# train_cmd.cpp

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    00001 /* $Id: train_cmd.cpp 17598 2009-09-21 15:41:58Z rubidium $ */
    00002
    00005 #include "stdafx.h"
    00006 #include "gui.h"
    00007 #include "articulated_vehicles.h"
    00008 #include "command_func.h"
    00009 #include "npf.h"
    00010 #include "news_func.h"
    00011 #include "engine_func.h"
    00012 #include "engine_base.h"
    00013 #include "company_func.h"
    00014 #include "depot_base.h"
    00015 #include "vehicle_gui.h"
    00016 #include "train.h"
    00017 #include "newgrf_engine.h"
    00018 #include "newgrf_sound.h"
    00019 #include "newgrf_text.h"
    00020 #include "yapf/follow_track.hpp"
    00021 #include "group.h"
    00022 #include "table/sprites.h"
    00023 #include "strings_func.h"
    00024 #include "functions.h"
    00025 #include "window_func.h"
    00026 #include "vehicle_func.h"
    00027 #include "sound_func.h"
    00028 #include "variables.h"
    00029 #include "autoreplace_gui.h"
    00030 #include "gfx_func.h"
    00031 #include "ai/ai.hpp"
    00032 #include "newgrf_station.h"
    00033 #include "effectvehicle_func.h"
    00034 #include "gamelog.h"
    00035 #include "network/network.h"
    00036
    00037 #include "table/strings.h"
    00038 #include "table/train_cmd.h"
    00039
    00040 static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
    00041 static bool TrainCheckIfLineEnds(Vehicle *v);
    00042 static void TrainController(Vehicle *v, Vehicle *nomove);
    00043 static TileIndex TrainApproachingCrossingTile(const Vehicle *v);
    00044 static void CheckIfTrainNeedsService(Vehicle *v);
    00045 static void CheckNextTrainTile(Vehicle *v);
    00046
    00047 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
    00048 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
    00049
    00050
    00058 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
    00059 {
    00060   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
    00061
    00062   DiagDirection diagdir = DirToDiagDir(direction);
    00063
    00064   /* Determine the diagonal direction in which we will exit this tile */
    00065   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
    00066     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
    00067   }
    00068
    00069   return diagdir;
    00070 }
    00071
    00072
    00077 byte FreightWagonMult(CargoID cargo)
    00078 {
    00079   if (!GetCargo(cargo)->is_freight) return 1;
    00080   return _settings_game.vehicle.freight_trains;
    00081 }
    00082
    00083
    00088 void TrainPowerChanged(Vehicle *v)
    00089 {
    00090   uint32 total_power = 0;
    00091   uint32 max_te = 0;
    00092
    00093   for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    00094     RailType railtype = GetRailType(u->tile);
    00095
    00096     /* Power is not added for articulated parts */
    00097     if (!IsArticulatedPart(u)) {
    00098       bool engine_has_power = HasPowerOnRail(u->u.rail.railtype, railtype);
    00099
    00100       const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00101
    00102       if (engine_has_power) {
    00103         uint16 power = GetVehicleProperty(u, 0x0B, rvi_u->power);
    00104         if (power != 0) {
    00105           /* Halve power for multiheaded parts */
    00106           if (IsMultiheaded(u)) power /= 2;
    00107
    00108           total_power += power;
    00109           /* Tractive effort in (tonnes * 1000 * 10 =) N */
    00110           max_te += (u->u.rail.cached_veh_weight * 10000 * GetVehicleProperty(u, 0x1F, rvi_u->tractive_effort)) / 256;
    00111         }
    00112       }
    00113     }
    00114
    00115     if (HasBit(u->u.rail.flags, VRF_POWEREDWAGON) && HasPowerOnRail(v->u.rail.railtype, railtype)) {
    00116       total_power += RailVehInfo(u->u.rail.first_engine)->pow_wag_power;
    00117     }
    00118   }
    00119
    00120   if (v->u.rail.cached_power != total_power || v->u.rail.cached_max_te != max_te) {
    00121     /* If it has no power (no catenary), stop the train */
    00122     if (total_power == 0) v->vehstatus |= VS_STOPPED;
    00123
    00124     v->u.rail.cached_power = total_power;
    00125     v->u.rail.cached_max_te = max_te;
    00126     InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
    00127     InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    00128   }
    00129 }
    00130
    00131
    00137 static void TrainCargoChanged(Vehicle *v)
    00138 {
    00139   uint32 weight = 0;
    00140
    00141   for (Vehicle *u = v; u != NULL; u = u->Next()) {
    00142     uint32 vweight = GetCargo(u->cargo_type)->weight * u->cargo.Count() * FreightWagonMult(u->cargo_type) / 16;
    00143
    00144     /* Vehicle weight is not added for articulated parts. */
    00145     if (!IsArticulatedPart(u)) {
    00146       /* vehicle weight is the sum of the weight of the vehicle and the weight of its cargo */
    00147       vweight += GetVehicleProperty(u, 0x16, RailVehInfo(u->engine_type)->weight);
    00148     }
    00149
    00150     /* powered wagons have extra weight added */
    00151     if (HasBit(u->u.rail.flags, VRF_POWEREDWAGON)) {
    00152       vweight += RailVehInfo(u->u.rail.first_engine)->pow_wag_weight;
    00153     }
    00154
    00155     /* consist weight is the sum of the weight of all vehicles in the consist */
    00156     weight += vweight;
    00157
    00158     /* store vehicle weight in cache */
    00159     u->u.rail.cached_veh_weight = vweight;
    00160   }
    00161
    00162   /* store consist weight in cache */
    00163   v->u.rail.cached_weight = weight;
    00164
    00165   /* Now update train power (tractive effort is dependent on weight) */
    00166   TrainPowerChanged(v);
    00167 }
    00168
    00169
    00174 static void RailVehicleLengthChanged(const Vehicle *u)
    00175 {
    00176   /* show a warning once for each engine in whole game and once for each GRF after each game load */
    00177   const Engine *engine = GetEngine(u->engine_type);
    00178   uint32 grfid = engine->grffile->grfid;
    00179   GRFConfig *grfconfig = GetGRFConfig(grfid);
    00180   if (GamelogGRFBugReverse(grfid, engine->internal_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
    00181     ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
    00182   }
    00183 }
    00184
    00186 void CheckTrainsLengths()
    00187 {
    00188   const Vehicle *v;
    00189
    00190   FOR_ALL_VEHICLES(v) {
    00191     if (v->type == VEH_TRAIN && v->First() == v && !(v->vehstatus & VS_CRASHED)) {
    00192       for (const Vehicle *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
    00193         if (u->u.rail.track != TRACK_BIT_DEPOT) {
    00194           if ((w->u.rail.track != TRACK_BIT_DEPOT &&
    00195               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->u.rail.cached_veh_length) ||
    00196               (w->u.rail.track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
    00197             SetDParam(0, v->index);
    00198             SetDParam(1, v->owner);
    00199             ShowErrorMessage(INVALID_STRING_ID, STR_BROKEN_VEHICLE_LENGTH, 0, 0);
    00200
    00201             if (!_networking) _pause_game = -1;
    00202           }
    00203         }
    00204       }
    00205     }
    00206   }
    00207 }
    00208
    00216 void TrainConsistChanged(Vehicle *v, bool same_length)
    00217 {
    00218   uint16 max_speed = UINT16_MAX;
    00219
    00220   assert(v->type == VEH_TRAIN);
    00221   assert(IsFrontEngine(v) || IsFreeWagon(v));
    00222
    00223   const RailVehicleInfo *rvi_v = RailVehInfo(v->engine_type);
    00224   EngineID first_engine = IsFrontEngine(v) ? v->engine_type : INVALID_ENGINE;
    00225   v->u.rail.cached_total_length = 0;
    00226   v->u.rail.compatible_railtypes = RAILTYPES_NONE;
    00227
    00228   bool train_can_tilt = true;
    00229
    00230   for (Vehicle *u = v; u != NULL; u = u->Next()) {
    00231     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00232
    00233     /* Check the v->first cache. */
    00234     assert(u->First() == v);
    00235
    00236     /* update the 'first engine' */
    00237     u->u.rail.first_engine = v == u ? INVALID_ENGINE : first_engine;
    00238     u->u.rail.railtype = rvi_u->railtype;
    00239
    00240     if (IsTrainEngine(u)) first_engine = u->engine_type;
    00241
    00242     /* Set user defined data to its default value */
    00243     u->u.rail.user_def_data = rvi_u->user_def_data;
    00244     v->InvalidateNewGRFCache();
    00245     u->InvalidateNewGRFCache();
    00246   }
    00247
    00248   for (Vehicle *u = v; u != NULL; u = u->Next()) {
    00249     /* Update user defined data (must be done before other properties) */
    00250     u->u.rail.user_def_data = GetVehicleProperty(u, 0x25, u->u.rail.user_def_data);
    00251     v->InvalidateNewGRFCache();
    00252     u->InvalidateNewGRFCache();
    00253   }
    00254
    00255   for (Vehicle *u = v; u != NULL; u = u->Next()) {
    00256     const Engine *e_u = GetEngine(u->engine_type);
    00257     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00258
    00259     if (!HasBit(EngInfo(u->engine_type)->misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00260
    00261     /* Cache wagon override sprite group. NULL is returned if there is none */
    00262     u->u.rail.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->u.rail.first_engine);
    00263
    00264     /* Reset colour map */
    00265     u->colourmap = PAL_NONE;
    00266
    00267     if (rvi_u->visual_effect != 0) {
    00268       u->u.rail.cached_vis_effect = rvi_u->visual_effect;
    00269     } else {
    00270       if (IsTrainWagon(u) || IsArticulatedPart(u)) {
    00271         /* Wagons and articulated parts have no effect by default */
    00272         u->u.rail.cached_vis_effect = 0x40;
    00273       } else if (rvi_u->engclass == 0) {
    00274         /* Steam is offset by -4 units */
    00275         u->u.rail.cached_vis_effect = 4;
    00276       } else {
    00277         /* Diesel fumes and sparks come from the centre */
    00278         u->u.rail.cached_vis_effect = 8;
    00279       }
    00280     }
    00281
    00282     /* Check powered wagon / visual effect callback */
    00283     if (HasBit(EngInfo(u->engine_type)->callbackmask, CBM_TRAIN_WAGON_POWER)) {
    00284       uint16 callback = GetVehicleCallback(CBID_TRAIN_WAGON_POWER, 0, 0, u->engine_type, u);
    00285
    00286       if (callback != CALLBACK_FAILED) u->u.rail.cached_vis_effect = GB(callback, 0, 8);
    00287     }
    00288
    00289     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00290       UsesWagonOverride(u) && !HasBit(u->u.rail.cached_vis_effect, 7)) {
    00291       /* wagon is powered */
    00292       SetBit(u->u.rail.flags, VRF_POWEREDWAGON); // cache 'powered' status
    00293     } else {
    00294       ClrBit(u->u.rail.flags, VRF_POWEREDWAGON);
    00295     }
    00296
    00297     if (!IsArticulatedPart(u)) {
    00298       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00299          have railtype normal */
