !TryPathReserve(v)) {
03189             MarkTrainAsStuck(v);
03190           }
03191         }
03192       }
03193 
03194       /* Signals can only change when the first
03195        * (above) or the last vehicle moves. */
03196       if (v->Next() == NULL) {
03197         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
03198         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
03199       }
03200     }
03201 
03202     /* Do not check on every tick to save some computing time. */
03203     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
03204   }
03205 
03206   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
03207 
03208   return;
03209 
03210 invalid_rail:
03211   /* We've reached end of line?? */
03212   if (prev != NULL) error("Disconnecting train");
03213 
03214 reverse_train_direction:
03215   v->wait_counter = 0;
03216   v->cur_speed = 0;
03217   v->subspeed = 0;
03218   ReverseTrainDirection(v);
03219 }
03220 
03227 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
03228 {
03229   TrackBits *trackbits = (TrackBits *)data;
03230 
03231   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
03232     TrackBits train_tbits = Train::From(v)->track;
03233     if (train_tbits == TRACK_BIT_WORMHOLE) {
03234       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
03235       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
03236     } else if (train_tbits != TRACK_BIT_DEPOT) {
03237       *trackbits |= train_tbits;
03238     }
03239   }
03240 
03241   return NULL;
03242 }
03243 
03251 static void DeleteLastWagon(Train *v)
03252 {
03253   Train *first = v->First();
03254 
03255   /* Go to the last wagon and delete the link pointing there
03256    * *u is then the one-before-last wagon, and *v the last
03257    * one which will physically be removed */
03258   Train *u = v;
03259   for (; v->Next() != NULL; v = v->Next()) u = v;
03260   u->SetNext(NULL);
03261 
03262   if (first != v) {
03263     /* Recalculate cached train properties */
03264     first->ConsistChanged(false);
03265     /* Update the depot window if the first vehicle is in depot -
03266      * if v == first, then it is updated in PreDestructor() */
03267     if (first->track == TRACK_BIT_DEPOT) {
03268       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
03269     }
03270   }
03271 
03272   /* 'v' shouldn't be accessed after it has been deleted */
03273   TrackBits trackbits = v->track;
03274   TileIndex tile = v->tile;
03275   Owner owner = v->owner;
03276 
03277   delete v;
03278   v = NULL; // make sure nobody will try to read 'v' anymore
03279 
03280   if (trackbits == TRACK_BIT_WORMHOLE) {
03281     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
03282     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
03283   }
03284 
03285   Track track = TrackBitsToTrack(trackbits);
03286   if (HasReservedTracks(tile, trackbits)) {
03287     UnreserveRailTrack(tile, track);
03288 
03289     /* If there are still crashed vehicles on the tile, give the track reservation to them */
03290     TrackBits remaining_trackbits = TRACK_BIT_NONE;
03291     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
03292 
03293     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
03294     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
03295     Track t;
03296     FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
03297   }
03298 
03299   /* check if the wagon was on a road/rail-crossing */
03300   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
03301 
03302   /* Update signals */
03303   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
03304     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
03305   } else {
03306     SetSignalsOnBothDir(tile, track, owner);
03307   }
03308 }
03309 
03314 static void ChangeTrainDirRandomly(Train *v)
03315 {
03316   static const DirDiff delta[] = {
03317     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
03318   };
03319 
03320   do {
03321     /* We don't need to twist around vehicles if they're not visible */
03322     if (!(v->vehstatus & VS_HIDDEN)) {
03323       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
03324       v->UpdateDeltaXY(v->direction);
03325       v->cur_image = v->GetImage(v->direction);
03326       /* Refrain from updating the z position of the vehicle when on
03327        * a bridge, because UpdateInclination() will put the vehicle under
03328        * the bridge in that case */
03329       if (v->track != TRACK_BIT_WORMHOLE) v->UpdateInclination(false, false);
03330     }
03331   } while ((v = v->Next()) != NULL);
03332 }
03333 
03339 static bool HandleCrashedTrain(Train *v)
03340 {
03341   int state = ++v->crash_anim_pos;
03342 
03343   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
03344     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
03345   }
03346 
03347   uint32 r;
03348   if (state <= 200 && Chance16R(1, 7, r)) {
03349     int index = (r * 10 >> 16);
03350 
03351     Vehicle *u = v;
03352     do {
03353       if (--index < 0) {
03354         r = Random();
03355 
03356         CreateEffectVehicleRel(u,