    00300       if (rvi_u->power > 0) {
    00301         v->u.rail.compatible_railtypes |= GetRailTypeInfo(u->u.rail.railtype)->powered_railtypes;
    00302       }
    00303
    00304       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00305        * existing electric engines when elrails are disabled and then re-enabled */
    00306       if (HasBit(u->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00307         u->u.rail.railtype = RAILTYPE_RAIL;
    00308         u->u.rail.compatible_railtypes |= RAILTYPES_RAIL;
    00309       }
    00310
    00311       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00312       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00313         uint16 speed = GetVehicleProperty(u, 0x09, rvi_u->max_speed);
    00314         if (speed != 0) max_speed = min(speed, max_speed);
    00315       }
    00316     }
    00317
    00318     if (e_u->CanCarryCargo() && u->cargo_type == e_u->GetDefaultCargoType() && u->cargo_subtype == 0) {
    00319       /* Set cargo capacity if we've not been refitted */
    00320       u->cargo_cap = GetVehicleProperty(u, 0x14, rvi_u->capacity);
    00321     }
    00322
    00323     /* check the vehicle length (callback) */
    00324     uint16 veh_len = CALLBACK_FAILED;
    00325     if (HasBit(EngInfo(u->engine_type)->callbackmask, CBM_VEHICLE_LENGTH)) {
    00326       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00327     }
    00328     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00329     veh_len = 8 - Clamp(veh_len, 0, u->Next() == NULL ? 7 : 5); // the clamp on vehicles not the last in chain is stricter, as too short wagons can break the 'follow next vehicle' code
    00330
    00331     /* verify length hasn't changed */
    00332     if (same_length && veh_len != u->u.rail.cached_veh_length) RailVehicleLengthChanged(u);
    00333
    00334     /* update vehicle length? */
    00335     if (!same_length) u->u.rail.cached_veh_length = veh_len;
    00336
    00337     v->u.rail.cached_total_length += u->u.rail.cached_veh_length;
    00338     v->InvalidateNewGRFCache();
    00339     u->InvalidateNewGRFCache();
    00340   }
    00341
    00342   /* store consist weight/max speed in cache */
    00343   v->u.rail.cached_max_speed = max_speed;
    00344   v->u.rail.cached_tilt = train_can_tilt;
    00345
    00346   /* 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) */
    00347   TrainCargoChanged(v);
    00348
    00349   if (IsFrontEngine(v)) {
    00350     UpdateTrainAcceleration(v);
    00351     InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
    00352   }
    00353 }
    00354
    00355 enum AccelType {
    00356   AM_ACCEL,
    00357   AM_BRAKE
    00358 };
    00359
    00361 static int GetTrainAcceleration(Vehicle *v, bool mode)
    00362 {
    00363   static const int absolute_max_speed = UINT16_MAX;
    00364   int max_speed = absolute_max_speed;
    00365   int speed = v->cur_speed * 10 / 16; // km-ish/h -> mp/h
    00366   int curvecount[2] = {0, 0};
    00367
    00368   /* first find the curve speed limit */
    00369   int numcurve = 0;
    00370   int sum = 0;
    00371   int pos = 0;
    00372   int lastpos = -1;
    00373   for (const Vehicle *u = v; u->Next() != NULL; u = u->Next(), pos++) {
    00374     Direction this_dir = u->direction;
    00375     Direction next_dir = u->Next()->direction;
    00376
    00377     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00378     if (dirdiff == DIRDIFF_SAME) continue;
    00379
    00380     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00381     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00382     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00383       if (lastpos != -1) {
    00384         numcurve++;
    00385         sum += pos - lastpos;
    00386         if (pos - lastpos == 1) {
    00387           max_speed = 88;
    00388         }
    00389       }
    00390       lastpos = pos;
    00391     }
    00392
    00393     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00394     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00395       max_speed = 61;
    00396     }
    00397   }
    00398
    00399   if ((curvecount[0] != 0 || curvecount[1] != 0) && max_speed > 88) {
    00400     int total = curvecount[0] + curvecount[1];
    00401
    00402     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00403       max_speed = absolute_max_speed;
    00404     } else if (total > 1) {
    00405       if (numcurve > 0) sum /= numcurve;
    00406       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00407     }
    00408   }
    00409
    00410   if (max_speed != absolute_max_speed) {
    00411     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00412     const RailtypeInfo *rti = GetRailTypeInfo(v->u.rail.railtype);
    00413     max_speed += (max_speed / 2) * rti->curve_speed;
    00414
    00415     if (v->u.rail.cached_tilt) {
    00416       /* Apply max_speed bonus of 20% for a tilting train */
    00417       max_speed += max_speed / 5;
    00418     }
    00419   }
    00420
    00421   if (IsTileType(v->tile, MP_STATION) && IsFrontEngine(v)) {
    00422     if (v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) {
    00423       int station_length = GetStationByTile(v->tile)->GetPlatformLength(v->tile, DirToDiagDir(v->direction));
    00424
    00425       int st_max_speed = 120;
    00426
    00427       int delta_v = v->cur_speed / (station_length + 1);
    00428       if (v->max_speed > (v->cur_speed - delta_v)) {
    00429         st_max_speed = v->cur_speed - (delta_v / 10);
    00430       }
    00431
    00432       st_max_speed = max(st_max_speed, 25 * station_length);
    00433       max_speed = min(max_speed, st_max_speed);
    00434     }
    00435   }
    00436
    00437   int mass = v->u.rail.cached_weight;
    00438   int power = v->u.rail.cached_power * 746;
    00439   max_speed = min(max_speed, v->u.rail.cached_max_speed);
    00440
    00441   int num = 0; // number of vehicles, change this into the number of axles later
    00442   int incl = 0;
    00443   int drag_coeff = 20; //[1e-4]
    00444   for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    00445     num++;
    00446     drag_coeff += 3;
    00447
    00448     if (u->u.rail.track == TRACK_BIT_DEPOT) max_speed = min(max_speed, 61);
    00449
    00450     if (HasBit(u->u.rail.flags, VRF_GOINGUP)) {
    00451       incl += u->u.rail.cached_veh_weight * 60; // 3% slope, quite a bit actually
    00452     } else if (HasBit(u->u.rail.flags, VRF_GOINGDOWN)) {
    00453       incl -= u->u.rail.cached_veh_weight * 60;
    00454     }
    00455   }
    00456
    00457   v->max_speed = max_speed;
    00458
    00459   const int area = 120;
    00460   const int friction = 35; //[1e-3]
    00461   int resistance;
    00462   if (v->u.rail.railtype != RAILTYPE_MAGLEV) {
    00463     resistance = 13 * mass / 10;
    00464     resistance += 60 * num;
    00465     resistance += friction * mass * speed / 1000;
    00466     resistance += (area * drag_coeff * speed * speed) / 10000;
    00467   } else {
    00468     resistance = (area * (drag_coeff / 2) * speed * speed) / 10000;
    00469   }
    00470   resistance += incl;
    00471   resistance *= 4; //[N]
    00472
    00473   const int max_te = v->u.rail.cached_max_te; // [N]
    00474   int force;
    00475   if (speed > 0) {
    00476     switch (v->u.rail.railtype) {
    00477       case RAILTYPE_RAIL:
    00478       case RAILTYPE_ELECTRIC:
    00479       case RAILTYPE_MONO:
    00480         force = power / speed; //[N]
    00481         force *= 22;
    00482         force /= 10;
    00483         if (mode == AM_ACCEL && force > max_te) force = max_te;
    00484         break;
    00485
    00486       default: NOT_REACHED();
    00487       case RAILTYPE_MAGLEV:
    00488         force = power / 25;
    00489         break;
    00490     }
    00491   } else {
    00492     /* "kickoff" acceleration */
    00493     force = (mode == AM_ACCEL && v->u.rail.railtype != RAILTYPE_MAGLEV) ? min(max_te, power) : power;
    00494     force = max(force, (mass * 8) + resistance);
    00495   }
    00496
    00497   if (mode == AM_ACCEL) {
    00498     return (force - resistance) / (mass * 2);
    00499   } else {
    00500     return min(-force - resistance, -10000) / mass;
    00501   }
    00502 }
    00503
    00504 void UpdateTrainAcceleration(Vehicle *v)
    00505 {
    00506   assert(IsFrontEngine(v));
    00507
    00508   v->max_speed = v->u.rail.cached_max_speed;
    00509
    00510   uint power = v->u.rail.cached_power;
    00511   uint weight = v->u.rail.cached_weight;
    00512   assert(weight != 0);
    00513   v->acceleration = Clamp(power / weight * 4, 1, 255);
    00514 }
    00515
    00516 SpriteID Train::GetImage(Direction direction) const
    00517 {
    00518   uint8 spritenum = this->spritenum;
    00519   SpriteID sprite;
    00520
    00521   if (HasBit(this->u.rail.flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00522
    00523   if (is_custom_sprite(spritenum)) {
    00524     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
    00525     if (sprite != 0) return sprite;
    00526
    00527     spritenum = GetEngine(this->engine_type)->image_index;
    00528   }
    00529
    00530   sprite = _engine_sprite_base[spritenum] + ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]);
    00531
    00532   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00533
    00534   return sprite;
    00535 }
    00536
    00537 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
    00538 {
    00539   Direction dir = rear_head ? DIR_E : DIR_W;
    00540   uint8 spritenum = RailVehInfo(engine)->image_index;
    00541
    00542   if (is_custom_sprite(spritenum)) {
    00543     SpriteID sprite = GetCustomVehicleIcon(engine, dir);
    00544     if (sprite != 0) {
    00545       y += _traininfo_vehicle_pitch; // TODO Make this per-GRF
    00546       return sprite;
    00547     }
    00548
    00549     spritenum = GetEngine(engine)->image_index;
    00550   }
    00551
    00552   if (rear_head) spritenum++;
    00553
    00554   return ((6 + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00555 }
    00556
    00557 void DrawTrainEngine(int x, int y, EngineID engine, SpriteID pal)
    00558 {
    00559   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00560     int yf = y;
    00561     int yr = y;
    00562
    00563     SpriteID spritef = GetRailIcon(engine, false, yf);
    00564     SpriteID spriter = GetRailIcon(engine, true, yr);
    00565     DrawSprite(spritef, pal, x - 14, yf);
    00566     DrawSprite(spriter, pal, x + 15, yr);
    00567   } else {
    00568     SpriteID sprite = GetRailIcon(engine, false, y);
    00569     DrawSprite(sprite, pal, x, y);
    00570   }
    00571 }
    00572
    00573 static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandFlag flags)
    00574 {
    00575   const Engine *e = GetEngine(engine);
    00576   const RailVehicleInfo *rvi = &e->u.rail;
    00577   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
    00578
    00579   /* Engines without valid cargo should not be available */
    00580   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
    00581
    00582   if (flags & DC_QUERY_COST) return value;
    00583
    00584   /* Check that the wagon can drive on the track in question */
    00585   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00586
    00587   uint num_vehicles = 1 + CountArticulatedParts(engine, false);
    00588
    00589   /* Allow for the wagon and the articulated parts, plus one to "terminate" the list. */
    00590   Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
    00591   memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
    00592
    00593   if (!Vehicle::AllocateList(vl, num_vehicles)) {
    00594     return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
    00595   }
    00596
    00597   if (flags & DC_EXEC) {
    00598     Vehicle *v = vl[0];
    00599     v->spritenum = rvi->image_index;
    00600
    00601     Vehicle *u = NULL;
    00602
    00603     Vehicle *w;
    00604     FOR_ALL_VEHICLES(w) {
    00605       if (w->type == VEH_TRAIN && w->tile == tile &&
    00606           IsFreeWagon(w) && w->engine_type == engine &&
    00607           !HASBITS(w->vehstatus, VS_CRASHED)) {
    00608         u = GetLastVehicleInChain(w);
    00609         break;
    00610       }
    00611     }
    00612
    00613     v = new (v) Train();
    00614     v->engine_type = engine;
    00615
    00616     DiagDirection dir = GetRailDepotDirection(tile);
    00617
    00618     v->direction = DiagDirToDir(dir);
    00619     v->tile = tile;
    00620
    00621     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00622     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00623
    00624     v->x_pos = x;
    00625     v->y_pos = y;
    00626     v->z_pos = GetSlopeZ(x, y);
    00627     v->owner = _current_company;
    00628     v->u.rail.track = TRACK_BIT_DEPOT;
    00629     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00630
    00631 //    v->subtype = 0;
    00632     SetTrainWagon(v);
    00633
    00634     if (u != NULL) {
    00635       u->SetNext(v);
    00636     } else {
    00637       SetFreeWagon(v);
    00638       InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00639     }
    00640
    00641     v->cargo_type = e->GetDefaultCargoType();
    00642 //    v->cargo_subtype = 0;
    00643     v->cargo_cap = rvi->capacity;
    00644     v->value = value.GetCost();
    00645 //    v->day_counter = 0;
    00646
    00647     v->u.rail.railtype = rvi->railtype;
    00648
    00649     v->build_year = _cur_year;
    00650     v->cur_image = 0xAC2;
    00651     v->random_bits = VehicleRandomBits();
    00652
    00653     v->group_id = DEFAULT_GROUP;
    00654
    00655     AddArticulatedParts(vl, VEH_TRAIN);
    00656
    00657     _new_vehicle_id = v->index;
    00658
    00659     VehicleMove(v, false);
    00660     TrainConsistChanged(v->First(), false);
    00661     UpdateTrainGroupID(v->First());
    00662
    00663     InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
    00664     if (IsLocalCompany()) {
    00665       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
    00666     }
    00667     GetCompany(_current_company)->num_engines[engine]++;
    00668
    00669     CheckConsistencyOfArticulatedVehicle(v);
    00670   }
    00671
    00672   return value;
    00673 }
    00674
    00676 static void NormalizeTrainVehInDepot(const Vehicle *u)
    00677 {
    00678   const Vehicle *v;
    00679
    00680   FOR_ALL_VEHICLES(v) {
    00681     if (v->type == VEH_TRAIN && IsFreeWagon(v) &&
    00682         v->tile == u->tile &&
    00683         v->u.rail.track == TRACK_BIT_DEPOT) {
    00684       if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
    00685           CMD_MOVE_RAIL_VEHICLE)))
    00686         break;
    00687     }
    00688   }
    00689 }
    00690
    00691 static void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building)
    00692 {
    00693   u = new (u) Train();
    00694   u->direction = v->direction;
    00695   u->owner = v->owner;
    00696   u->tile = v->tile;
    00697   u->x_pos = v->x_pos;
    00698   u->y_pos = v->y_pos;
    00699   u->z_pos = v->z_pos;
    00700   u->u.rail.track = TRACK_BIT_DEPOT;
    00701   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00702 //  u->subtype = 0;
    00703   SetMultiheaded(u);
    00704   u->spritenum = v->spritenum + 1;
    00705   u->cargo_type = v->cargo_type;
    00706   u->cargo_subtype = v->cargo_subtype;
    00707   u->cargo_cap = v->cargo_cap;
    00708   u->u.rail.railtype = v->u.rail.railtype;
    00709   if (building) v->SetNext(u);
    00710   u->engine_type = v->engine_type;
    00711   u->build_year = v->build_year;
    00712   if (building) v->value >>= 1;
    00713   u->value = v->value;
    00714   u->cur_image = 0xAC2;
    00715   u->random_bits = VehicleRandomBits();
    00716   VehicleMove(u, false);
    00717 }
    00718
    00725 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00726 {
    00727   /* Check if the engine-type is valid (for the company) */
    00728   if (!IsEngineBuildable(p1, VEH_TRAIN, _current_company)) return_cmd_error(STR_RAIL_VEHICLE_NOT_AVAILABLE);
    00729
    00730   const Engine *e = GetEngine(p1);
    00731   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
    00732
    00733   /* Engines with CT_INVALID should not be available */
    00734   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
    00735
    00736   if (flags & DC_QUERY_COST) return value;
    00737
    00738   /* Check if the train is actually being built in a depot belonging
    00739    * to the company. Doesn't matter if only the cost is queried */
    00740   if (!IsRailDepotTile(tile)) return CMD_ERROR;
    00741   if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
    00742
    00743   const RailVehicleInfo *rvi = RailVehInfo(p1);
    00744   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(p1, tile, flags);
    00745
    00746   uint num_vehicles =
    00747     (rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
    00748     CountArticulatedParts(p1, false);
    00749
    00750   /* Check if depot and new engine uses the same kind of tracks *
    00751    * We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
    00752   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00753
    00754   /* Allow for the dual-heads and the articulated parts, plus one to "terminate" the list. */
    00755   Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
    00756   memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
    00757
    00758   if (!Vehicle::AllocateList(vl, num_vehicles)) {
    00759     return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
    00760   }
    00761
    00762   Vehicle *v = vl[0];
    00763
    00764   UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
    00765   if (unit_num > _settings_game.vehicle.max_trains) {
    00766     return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
    00767   }
    00768
    00769   if (flags & DC_EXEC) {
    00770     DiagDirection dir = GetRailDepotDirection(tile);
    00771     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00772     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00773
    00774     v = new (v) Train();
    00775     v->unitnumber = unit_num;
    00776     v->direction = DiagDirToDir(dir);
    00777     v->tile = tile;
    00778     v->owner = _current_company;
    00779     v->x_pos = x;
    00780     v->y_pos = y;
    00781     v->z_pos = GetSlopeZ(x, y);
    00782 //    v->running_ticks = 0;
    00783     v->u.rail.track = TRACK_BIT_DEPOT;
    00784     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00785     v->spritenum = rvi->image_index;
    00786     v->cargo_type = e->GetDefaultCargoType();
    00787 //    v->cargo_subtype = 0;
    00788     v->cargo_cap = rvi->capacity;
    00789     v->max_speed = rvi->max_speed;
    00790     v->value = value.GetCost();
    00791     v->last_station_visited = INVALID_STATION;
    00792 //    v->dest_tile = 0;
    00793
    00794     v->engine_type = p1;
    00795
    00796     v->reliability = e->reliability;
    00797     v->reliability_spd_dec = e->reliability_spd_dec;
    00798     v->max_age = e->lifelength * DAYS_IN_LEAP_YEAR;
    00799
    00800     v->name = NULL;
    00801     v->u.rail.railtype = rvi->railtype;
    00802     _new_vehicle_id = v->index;
    00803
    00804     v->service_interval = _settings_game.vehicle.servint_trains;
    00805     v->date_of_last_service = _date;
    00806     v->build_year = _cur_year;
    00807     v->cur_image = 0xAC2;
    00808     v->random_bits = VehicleRandomBits();
    00809
    00810 //    v->vehicle_flags = 0;
    00811     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00812
    00813     v->group_id = DEFAULT_GROUP;
    00814
    00815 //    v->subtype = 0;
    00816     SetFrontEngine(v);
    00817     SetTrainEngine(v);
    00818
    00819     VehicleMove(v, false);
    00820
    00821     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00822       SetMultiheaded(v);
    00823       AddRearEngineToMultiheadedTrain(vl[0], vl[1], true);
    00824       /* Now we need to link the front and rear engines together
    00825        * other_multiheaded_part is the pointer that links to the other half of the engine
    00826        * vl[0] is the front and vl[1] is the rear
    00827        */
    00828       vl[0]->u.rail.other_multiheaded_part = vl[1];
    00829       vl[1]->u.rail.other_multiheaded_part = vl[0];
    00830     } else {
    00831       AddArticulatedParts(vl, VEH_TRAIN);
    00832     }
    00833
    00834     TrainConsistChanged(v, false);
    00835     UpdateTrainGroupID(v);
    00836
    00837     if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00838       NormalizeTrainVehInDepot(v);
    00839     }
    00840
    00841     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00842     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    00843     InvalidateWindow(WC_COMPANY, v->owner);
    00844     if (IsLocalCompany()) {
    00845       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
    00846     }
    00847
    00848     GetCompany(_current_company)->num_engines[p1]++;
    00849
    00850     CheckConsistencyOfArticulatedVehicle(v);
    00851   }
    00852
    00853   return value;
    00854 }
    00855
    00856
    00857 /* Check if all the wagons of the given train are in a depot, returns the
    00858  * number of cars (including loco) then. If not it returns -1 */
    00859 int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped)
    00860 {
    00861   TileIndex tile = v->tile;
    00862
    00863   /* check if stopped in a depot */
    00864   if (!IsRailDepotTile(tile) || v->cur_speed != 0) return -1;
    00865
    00866   int count = 0;
    00867   for (; v != NULL; v = v->Next()) {
    00868     /* This count is used by the depot code to determine the number of engines
    00869      * in the consist. Exclude articulated parts so that autoreplacing to
    00870      * engines with more articulated parts than before works correctly.