03357           GB(r,  8, 3) + 2,
03358           GB(r, 16, 3) + 2,
03359           GB(r,  0, 3) + 5,
03360           EV_EXPLOSION_SMALL);
03361         break;
03362       }
03363     } while ((u = u->Next()) != NULL);
03364   }
03365 
03366   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
03367 
03368   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
03369     bool ret = v->Next() != NULL;
03370     DeleteLastWagon(v);
03371     return ret;
03372   }
03373 
03374   return true;
03375 }
03376 
03378 static const uint16 _breakdown_speeds[16] = {
03379   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
03380 };
03381 
03382 
03390 static bool TrainApproachingLineEnd(Train *v, bool signal)
03391 {
03392   /* Calc position within the current tile */
03393   uint x = v->x_pos & 0xF;
03394   uint y = v->y_pos & 0xF;
03395 
03396   /* for diagonal directions, 'x' will be 0..15 -
03397    * for other directions, it will be 1, 3, 5, ..., 15 */
03398   switch (v->direction) {
03399     case DIR_N : x = ~x + ~y + 25; break;
03400     case DIR_NW: x = y;            // FALL THROUGH
03401     case DIR_NE: x = ~x + 16;      break;
03402     case DIR_E : x = ~x + y + 9;   break;
03403     case DIR_SE: x = y;            break;
03404     case DIR_S : x = x + y - 7;    break;
03405     case DIR_W : x = ~y + x + 9;   break;
03406     default: break;
03407   }
03408 
03409   /* Do not reverse when approaching red signal. Make sure the vehicle's front
03410    * does not cross the tile boundary when we do reverse, but as the vehicle's
03411    * location is based on their center, use half a vehicle's length as offset.
03412    * Actually, the center of all vehicles is half a normal vehicle's length
03413    * from the front of the vehicle, so even in case the vehicle is 1/8th
03414    * long, the center is still at 1/2 of VEHICLE_LENGTH. Basically FS#3569. */
03415   if (!signal && x + VEHICLE_LENGTH / 2 >= TILE_SIZE) {
03416     /* we are too near the tile end, reverse now */
03417     v->cur_speed = 0;
03418     ReverseTrainDirection(v);
03419     return false;
03420   }
03421 
03422   /* slow down */
03423   v->vehstatus |= VS_TRAIN_SLOWING;
03424   uint16 break_speed = _breakdown_speeds[x & 0xF];
03425   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
03426 
03427   return true;
03428 }
03429 
03430 
03436 static bool TrainCanLeaveTile(const Train *v)
03437 {
03438   /* Exit if inside a tunnel/bridge or a depot */
03439   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
03440 
03441   TileIndex tile = v->tile;
03442 
03443   /* entering a tunnel/bridge? */
03444   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
03445     DiagDirection dir = GetTunnelBridgeDirection(tile);
03446     if (DiagDirToDir(dir) == v->direction) return false;
03447   }
03448 
03449   /* entering a depot? */
03450   if (IsRailDepotTile(tile)) {
03451     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
03452     if (DiagDirToDir(dir) == v->direction) return false;
03453   }
03454 
03455   return true;
03456 }
03457 
03458 
03466 static TileIndex TrainApproachingCrossingTile(const Train *v)
03467 {
03468   assert(v->IsFrontEngine());
03469   assert(!(v->vehstatus & VS_CRASHED));
03470 
03471   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
03472 
03473   DiagDirection dir = TrainExitDir(v->direction, v->track);
03474   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
03475 
03476   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
03477   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
03478       !CheckCompatibleRail(v, tile)) {
03479     return INVALID_TILE;
03480   }
03481 
03482   return tile;
03483 }
03484 
03485 
03492 static bool TrainCheckIfLineEnds(Train *v)
03493 {
03494   /* First, handle broken down train */
03495 
03496   int t = v->breakdown_ctr;
03497   if (t > 1) {
03498     v->vehstatus |= VS_TRAIN_SLOWING;
03499 
03500     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
03501     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
03502   } else {
03503     v->vehstatus &= ~VS_TRAIN_SLOWING;
03504   }
03505 
03506   if (!TrainCanLeaveTile(v)) return true;
03507 
03508   /* Determine the non-diagonal direction in which we will exit this tile */
03509   DiagDirection dir = TrainExitDir(v->direction, v->track);
03510   /* Calculate next tile */
03511   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
03512 
03513   /* Determine the track status on the next tile */
03514   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
03515   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
03516 
03517   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
03518   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
03519 
03520   /* We are sure the train is not entering a depot, it is detected above */
03521 
03522   /* mask unreachable track bits if we are forbidden to do 90deg turns */
03523   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
03524   if (_settings_game.pf.forbid_90_deg) {
03525     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
03526   }
03527 
03528   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