    00871      *
    00872      * Also skip counting rear ends of multiheaded engines */
    00873     if (!IsArticulatedPart(v) && !IsRearDualheaded(v)) count++;
    00874     if (v->u.rail.track != TRACK_BIT_DEPOT || v->tile != tile ||
    00875         (IsFrontEngine(v) && needs_to_be_stopped && !(v->vehstatus & VS_STOPPED))) {
    00876       return -1;
    00877     }
    00878   }
    00879
    00880   return count;
    00881 }
    00882
    00883 /* Used to check if the train is inside the depot and verifying that the VS_STOPPED flag is set */
    00884 int CheckTrainStoppedInDepot(const Vehicle *v)
    00885 {
    00886   return CheckTrainInDepot(v, true);
    00887 }
    00888
    00889 /* Used to check if the train is inside the depot, but not checking the VS_STOPPED flag */
    00890 inline bool CheckTrainIsInsideDepot(const Vehicle *v)
    00891 {
    00892   return CheckTrainInDepot(v, false) > 0;
    00893 }
    00894
    00901 static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
    00902 {
    00903   /* unlinking the first vehicle of the chain? */
    00904   if (v == first) {
    00905     v = GetNextVehicle(v);
    00906     if (v == NULL) return NULL;
    00907
    00908     if (IsTrainWagon(v)) SetFreeWagon(v);
    00909
    00910     /* First can be an articulated engine, meaning GetNextVehicle() isn't
    00911      * v->Next(). Thus set the next vehicle of the last articulated part
    00912      * and the last articulated part is just before the next vehicle (v). */
    00913     v->Previous()->SetNext(NULL);
    00914
    00915     return v;
    00916   }
    00917
    00918   Vehicle *u;
    00919   for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {}
    00920   GetLastEnginePart(u)->SetNext(GetNextVehicle(v));
    00921   return first;
    00922 }
    00923
    00924 static Vehicle *FindGoodVehiclePos(const Vehicle *src)
    00925 {
    00926   Vehicle *dst;
    00927   EngineID eng = src->engine_type;
    00928   TileIndex tile = src->tile;
    00929
    00930   FOR_ALL_VEHICLES(dst) {
    00931     if (dst->type == VEH_TRAIN && IsFreeWagon(dst) && dst->tile == tile && !HASBITS(dst->vehstatus, VS_CRASHED)) {
    00932       /* check so all vehicles in the line have the same engine. */
    00933       Vehicle *v = dst;
    00934
    00935       while (v->engine_type == eng) {
    00936         v = v->Next();
    00937         if (v == NULL) return dst;
    00938       }
    00939     }
    00940   }
    00941
    00942   return NULL;
    00943 }
    00944
    00945 /*
    00946  * add a vehicle v behind vehicle dest
    00947  * use this function since it sets flags as needed
    00948  */
    00949 static void AddWagonToConsist(Vehicle *v, Vehicle *dest)
    00950 {
    00951   UnlinkWagon(v, v->First());
    00952   if (dest == NULL) return;
    00953
    00954   Vehicle *next = dest->Next();
    00955   v->SetNext(NULL);
    00956   dest->SetNext(v);
    00957   v->SetNext(next);
    00958   ClearFreeWagon(v);
    00959   ClearFrontEngine(v);
    00960 }
    00961
    00962 /*
    00963  * move around on the train so rear engines are placed correctly according to the other engines
    00964  * always call with the front engine
    00965  */
    00966 static void NormaliseTrainConsist(Vehicle *v)
    00967 {
    00968   if (IsFreeWagon(v)) return;
    00969
    00970   assert(IsFrontEngine(v));
    00971
    00972   for (; v != NULL; v = GetNextVehicle(v)) {
    00973     if (!IsMultiheaded(v) || !IsTrainEngine(v)) continue;
    00974
    00975     /* make sure that there are no free cars before next engine */
    00976     Vehicle *u;
    00977     for (u = v; u->Next() != NULL && !IsTrainEngine(u->Next()); u = u->Next()) {}
    00978
    00979     if (u == v->u.rail.other_multiheaded_part) continue;
    00980     AddWagonToConsist(v->u.rail.other_multiheaded_part, u);
    00981   }
    00982 }
    00983
    00993 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00994 {
    00995   VehicleID s = GB(p1, 0, 16);
    00996   VehicleID d = GB(p1, 16, 16);
    00997
    00998   if (!IsValidVehicleID(s)) return CMD_ERROR;
    00999
    01000   Vehicle *src = GetVehicle(s);
    01001
    01002   if (src->type != VEH_TRAIN || !CheckOwnership(src->owner)) return CMD_ERROR;
    01003
    01004   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01005   if (HASBITS(src->vehstatus, VS_CRASHED)) return CMD_ERROR;
    01006
    01007   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01008   Vehicle *dst;
    01009   if (d == INVALID_VEHICLE) {
    01010     dst = IsTrainEngine(src) ? NULL : FindGoodVehiclePos(src);
    01011   } else {
    01012     if (!IsValidVehicleID(d)) return CMD_ERROR;
    01013     dst = GetVehicle(d);
    01014     if (dst->type != VEH_TRAIN || !CheckOwnership(dst->owner)) return CMD_ERROR;
    01015
    01016     /* Do not allow appending to crashed vehicles, too */
    01017     if (HASBITS(dst->vehstatus, VS_CRASHED)) return CMD_ERROR;
    01018   }
    01019
    01020   /* if an articulated part is being handled, deal with its parent vehicle */
    01021   while (IsArticulatedPart(src)) src = src->Previous();
    01022   if (dst != NULL) {
    01023     while (IsArticulatedPart(dst)) dst = dst->Previous();
    01024   }
    01025
    01026   /* don't move the same vehicle.. */
    01027   if (src == dst) return CommandCost();
    01028
    01029   /* locate the head of the two chains */
    01030   Vehicle *src_head = src->First();
    01031   Vehicle *dst_head;
    01032   if (dst != NULL) {
    01033     dst_head = dst->First();
    01034     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01035     /* Now deal with articulated part of destination wagon */
    01036     dst = GetLastEnginePart(dst);
    01037   } else {
    01038     dst_head = NULL;
    01039   }
    01040
    01041   if (IsRearDualheaded(src)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
    01042
    01043   /* when moving all wagons, we can't have the same src_head and dst_head */
    01044   if (HasBit(p2, 0) && src_head == dst_head) return CommandCost();
    01045
    01046   /* check if all vehicles in the source train are stopped inside a depot. */
    01047   int src_len = CheckTrainStoppedInDepot(src_head);
    01048   if (src_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
    01049
    01050   if ((flags & DC_AUTOREPLACE) == 0) {
    01051     /* Check whether there are more than 'max_len' train units (articulated parts and rear heads do not count) in the new chain */
    01052     int max_len = _settings_game.vehicle.mammoth_trains ? 100 : 10;
    01053
    01054     /* check the destination row if the source and destination aren't the same. */
    01055     if (src_head != dst_head) {
    01056       int dst_len = 0;
    01057
    01058       if (dst_head != NULL) {
    01059         /* check if all vehicles in the dest train are stopped. */
    01060         dst_len = CheckTrainStoppedInDepot(dst_head);
    01061         if (dst_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
    01062       }
    01063
    01064       if (src_head == src && !HasBit(p2, 0)) {
    01065         /* Moving of a *single* vehicle at the front of the train.
    01066          * If the next vehicle is an engine a new train will be created
    01067          * instead of removing a vehicle from a free chain. The newly
    01068          * created train may not be too long. */
    01069         const Vehicle *u = GetNextVehicle(src_head);
    01070         if (u != NULL && IsTrainEngine(u) && (src_len - 1) > max_len) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
    01071       }
    01072
    01073       /* We are moving between rows, so only count the wagons from the source
    01074        * row that are being moved. */
    01075       if (HasBit(p2, 0)) {
    01076         const Vehicle *u;
    01077         for (u = src_head; u != src && u != NULL; u = GetNextVehicle(u))
    01078           src_len--;
    01079       } else {
    01080         /* If moving only one vehicle, just count that. */
    01081         src_len = 1;
    01082       }
    01083
    01084       if (src_len + dst_len > max_len) {
    01085         /* Abort if we're adding too many wagons to a train. */
    01086         if (dst_head != NULL && IsFrontEngine(dst_head)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
    01087         /* Abort if we're making a train on a new row. */
    01088         if (dst_head == NULL && IsTrainEngine(src)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
    01089       }
    01090     } else {
    01091       /* Abort if we're creating a new train on an existing row. */
    01092       if (src_len > max_len && src == src_head && IsTrainEngine(GetNextVehicle(src_head)))
    01093         return_cmd_error(STR_8819_TRAIN_TOO_LONG);
    01094     }
    01095   }
    01096
    01097   /* moving a loco to a new line?, then we need to assign a unitnumber. */
    01098   if (dst == NULL && !IsFrontEngine(src) && IsTrainEngine(src)) {
    01099     UnitID unit_num = ((flags & DC_AUTOREPLACE) != 0 ? 0 : GetFreeUnitNumber(VEH_TRAIN));
    01100     if (unit_num > _settings_game.vehicle.max_trains)
    01101       return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
    01102
    01103     if (flags & DC_EXEC) src->unitnumber = unit_num;
    01104   }
    01105
    01106   /* When we move the front vehicle, the second vehicle might need a unitnumber */
    01107   if (!HasBit(p2, 0) && (IsFreeWagon(src) || (IsFrontEngine(src) && dst == NULL)) && (flags & DC_AUTOREPLACE) == 0) {
    01108     Vehicle *second = GetNextUnit(src);
    01109     if (second != NULL && IsTrainEngine(second) && GetFreeUnitNumber(VEH_TRAIN) > _settings_game.vehicle.max_trains) {
    01110       return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
    01111     }
    01112   }
    01113
    01114   /*
    01115    * Check whether the vehicles in the source chain are in the destination
    01116    * chain. This can easily be done by checking whether the first vehicle
    01117    * of the source chain is in the destination chain as the Next/Previous
    01118    * pointers always make a doubly linked list of it where the assumption
    01119    * v->Next()->Previous() == v holds (assuming v->Next() != NULL).
    01120    */
    01121   bool src_in_dst = false;
    01122   for (Vehicle *v = dst_head; !src_in_dst && v != NULL; v = v->Next()) src_in_dst = v == src;
    01123
    01124   /*
    01125    * If the source chain is in the destination chain then the user is
    01126    * only reordering the vehicles, thus not attaching a new vehicle.
    01127    * Therefor the 'allow wagon attach' callback does not need to be
    01128    * called. If it would be called strange things would happen because
    01129    * one 'attaches' an already 'attached' vehicle causing more trouble
    01130    * than it actually solves (infinite loops and such).
    01131    */
    01132   if (dst_head != NULL && !src_in_dst && (flags & DC_AUTOREPLACE) == 0) {
    01133     /*
    01134      * When performing the 'allow wagon attach' callback, we have to check
    01135      * that for each and every wagon, not only the first one. This means
    01136      * that we have to test one wagon, attach it to the train and then test
    01137      * the next wagon till we have reached the end. We have to restore it
    01138      * to the state it was before we 'tried' attaching the train when the
    01139      * attaching fails or succeeds because we are not 'only' doing this
    01140      * in the DC_EXEC state.
    01141      */
    01142     Vehicle *dst_tail = dst_head;
    01143     while (dst_tail->Next() != NULL) dst_tail = dst_tail->Next();
    01144
    01145     Vehicle *orig_tail = dst_tail;
    01146     Vehicle *next_to_attach = src;
    01147     Vehicle *src_previous = src->Previous();
    01148
    01149     while (next_to_attach != NULL) {
    01150       /* Don't check callback for articulated or rear dual headed parts */
    01151       if (!IsArticulatedPart(next_to_attach) && !IsRearDualheaded(next_to_attach)) {
    01152         /* Back up and clear the first_engine data to avoid using wagon override group */
    01153         EngineID first_engine = next_to_attach->u.rail.first_engine;
    01154         next_to_attach->u.rail.first_engine = INVALID_ENGINE;
    01155
    01156         uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, dst_head->engine_type, next_to_attach, dst_head);
    01157
    01158         /* Restore original first_engine data */
    01159         next_to_attach->u.rail.first_engine = first_engine;
    01160
    01161         if (callback != CALLBACK_FAILED) {
    01162           StringID error = STR_NULL;
    01163
    01164           if (callback == 0xFD) error = STR_INCOMPATIBLE_RAIL_TYPES;
    01165           if (callback < 0xFD) error = GetGRFStringID(GetEngineGRFID(dst_head->engine_type), 0xD000 + callback);
    01166
    01167           if (error != STR_NULL) {
    01168             /*
    01169              * The attaching is not allowed. In this case 'next_to_attach'
    01170              * can contain some vehicles of the 'source' and the destination
    01171              * train can have some too. We 'just' add the to-be added wagons
    01172              * to the chain and then split it where it was previously
    01173              * separated, i.e. the tail of the original destination train.
    01174              * Furthermore the 'previous' link of the original source vehicle needs
    01175              * to be restored, otherwise the train goes missing in the depot.
    01176              */
    01177             dst_tail->SetNext(next_to_attach);
    01178             orig_tail->SetNext(NULL);
    01179             if (src_previous != NULL) src_previous->SetNext(src);
    01180
    01181             return_cmd_error(error);
    01182           }
    01183         }
    01184       }
    01185
    01186       /* Only check further wagons if told to move the chain */
    01187       if (!HasBit(p2, 0)) break;
    01188
    01189       /*
    01190        * Adding a next wagon to the chain so we can test the other wagons.
    01191        * First 'take' the first wagon from 'next_to_attach' and move it
    01192        * to the next wagon. Then add that to the tail of the destination
    01193        * train and update the tail with the new vehicle.
    01194        */
    01195       Vehicle *to_add = next_to_attach;
    01196       next_to_attach = next_to_attach->Next();
    01197
    01198       to_add->SetNext(NULL);
    01199       dst_tail->SetNext(to_add);
    01200       dst_tail = dst_tail->Next();
    01201     }
    01202
    01203     /*
    01204      * When we reach this the attaching is allowed. It also means that the
    01205      * chain of vehicles to attach is empty, so we do not need to merge that.
    01206      * This means only the splitting needs to be done.
    01207      * Furthermore the 'previous' link of the original source vehicle needs
    01208      * to be restored, otherwise the train goes missing in the depot.
    01209      */
    01210     orig_tail->SetNext(NULL);
    01211     if (src_previous != NULL) src_previous->SetNext(src);
    01212   }
    01213
    01214   /* do it? */
    01215   if (flags & DC_EXEC) {
    01216     /* If we move the front Engine and if the second vehicle is not an engine
    01217        add the whole vehicle to the DEFAULT_GROUP */
    01218     if (IsFrontEngine(src) && !IsDefaultGroupID(src->group_id)) {
    01219       Vehicle *v = GetNextVehicle(src);
    01220
    01221       if (v != NULL && IsTrainEngine(v)) {
    01222         v->group_id   = src->group_id;
    01223         src->group_id = DEFAULT_GROUP;
    01224       }
    01225     }
    01226
    01227     if (HasBit(p2, 0)) {
    01228       /* unlink ALL wagons */
    01229       if (src != src_head) {
    01230         Vehicle *v = src_head;
    01231         while (GetNextVehicle(v) != src) v = GetNextVehicle(v);
    01232         GetLastEnginePart(v)->SetNext(NULL);
    01233       } else {
    01234         InvalidateWindowData(WC_VEHICLE_DEPOT, src_head->tile); // We removed a line
    01235         src_head = NULL;
    01236       }
    01237     } else {
    01238       /* if moving within the same chain, dont use dst_head as it may get invalidated */
    01239       if (src_head == dst_head) dst_head = NULL;
    01240       /* unlink single wagon from linked list */
    01241       src_head = UnlinkWagon(src, src_head);
    01242       GetLastEnginePart(src)->SetNext(NULL);
    01243     }
    01244
    01245     if (dst == NULL) {
    01246       /* We make a new line in the depot, so we know already that we invalidate the window data */
    01247       InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01248
    01249       /* move the train to an empty line. for locomotives, we set the type to TS_Front. for wagons, 4. */
    01250       if (IsTrainEngine(src)) {
    01251         if (!IsFrontEngine(src)) {
    01252           /* setting the type to 0 also involves setting up the orders field. */
    01253           SetFrontEngine(src);
    01254           assert(src->orders.list == NULL);
    01255
    01256           /* Decrease the engines number of the src engine_type */
    01257           if (!IsDefaultGroupID(src->group_id) && IsValidGroupID(src->group_id)) {
    01258             GetGroup(src->group_id)->num_engines[src->engine_type]--;
    01259           }
    01260
    01261           /* If we move an engine to a new line affect it to the DEFAULT_GROUP */
    01262           src->group_id = DEFAULT_GROUP;
    01263         }
    01264       } else {
    01265         SetFreeWagon(src);
    01266       }
    01267       dst_head = src;
    01268     } else {
    01269       if (IsFrontEngine(src)) {
    01270         /* the vehicle was previously a loco. need to free the order list and delete vehicle windows etc. */
    01271         DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01272         DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01273         DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01274         DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01275         DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01276         DeleteVehicleOrders(src);
    01277         RemoveVehicleFromGroup(src);
    01278       }
    01279
    01280       if (IsFrontEngine(src) || IsFreeWagon(src)) {
    01281         InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01282         ClearFrontEngine(src);
    01283         ClearFreeWagon(src);
    01284         src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
    01285       }
    01286
    01287       /* link in the wagon(s) in the chain. */
    01288       {
    01289         Vehicle *v;
    01290
    01291         for (v = src; GetNextVehicle(v) != NULL; v = GetNextVehicle(v)) {}
    01292         GetLastEnginePart(v)->SetNext(dst->Next());
    01293       }
    01294       dst->SetNext(src);
    01295     }
    01296
    01297     if (src->u.rail.other_multiheaded_part != NULL) {
    01298       if (src->u.rail.other_multiheaded_part == src_head) {
    01299         src_head = src_head->Next();
    01300       }
    01301       AddWagonToConsist(src->u.rail.other_multiheaded_part, src);
    01302     }
    01303
    01304     /* If there is an engine behind first_engine we moved away, it should become new first_engine
    01305      * To do this, CmdMoveRailVehicle must be called once more
    01306      * we can't loop forever here because next time we reach this line we will have a front engine */
    01307     if (src_head != NULL && !IsFrontEngine(src_head) && IsTrainEngine(src_head)) {
    01308       /* As in CmdMoveRailVehicle src_head->group_id will be equal to DEFAULT_GROUP
    01309        * we need to save the group and reaffect it to src_head */
    01310       const GroupID tmp_g = src_head->group_id;
    01311       CmdMoveRailVehicle(0, flags, src_head->index | (INVALID_VEHICLE << 16), 1, text);
    01312       SetTrainGroupID(src_head, tmp_g);
    01313       src_head = NULL; // don't do anything more to this train since the new call will do it
    01314     }
    01315
    01316     if (src_head != NULL) {
    01317       NormaliseTrainConsist(src_head);
    01318       TrainConsistChanged(src_head, false);
    01319       UpdateTrainGroupID(src_head);
    01320       if (IsFrontEngine(src_head)) {
    01321         /* Update the refit button and window */
    01322         InvalidateWindow(WC_VEHICLE_REFIT, src_head->index);
    01323         InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, VVW_WIDGET_REFIT_VEH);
    01324       }
    01325       /* Update the depot window */
    01326       InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
    01327     }
    01328
    01329     if (dst_head != NULL) {
    01330       NormaliseTrainConsist(dst_head);
    01331       TrainConsistChanged(dst_head, false);
    01332       UpdateTrainGroupID(dst_head);
    01333       if (IsFrontEngine(dst_head)) {
    01334         /* Update the refit button and window */
    01335         InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, VVW_WIDGET_REFIT_VEH);
    01336         InvalidateWindow(WC_VEHICLE_REFIT, dst_head->index);
    01337       }
    01338       /* Update the depot window */
    01339       InvalidateWindow(WC_VEHICLE_DEPOT, dst_head->tile);
    01340     }
    01341
    01342     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01343   }
    01344
    01345   return CommandCost();
    01346 }
    01347
    01357 CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01358 {
    01359   /* Check if we deleted a vehicle window */
    01360   Window *w = NULL;
    01361
    01362   if (!IsValidVehicleID(p1) || p2 > 1) return CMD_ERROR;
    01363
    01364   Vehicle *v = GetVehicle(p1);
    01365
    01366   if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
    01367
    01368   if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
    01369
    01370   while (IsArticulatedPart(v)) v = v->Previous();
    01371   Vehicle *first = v->First();
    01372
    01373   /* make sure the vehicle is stopped in the depot */
    01374   if (CheckTrainStoppedInDepot(first) < 0) {
    01375     return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
    01376   }
    01377
    01378   if (IsRearDualheaded(v)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
    01379
    01380   if (flags & DC_EXEC) {
    01381     if (v == first && IsFrontEngine(first)) {
    01382       DeleteWindowById(WC_VEHICLE_VIEW, first->index);
    01383       DeleteWindowById(WC_VEHICLE_ORDERS, first->index);
    01384       DeleteWindowById(WC_VEHICLE_REFIT, first->index);
    01385       DeleteWindowById(WC_VEHICLE_DETAILS, first->index);
    01386       DeleteWindowById(WC_VEHICLE_TIMETABLE, first->index);
    01387     }
    01388     InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
    01389     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01390   }
    01391
    01392   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01393   switch (p2) {
    01394     case 0: { // Delete given wagon
    01395       bool switch_engine = false;    // update second wagon to engine?