03529   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
03530     return TrainApproachingLineEnd(v, false);
03531   }
03532 
03533   /* approaching red signal */
03534   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
03535 
03536   /* approaching a rail/road crossing? then make it red */
03537   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
03538 
03539   return true;
03540 }
03541 
03542 
03543 static bool TrainLocoHandler(Train *v, bool mode)
03544 {
03545   /* train has crashed? */
03546   if (v->vehstatus & VS_CRASHED) {
03547     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
03548   }
03549 
03550   if (v->force_proceed != TFP_NONE) {
03551     ClrBit(v->flags, VRF_TRAIN_STUCK);
03552     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03553   }
03554 
03555   /* train is broken down? */
03556   if (v->HandleBreakdown()) return true;
03557 
03558   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
03559     ReverseTrainDirection(v);
03560   }
03561 
03562   /* exit if train is stopped */
03563   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
03564 
03565   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
03566   if (ProcessOrders(v) && CheckReverseTrain(v)) {
03567     v->wait_counter = 0;
03568     v->cur_speed = 0;
03569     v->subspeed = 0;
03570     ClrBit(v->flags, VRF_LEAVING_STATION);
03571     ReverseTrainDirection(v);
03572     return true;
03573   } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
03574     /* Try to reserve a path when leaving the station as we
03575      * might not be marked as wanting a reservation, e.g.
03576      * when an overlength train gets turned around in a station. */
03577     DiagDirection dir = TrainExitDir(v->direction, v->track);
03578     if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
03579 
03580     if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
03581       TryPathReserve(v, true, true);
03582     }
03583     ClrBit(v->flags, VRF_LEAVING_STATION);
03584   }
03585 
03586   v->HandleLoading(mode);
03587 
03588   if (v->current_order.IsType(OT_LOADING)) return true;
03589 
03590   if (CheckTrainStayInDepot(v)) return true;
03591 
03592   if (!mode) v->ShowVisualEffect();
03593 
03594   /* We had no order but have an order now, do look ahead. */
03595   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
03596     CheckNextTrainTile(v);
03597   }
03598 
03599   /* Handle stuck trains. */
03600   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
03601     ++v->wait_counter;
03602 
03603     /* Should we try reversing this tick if still stuck? */
03604     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
03605 
03606     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
03607     if (!TryPathReserve(v)) {
03608       /* Still stuck. */
03609       if (turn_around) ReverseTrainDirection(v);
03610 
03611       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
03612         /* Show message to player. */
03613         if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
03614           SetDParam(0, v->index);
03615           AddVehicleNewsItem(
03616             STR_NEWS_TRAIN_IS_STUCK,
03617             NS_ADVICE,
03618             v->index
03619           );
03620         }
03621         v->wait_counter = 0;
03622       }
03623       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
03624       if (v->force_proceed == TFP_NONE) return true;
03625       ClrBit(v->flags, VRF_TRAIN_STUCK);
03626       v->wait_counter = 0;
03627       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03628     }
03629   }
03630 
03631   if (v->current_order.IsType(OT_LEAVESTATION)) {
03632     v->current_order.Free();
03633     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03634     return true;
03635   }
03636 
03637   int j = v->UpdateSpeed();
03638 
03639   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
03640   if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
03641     /* If we manually stopped, we're not force-proceeding anymore. */
03642     v->force_proceed = TFP_NONE;
03643     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03644   }
03645 
03646   int adv_spd = v->GetAdvanceDistance();
03647   if (j < adv_spd) {
03648     /* if the vehicle has speed 0, update the last_speed field. */
03649     if (v->cur_speed == 0) v->SetLastSpeed();
03650   } else {
03651     TrainCheckIfLineEnds(v);
03652     /* Loop until the train has finished moving. */
03653     for (;;) {
03654       j -= adv_spd;
03655       TrainController(v, NULL);
03656       /* Don't continue to move if the train crashed. */
03657       if (CheckTrainCollision(v)) break;
03658       /* Determine distance to next map position */
03659       adv_spd = v->GetAdvanceDistance();
03660 
03661       /* No more moving this tick */
03662       if (j < adv_spd || v->cur_speed == 0) break;
03663 
03664       OrderType order_type = v->current_order.GetType();
03665       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
03666       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