    01396
    01397       /* 1. Delete the engine, if it is dualheaded also delete the matching
    01398        * rear engine of the loco (from the point of deletion onwards) */
    01399       Vehicle *rear = (IsMultiheaded(v) &&
    01400         IsTrainEngine(v)) ? v->u.rail.other_multiheaded_part : NULL;
    01401
    01402       if (rear != NULL) {
    01403         cost.AddCost(-rear->value);
    01404         if (flags & DC_EXEC) {
    01405           UnlinkWagon(rear, first);
    01406           delete rear;
    01407         }
    01408       }
    01409
    01410       /* 2. We are selling the front vehicle, some special action might be required
    01411        * here, so take attention */
    01412       if (v == first) {
    01413         Vehicle *new_f = GetNextVehicle(first);
    01414
    01415         /* 2.2 If there are wagons present after the deleted front engine, check
    01416          * if the second wagon (which will be first) is an engine. If it is one,
    01417          * promote it as a new train, retaining the unitnumber, orders */
    01418         if (new_f != NULL && IsTrainEngine(new_f)) {
    01419           if (IsTrainEngine(first)) {
    01420             /* Let the new front engine take over the setup of the old engine */
    01421             switch_engine = true;
    01422
    01423             if (flags & DC_EXEC) {
    01424               /* Make sure the group counts stay correct. */
    01425               new_f->group_id        = first->group_id;
    01426               first->group_id        = DEFAULT_GROUP;
    01427
    01428               /* Copy orders (by sharing) */
    01429               new_f->orders.list     = first->orders.list;
    01430               new_f->AddToShared(first);
    01431               DeleteVehicleOrders(first);
    01432
    01433               /* Copy other important data from the front engine */
    01434               new_f->CopyVehicleConfigAndStatistics(first);
    01435
    01436               /* If we deleted a window then open a new one for the 'new' train */
    01437               if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_f);
    01438             }
    01439           } else {
    01440             /* We are selling a free wagon, and construct a new train at the same time.
    01441              * This needs lots of extra checks (e.g. train limit), which are done by first moving
    01442              * the remaining vehicles to a new row */
    01443             cost.AddCost(DoCommand(0, new_f->index | INVALID_VEHICLE << 16, 1, flags, CMD_MOVE_RAIL_VEHICLE));
    01444             if (cost.Failed()) return cost;
    01445           }
    01446         }
    01447       }
    01448
    01449       /* 3. Delete the requested wagon */
    01450       cost.AddCost(-v->value);
    01451       if (flags & DC_EXEC) {
    01452         first = UnlinkWagon(v, first);
    01453         delete v;
    01454
    01455         /* 4 If the second wagon was an engine, update it to front_engine
    01456          * which UnlinkWagon() has changed to TS_Free_Car */
    01457         if (switch_engine) SetFrontEngine(first);
    01458
    01459         /* 5. If the train still exists, update its acceleration, window, etc. */
    01460         if (first != NULL) {
    01461           NormaliseTrainConsist(first);
    01462           TrainConsistChanged(first, false);
    01463           UpdateTrainGroupID(first);
    01464           if (IsFrontEngine(first)) InvalidateWindow(WC_VEHICLE_REFIT, first->index);
    01465         }
    01466
    01467       }
    01468     } break;
    01469     case 1: { // Delete wagon and all wagons after it given certain criteria
    01470       /* Start deleting every vehicle after the selected one
    01471        * If we encounter a matching rear-engine to a front-engine
    01472        * earlier in the chain (before deletion), leave it alone */
    01473       for (Vehicle *tmp; v != NULL; v = tmp) {
    01474         tmp = GetNextVehicle(v);
    01475
    01476         if (IsMultiheaded(v)) {
    01477           if (IsTrainEngine(v)) {
    01478             /* We got a front engine of a multiheaded set. Now we will sell the rear end too */
    01479             Vehicle *rear = v->u.rail.other_multiheaded_part;
    01480
    01481             if (rear != NULL) {
    01482               cost.AddCost(-rear->value);
    01483
    01484               /* If this is a multiheaded vehicle with nothing
    01485                * between the parts, tmp will be pointing to the
    01486                * rear part, which is unlinked from the train and
    01487                * deleted here. However, because tmp has already
    01488                * been set it needs to be updated now so that the
    01489                * loop never sees the rear part. */
    01490               if (tmp == rear) tmp = GetNextVehicle(tmp);
    01491
    01492               if (flags & DC_EXEC) {
    01493                 first = UnlinkWagon(rear, first);
    01494                 delete rear;
    01495               }
    01496             }
    01497           } else if (v->u.rail.other_multiheaded_part != NULL) {
    01498             /* The front to this engine is earlier in this train. Do nothing */
    01499             continue;
    01500           }
    01501         }
    01502
    01503         cost.AddCost(-v->value);
    01504         if (flags & DC_EXEC) {
    01505           first = UnlinkWagon(v, first);
    01506           delete v;
    01507         }
    01508       }
    01509
    01510       /* 3. If it is still a valid train after selling, update its acceleration and cached values */
    01511       if (flags & DC_EXEC && first != NULL) {
    01512         NormaliseTrainConsist(first);
    01513         TrainConsistChanged(first, false);
    01514         UpdateTrainGroupID(first);
    01515         InvalidateWindow(WC_VEHICLE_REFIT, first->index);
    01516       }
    01517     } break;
    01518   }
    01519   return cost;
    01520 }
    01521
    01522 void Train::UpdateDeltaXY(Direction direction)
    01523 {
    01524 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
    01525   static const uint32 _delta_xy_table[8] = {
    01526     MKIT(3, 3, -1, -1),
    01527     MKIT(3, 7, -1, -3),
    01528     MKIT(3, 3, -1, -1),
    01529     MKIT(7, 3, -3, -1),
    01530     MKIT(3, 3, -1, -1),
    01531     MKIT(3, 7, -1, -3),
    01532     MKIT(3, 3, -1, -1),
    01533     MKIT(7, 3, -3, -1),
    01534   };
    01535 #undef MKIT
    01536
    01537   uint32 x = _delta_xy_table[direction];
    01538   this->x_offs        = GB(x,  0, 8);
    01539   this->y_offs        = GB(x,  8, 8);
    01540   this->x_extent      = GB(x, 16, 8);
    01541   this->y_extent      = GB(x, 24, 8);
    01542   this->z_extent      = 6;
    01543 }
    01544
    01545 static inline void SetLastSpeed(Vehicle *v, int spd)
    01546 {
    01547   int old = v->u.rail.last_speed;
    01548   if (spd != old) {
    01549     v->u.rail.last_speed = spd;
    01550     if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) {
    01551       InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01552     }
    01553   }
    01554 }
    01555
    01557 static void MarkTrainAsStuck(Vehicle *v)
    01558 {
    01559   if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
    01560     /* It is the first time the problem occured, set the "train stuck" flag. */
    01561     SetBit(v->u.rail.flags, VRF_TRAIN_STUCK);
    01562
    01563     /* When loading the vehicle is already stopped. No need to change that. */
    01564     if (v->current_order.IsType(OT_LOADING)) return;
    01565
    01566     v->load_unload_time_rem = 0;
    01567
    01568     /* Stop train */
    01569     v->cur_speed = 0;
    01570     v->subspeed = 0;
    01571     SetLastSpeed(v, 0);
    01572
    01573     InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01574   }
    01575 }
    01576
    01577 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01578 {
    01579   uint16 flag1 = *swap_flag1;
    01580   uint16 flag2 = *swap_flag2;
    01581
    01582   /* Clear the flags */
    01583   ClrBit(*swap_flag1, VRF_GOINGUP);
    01584   ClrBit(*swap_flag1, VRF_GOINGDOWN);
    01585   ClrBit(*swap_flag2, VRF_GOINGUP);
    01586   ClrBit(*swap_flag2, VRF_GOINGDOWN);
    01587
    01588   /* Reverse the rail-flags (if needed) */
    01589   if (HasBit(flag1, VRF_GOINGUP)) {
    01590     SetBit(*swap_flag2, VRF_GOINGDOWN);
    01591   } else if (HasBit(flag1, VRF_GOINGDOWN)) {
    01592     SetBit(*swap_flag2, VRF_GOINGUP);
    01593   }
    01594   if (HasBit(flag2, VRF_GOINGUP)) {
    01595     SetBit(*swap_flag1, VRF_GOINGDOWN);
    01596   } else if (HasBit(flag2, VRF_GOINGDOWN)) {
    01597     SetBit(*swap_flag1, VRF_GOINGUP);
    01598   }
    01599 }
    01600
    01601 static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
    01602 {
    01603   Vehicle *a, *b;
    01604
    01605   /* locate vehicles to swap */
    01606   for (a = v; l != 0; l--) a = a->Next();
    01607   for (b = v; r != 0; r--) b = b->Next();
    01608
    01609   if (a != b) {
    01610     /* swap the hidden bits */
    01611     {
    01612       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
    01613       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
    01614       a->vehstatus = tmp;
    01615     }
    01616
    01617     Swap(a->u.rail.track, b->u.rail.track);
    01618     Swap(a->direction,    b->direction);
    01619
    01620     /* toggle direction */
    01621     if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
    01622     if (b->u.rail.track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
    01623
    01624     Swap(a->x_pos, b->x_pos);
    01625     Swap(a->y_pos, b->y_pos);
    01626     Swap(a->tile,  b->tile);
    01627     Swap(a->z_pos, b->z_pos);
    01628
    01629     SwapTrainFlags(&a->u.rail.flags, &b->u.rail.flags);
    01630
    01631     /* update other vars */
    01632     a->UpdateViewport(true, true);
    01633     b->UpdateViewport(true, true);
    01634
    01635     /* call the proper EnterTile function unless we are in a wormhole */
    01636     if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
    01637     if (b->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
    01638   } else {
    01639     if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
    01640     a->UpdateViewport(true, true);
    01641
    01642     if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
    01643   }
    01644
    01645   /* Update train's power incase tiles were different rail type */
    01646   TrainPowerChanged(v);
    01647 }
    01648
    01649
    01655 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01656 {
    01657   return (v->type == VEH_TRAIN) ? v : NULL;
    01658 }
    01659
    01660
    01667 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01668 {
    01669   /* not a train || not front engine || crashed */
    01670   if (v->type != VEH_TRAIN || !IsFrontEngine(v) || v->vehstatus & VS_CRASHED) return NULL;
    01671
    01672   TileIndex tile = *(TileIndex*)data;
    01673
    01674   if (TrainApproachingCrossingTile(v) != tile) return NULL;
    01675
    01676   return v;
    01677 }
    01678
    01679
    01686 static bool TrainApproachingCrossing(TileIndex tile)
    01687 {
    01688   assert(IsLevelCrossingTile(tile));
    01689
    01690   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01691   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01692
    01693   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01694
    01695   dir = ReverseDiagDir(dir);
    01696   tile_from = tile + TileOffsByDiagDir(dir);
    01697
    01698   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01699 }
    01700
    01701
    01708 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01709 {
    01710   assert(IsLevelCrossingTile(tile));
    01711
    01712   /* train on crossing || train approaching crossing || reserved */
    01713   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || GetCrossingReservation(tile);
    01714
    01715   if (new_state != IsCrossingBarred(tile)) {
    01716     if (new_state && sound) {
    01717       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01718     }
    01719     SetCrossingBarred(tile, new_state);
    01720     MarkTileDirtyByTile(tile);
    01721   }
    01722 }
    01723
    01724
    01730 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01731 {
    01732   if (!IsCrossingBarred(tile)) {
    01733     BarCrossing(tile);
    01734     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01735     MarkTileDirtyByTile(tile);
    01736   }
    01737 }
    01738
    01739
    01745 static void AdvanceWagonsBeforeSwap(Vehicle *v)
    01746 {
    01747   Vehicle *base = v;
    01748   Vehicle *first = base;                    // first vehicle to move
    01749   Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move
    01750   uint length = CountVehiclesInChain(v);
    01751
    01752   while (length > 2) {
    01753     last = last->Previous();
    01754     first = first->Next();
    01755
    01756     int differential = base->u.rail.cached_veh_length - last->u.rail.cached_veh_length;
    01757
    01758     /* do not update images now
    01759      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01760     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01761
    01762     base = first; // == base->Next()
    01763     length -= 2;
    01764   }
    01765 }
    01766
    01767
    01773 static void AdvanceWagonsAfterSwap(Vehicle *v)
    01774 {
    01775   /* first of all, fix the situation when the train was entering a depot */
    01776   Vehicle *dep = v; // last vehicle in front of just left depot
    01777   while (dep->Next() != NULL && (dep->u.rail.track == TRACK_BIT_DEPOT || dep->Next()->u.rail.track != TRACK_BIT_DEPOT)) {
    01778     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01779   }
    01780
    01781   Vehicle *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01782
    01783   if (leave != NULL) {
    01784     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01785     int d = TicksToLeaveDepot(dep);
    01786
    01787     if (d <= 0) {
    01788       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01789       leave->u.rail.track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01790       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01791     }
    01792   } else {
    01793     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01794   }
    01795
    01796   Vehicle *base = v;
    01797   Vehicle *first = base;                    // first vehicle to move
    01798   Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move
    01799   uint length = CountVehiclesInChain(v);
    01800
    01801   /* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
    01802    * they have already correct spacing, so we have to make sure they are moved how they should */
    01803   bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
    01804
    01805   while (length > 2) {
    01806     /* we reached vehicle (originally) in front of a depot, stop now
    01807      * (we would move wagons that are alredy moved with new wagon length) */
    01808     if (base == dep) break;
    01809
    01810     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01811     if (last == dep) nomove = true;
    01812
    01813     last = last->Previous();
    01814     first = first->Next();
    01815
    01816     int differential = last->u.rail.cached_veh_length - base->u.rail.cached_veh_length;
    01817
    01818     /* do not update images now */
    01819     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01820
    01821     base = first; // == base->Next()
    01822     length -= 2;
    01823   }
    01824 }
    01825
    01826
    01827 static void ReverseTrainDirection(Vehicle *v)
    01828 {
    01829   if (IsRailDepotTile(v->tile)) {
    01830     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01831   }
    01832
    01833   /* Clear path reservation in front if train is not stuck. */
    01834   if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01835
    01836   /* Check if we were approaching a rail/road-crossing */
    01837   TileIndex crossing = TrainApproachingCrossingTile(v);
    01838
    01839   /* count number of vehicles */
    01840   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01841
    01842   AdvanceWagonsBeforeSwap(v);
    01843
    01844   /* swap start<>end, start+1<>end-1, ... */
    01845   int l = 0;
    01846   do {
    01847     ReverseTrainSwapVeh(v, l++, r--);
    01848   } while (l <= r);
    01849
    01850   AdvanceWagonsAfterSwap(v);
    01851
    01852   if (IsRailDepotTile(v->tile)) {
    01853     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01854   }
    01855
    01856   ToggleBit(v->u.rail.flags, VRF_TOGGLE_REVERSE);
    01857
    01858   ClrBit(v->u.rail.flags, VRF_REVERSING);
    01859
    01860   /* recalculate cached data */
    01861   TrainConsistChanged(v, true);
    01862
    01863   /* update all images */
    01864   for (Vehicle *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01865
    01866   /* update crossing we were approaching */
    01867   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01868
    01869   /* maybe we are approaching crossing now, after reversal */
    01870   crossing = TrainApproachingCrossingTile(v);
    01871   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01872
    01873   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01874   if (v->u.rail.track & TRACK_BIT_DEPOT) {
    01875     /* Can't be stuck here as inside a depot is always a safe tile. */
    01876     if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01877     ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
    01878     return;
    01879   }
    01880
    01881   /* TrainExitDir does not always produce the desired dir for depots and
    01882    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01883   DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
    01884   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01885
    01886   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01887     /* If we are currently on a tile with conventional signals, we can't treat the
    01888      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01889     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01890       HasSignalOnTrackdir(v->tile, GetVehicleTrackdir(v)) &&
    01891       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->u.rail.track))));
    01892
    01893     if (IsRailwayStationTile(v->tile)) SetRailwayStationPlatformReservation(v->tile, TrackdirToExitdir(GetVehicleTrackdir(v)), true);
    01894     if (TryPathReserve(v, false, first_tile_okay)) {
    01895       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01896       CheckNextTrainTile(v);
    01897     } else if (v->current_order.GetType() != OT_LOADING) {
    01898       /* Do not wait for a way out when we're still loading */
    01899       MarkTrainAsStuck(v);
    01900     }
    01901   } else if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
    01902     /* A train not inside a PBS block can't be stuck. */
    01903     ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
    01904     v->load_unload_time_rem = 0;
    01905   }
    01906 }
    01907
    01914 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01915 {
    01916   if (!IsValidVehicleID(p1)) return CMD_ERROR;
    01917
    01918   Vehicle *v = GetVehicle(p1);
    01919
    01920   if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
    01921
    01922   if (p2 != 0) {
    01923     /* turn a single unit around */
    01924
    01925     if (IsMultiheaded(v) || HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01926       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01927     }
    01928
    01929     Vehicle *front = v->First();
    01930     /* make sure the vehicle is stopped in the depot */
    01931     if (CheckTrainStoppedInDepot(front) < 0) {
    01932       return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
    01933     }
    01934
    01935     if (flags & DC_EXEC) {
    01936       ToggleBit(v->u.rail.flags, VRF_REVERSE_DIRECTION);
    01937       InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
    01938       InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
    01939     }
    01940   } else {
    01941     /* turn the whole train around */
    01942     if (v->vehstatus & VS_CRASHED || v->breakdown_ctr != 0) return CMD_ERROR;
    01943
    01944     if (flags & DC_EXEC) {
    01945       /* Properly leave the station if we are loading and won't be loading anymore */
    01946       if (v->current_order.IsType(OT_LOADING)) {
    01947         const Vehicle *last = v;
    01948         while (last->Next() != NULL) last = last->Next();
    01949
    01950         /* not a station || different station --> leave the station */
    01951         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    01952           v->LeaveStation();
    01953         }
    01954       }
    01955
    01956       if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && v->cur_speed != 0) {
    01957         ToggleBit(v->u.rail.flags, VRF_REVERSING);
    01958       } else {
    01959         v->cur_speed = 0;
    01960         SetLastSpeed(v, 0);
    01961         HideFillingPercent(&v->fill_percent_te_id);
    01962         ReverseTrainDirection(v);
    01963       }
    01964     }
    01965   }
    01966   return CommandCost();
    01967 }
    01968
    01975 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01976 {
    01977   if (!IsValidVehicleID(p1)) return CMD_ERROR;
    01978
    01979   Vehicle *v = GetVehicle(p1);
    01980
    01981   if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
    01982
    01983   if (flags & DC_EXEC) v->u.rail.force_proceed = 0x50;
    01984
    01985   return CommandCost();
    01986 }
    01987
    01998 CommandCost CmdRefitRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01999 {
    02000   CargoID new_cid = GB(p2, 0, 8);
    02001   byte new_subtype = GB(p2, 8, 8);
    02002   bool only_this = HasBit(p2, 16);
    02003
    02004   if (!IsValidVehicleID(p1)) return CMD_ERROR;
    02005
    02006   Vehicle *v = GetVehicle(p1);
    02007
    02008   if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
    02009   if (CheckTrainStoppedInDepot(v) < 0) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
    02010   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE);
    02011
    02012   /* Check cargo */
    02013   if (new_cid >= NUM_CARGO) return CMD_ERROR;
    02014
    02015   CommandCost cost(EXPENSES_TRAIN_RUN);
    02016   uint num = 0;
    02017
    02018   do {
    02019     /* XXX: We also refit all the attached wagons en-masse if they
    02020      * can be refitted. This is how TTDPatch does it.  TODO: Have
    02021      * some nice [Refit] button near each wagon. --pasky */
    02022     if (!CanRefitTo(v->engine_type, new_cid)) continue;
    02023
    02024     const Engine *e = GetEngine(v->engine_type);
    02025     if (e->CanCarryCargo()) {
    02026       uint16 amount = CALLBACK_FAILED;
    02027
    02028       if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
    02029         /* Back up the vehicle's cargo type */
    02030         CargoID temp_cid = v->cargo_type;
    02031         byte temp_subtype = v->cargo_subtype;
    02032         v->cargo_type = new_cid;
    02033         v->cargo_subtype = new_subtype;
    02034         /* Check the refit capacity callback */
    02035         amount = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
    02036         /* Restore the original cargo type */
    02037         v->cargo_type = temp_cid;
    02038         v->cargo_subtype = temp_subtype;
    02039       }
    02040
    02041       if (amount == CALLBACK_FAILED) { // callback failed or not used, use default
    02042         CargoID old_cid = e->GetDefaultCargoType();
    02043         /* normally, the capacity depends on the cargo type, a rail vehicle can
    02044          * carry twice as much mail/goods as normal cargo, and four times as
    02045          * many passengers
    02046          */
    02047         amount = e->u.rail.capacity;
    02048         switch (old_cid) {
    02049           case CT_PASSENGERS: break;