03667             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
03668             IsTileType(v->tile, MP_STATION) &&
03669             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
03670         ProcessOrders(v);
03671       }
03672     }
03673     v->SetLastSpeed();
03674   }
03675 
03676   for (Train *u = v; u != NULL; u = u->Next()) {
03677     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
03678 
03679     u->UpdateViewport(false, false);
03680   }
03681 
03682   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
03683 
03684   return true;
03685 }
03686 
03687 
03688 
03689 Money Train::GetRunningCost() const
03690 {
03691   Money cost = 0;
03692   const Train *v = this;
03693 
03694   do {
03695     const Engine *e = Engine::Get(v->engine_type);
03696     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
03697 
03698     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
03699     if (cost_factor == 0) continue;
03700 
03701     /* Halve running cost for multiheaded parts */
03702     if (v->IsMultiheaded()) cost_factor /= 2;
03703 
03704     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grf_prop.grffile);
03705   } while ((v = v->GetNextVehicle()) != NULL);
03706 
03707   return cost;
03708 }
03709 
03710 
03711 bool Train::Tick()
03712 {
03713   this->tick_counter++;
03714 
03715   if (this->IsFrontEngine()) {
03716     if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
03717 
03718     this->current_order_time++;
03719 
03720     if (!TrainLocoHandler(this, false)) return false;
03721 
03722     return TrainLocoHandler(this, true);
03723   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
03724     /* Delete flooded standalone wagon chain */
03725     if (++this->crash_anim_pos >= 4400) {
03726       delete this;
03727       return false;
03728     }
03729   }
03730 
03731   return true;
03732 }
03733 
03734 static void CheckIfTrainNeedsService(Train *v)
03735 {
03736   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
03737   if (v->IsInDepot()) {
03738     VehicleServiceInDepot(v);
03739     return;
03740   }
03741 
03742   uint max_penalty;
03743   switch (_settings_game.pf.pathfinder_for_trains) {
03744     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
03745     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
03746     default: NOT_REACHED();
03747   }
03748 
03749   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
03750   /* Only go to the depot if it is not too far out of our way. */
03751   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
03752     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
03753       /* If we were already heading for a depot but it has
03754        * suddenly moved farther away, we continue our normal
03755        * schedule? */
03756       v->current_order.MakeDummy();
03757       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03758     }
03759     return;
03760   }
03761 
03762   DepotID depot = GetDepotIndex(tfdd.tile);
03763 
03764   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
03765       v->current_order.GetDestination() != depot &&
03766       !Chance16(3, 16)) {
03767     return;
03768   }
03769 
03770   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
03771   v->dest_tile = tfdd.tile;
03772   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03773 }
03774 
03775 void Train::OnNewDay()
03776 {
03777   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
03778 
03779   if (this->IsFrontEngine()) {
03780     CheckVehicleBreakdown(this);
03781     AgeVehicle(this);
03782 
03783     CheckIfTrainNeedsService(this);
03784 
03785     CheckOrders(this);
03786 
03787     /* update destination */
03788     if (this->current_order.IsType(OT_GOTO_STATION)) {
03789       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
03790       if (tile != INVALID_TILE) this->dest_tile = tile;
03791     }
03792 
03793     if (this->running_ticks != 0) {
03794       /* running costs */
03795       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
03796 
03797       this->profit_this_year -= cost.GetCost();
03798       this->running_ticks = 0;
03799 
03800       SubtractMoneyFromCompanyFract(this->owner, cost);
03801 
03802       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
03803       SetWindowClassesDirty(WC_TRAINS_LIST);
03804     }
03805   } else if (this->IsEngine()) {
03806     /* Also age engines that aren't front engines */
03807     AgeVehicle(this);
03808   }
03809 }
03810 
03811 Trackdir Train::GetVehicleTrackdir() const
03812 {
03813   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
03814 
03815   if (this->track == TRACK_BIT_DEPOT) {
03816     /* We'll assume the train is facing outwards */
03817     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
03818   }
03819 
03820   if (this->track == TRACK_BIT_WORMHOLE) {
03821     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
03822     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
03823   }
03824 
03825   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
03826 }

Generated on Thu Apr 14 00:48:22 2011 for OpenTTD by  doxygen 1.6.1