    02050           case CT_MAIL:
    02051           case CT_GOODS: amount *= 2; break;
    02052           default:       amount *= 4; break;
    02053         }
    02054         switch (new_cid) {
    02055           case CT_PASSENGERS: break;
    02056           case CT_MAIL:
    02057           case CT_GOODS: amount /= 2; break;
    02058           default:       amount /= 4; break;
    02059         }
    02060       }
    02061
    02062       if (new_cid != v->cargo_type) {
    02063         cost.AddCost(GetRefitCost(v->engine_type));
    02064       }
    02065
    02066       num += amount;
    02067       if (flags & DC_EXEC) {
    02068         v->cargo.Truncate((v->cargo_type == new_cid) ? amount : 0);
    02069         v->cargo_type = new_cid;
    02070         v->cargo_cap = amount;
    02071         v->cargo_subtype = new_subtype;
    02072         InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
    02073         InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
    02074         InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    02075       }
    02076     }
    02077   } while ((v = v->Next()) != NULL && !only_this);
    02078
    02079   _returned_refit_capacity = num;
    02080
    02081   /* Update the train's cached variables */
    02082   if (flags & DC_EXEC) TrainConsistChanged(GetVehicle(p1)->First(), false);
    02083
    02084   return cost;
    02085 }
    02086
    02087 struct TrainFindDepotData {
    02088   uint best_length;
    02089   TileIndex tile;
    02090   Owner owner;
    02095   bool reverse;
    02096 };
    02097
    02098 static bool NtpCallbFindDepot(TileIndex tile, TrainFindDepotData *tfdd, int track, uint length)
    02099 {
    02100   if (IsTileType(tile, MP_RAILWAY) &&
    02101       IsTileOwner(tile, tfdd->owner) &&
    02102       IsRailDepot(tile)) {
    02103     /* approximate number of tiles by dividing by DIAG_FACTOR */
    02104     tfdd->best_length = length / DIAG_FACTOR;
    02105     tfdd->tile = tile;
    02106     return true;
    02107   }
    02108
    02109   return false;
    02110 }
    02111
    02114 static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
    02115 {
    02116   assert(!(v->vehstatus & VS_CRASHED));
    02117
    02118   TrainFindDepotData tfdd;
    02119   tfdd.owner = v->owner;
    02120   tfdd.reverse = false;
    02121
    02122   if (IsRailDepotTile(v->tile)) {
    02123     tfdd.tile = v->tile;
    02124     tfdd.best_length = 0;
    02125     return tfdd;
    02126   }
    02127
    02128   PBSTileInfo origin = FollowTrainReservation(v);
    02129   if (IsRailDepotTile(origin.tile)) {
    02130     tfdd.tile = origin.tile;
    02131     tfdd.best_length = 0;
    02132     return tfdd;
    02133   }
    02134
    02135   tfdd.best_length = UINT_MAX;
    02136
    02137   uint8 pathfinder = _settings_game.pf.pathfinder_for_trains;
    02138   if ((_settings_game.pf.reserve_paths || HasReservedTracks(v->tile, v->u.rail.track)) && pathfinder == VPF_NTP) pathfinder = VPF_NPF;
    02139
    02140   switch (pathfinder) {
    02141     case VPF_YAPF: { // YAPF
    02142       bool found = YapfFindNearestRailDepotTwoWay(v, max_distance, NPF_INFINITE_PENALTY, &tfdd.tile, &tfdd.reverse);
    02143       tfdd.best_length = found ? max_distance / 2 : UINT_MAX; // some fake distance or NOT_FOUND
    02144     } break;
    02145
    02146     case VPF_NPF: { // NPF
    02147       const Vehicle *last = GetLastVehicleInChain(v);
    02148       Trackdir trackdir = GetVehicleTrackdir(v);
    02149       Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
    02150
    02151       assert(trackdir != INVALID_TRACKDIR);
    02152       NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes, NPF_INFINITE_PENALTY);
    02153       if (ftd.best_bird_dist == 0) {
    02154         /* Found target */
    02155         tfdd.tile = ftd.node.tile;
    02156         /* Our caller expects a number of tiles, so we just approximate that
    02157          * number by this. It might not be completely what we want, but it will
    02158          * work for now :-) We can possibly change this when the old pathfinder
    02159          * is removed. */
    02160         tfdd.best_length = ftd.best_path_dist / NPF_TILE_LENGTH;
    02161         if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) tfdd.reverse = true;
    02162       }
    02163     } break;
    02164
    02165     default:
    02166     case VPF_NTP: { // NTP
    02167       /* search in the forward direction first. */
    02168       DiagDirection i = TrainExitDir(v->direction, v->u.rail.track);
    02169       NewTrainPathfind(v->tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
    02170       if (tfdd.best_length == UINT_MAX){
    02171         tfdd.reverse = true;
    02172         /* search in backwards direction */
    02173         i = TrainExitDir(ReverseDir(v->direction), v->u.rail.track);
    02174         NewTrainPathfind(v->tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
    02175       }
    02176     } break;
    02177   }
    02178
    02179   return tfdd;
    02180 }
    02181
    02182 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    02183 {
    02184   TrainFindDepotData tfdd = FindClosestTrainDepot(this, 0);
    02185   if (tfdd.best_length == UINT_MAX) return false;
    02186
    02187   if (location    != NULL) *location    = tfdd.tile;
    02188   if (destination != NULL) *destination = GetDepotByTile(tfdd.tile)->index;
    02189   if (reverse     != NULL) *reverse     = tfdd.reverse;
    02190
    02191   return true;
    02192 }
    02193
    02202 CommandCost CmdSendTrainToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02203 {
    02204   if (p2 & DEPOT_MASS_SEND) {
    02205     /* Mass goto depot requested */
    02206     if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
    02207     return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
    02208   }
    02209
    02210   if (!IsValidVehicleID(p1)) return CMD_ERROR;
    02211
    02212   Vehicle *v = GetVehicle(p1);
    02213
    02214   if (v->type != VEH_TRAIN) return CMD_ERROR;
    02215
    02216   return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
    02217 }
    02218
    02219
    02220 void OnTick_Train()
    02221 {
    02222   _age_cargo_skip_counter = (_age_cargo_skip_counter == 0) ? 184 : (_age_cargo_skip_counter - 1);
    02223 }
    02224
    02225 static const int8 _vehicle_smoke_pos[8] = {
    02226   1, 1, 1, 0, -1, -1, -1, 0
    02227 };
    02228
    02229 static void HandleLocomotiveSmokeCloud(const Vehicle *v)
    02230 {
    02231   bool sound = false;
    02232
    02233   if (v->vehstatus & VS_TRAIN_SLOWING || v->load_unload_time_rem != 0 || v->cur_speed < 2) {
    02234     return;
    02235   }
    02236
    02237   const Vehicle *u = v;
    02238
    02239   do {
    02240     const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
    02241     int effect_offset = GB(v->u.rail.cached_vis_effect, 0, 4) - 8;
    02242     byte effect_type = GB(v->u.rail.cached_vis_effect, 4, 2);
    02243     bool disable_effect = HasBit(v->u.rail.cached_vis_effect, 6);
    02244
    02245     /* no smoke? */
    02246     if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
    02247         disable_effect ||
    02248         v->vehstatus & VS_HIDDEN) {
    02249       continue;
    02250     }
    02251
    02252     /* No smoke in depots or tunnels */
    02253     if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
    02254
    02255     /* No sparks for electric vehicles on nonelectrified tracks */
    02256     if (!HasPowerOnRail(v->u.rail.railtype, GetTileRailType(v->tile))) continue;
    02257
    02258     if (effect_type == 0) {
    02259       /* Use default effect type for engine class. */
    02260       effect_type = rvi->engclass;
    02261     } else {
    02262       effect_type--;
    02263     }
    02264
    02265     int x = _vehicle_smoke_pos[v->direction] * effect_offset;
    02266     int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
    02267
    02268     if (HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
    02269       x = -x;
    02270       y = -y;
    02271     }
    02272
    02273     switch (effect_type) {
    02274       case 0:
    02275         /* steam smoke. */
    02276         if (GB(v->tick_counter, 0, 4) == 0) {
    02277           CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
    02278           sound = true;
    02279         }
    02280         break;
    02281
    02282       case 1:
    02283         /* diesel smoke */
    02284         if (u->cur_speed <= 40 && Chance16(15, 128)) {
    02285           CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
    02286           sound = true;
    02287         }
    02288         break;
    02289
    02290       case 2:
    02291         /* blue spark */
    02292         if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
    02293           CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
    02294           sound = true;
    02295         }
    02296         break;
    02297
    02298       default:
    02299         break;
    02300     }
    02301   } while ((v = v->Next()) != NULL);
    02302
    02303   if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
    02304 }
    02305
    02306 void Train::PlayLeaveStationSound() const
    02307 {
    02308   static const SoundFx sfx[] = {
    02309     SND_04_TRAIN,
    02310     SND_0A_TRAIN_HORN,
    02311     SND_0A_TRAIN_HORN,
    02312     SND_47_MAGLEV_2,
    02313     SND_41_MAGLEV
    02314   };
    02315
    02316   if (PlayVehicleSound(this, VSE_START)) return;
    02317
    02318   EngineID engtype = this->engine_type;
    02319   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    02320 }
    02321
    02323 static void CheckNextTrainTile(Vehicle *v)
    02324 {
    02325   /* Don't do any look-ahead if path_backoff_interval is 255. */
    02326   if (_settings_game.pf.path_backoff_interval == 255) return;
    02327
    02328   /* Exit if we reached our destination depot or are inside a depot. */
    02329   if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || v->u.rail.track & TRACK_BIT_DEPOT) return;
    02330   /* Exit if we are on a station tile and are going to stop. */
    02331   if (IsRailwayStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    02332   /* Exit if the current order doesn't have a destination, but the train has orders. */
    02333   if ((v->current_order.IsType(OT_NOTHING) || v->current_order.IsType(OT_LEAVESTATION) || v->current_order.IsType(OT_LOADING)) && v->GetNumOrders() > 0) return;
    02334
    02335   Trackdir td = GetVehicleTrackdir(v);
    02336
    02337   /* On a tile with a red non-pbs signal, don't look ahead. */
    02338   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    02339       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    02340       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    02341
    02342   CFollowTrackRail ft(v);
    02343   if (!ft.Follow(v->tile, td)) return;
    02344
    02345   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    02346     /* Next tile is not reserved. */
    02347     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02348       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    02349         /* If the next tile is a PBS signal, try to make a reservation. */
    02350         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02351         if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
    02352           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    02353         }
    02354         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    02355       }
    02356     }
    02357   }
    02358 }
    02359
    02360 static bool CheckTrainStayInDepot(Vehicle *v)
    02361 {
    02362   /* bail out if not all wagons are in the same depot or not in a depot at all */
    02363   for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    02364     if (u->u.rail.track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    02365   }
    02366
    02367   /* if the train got no power, then keep it in the depot */
    02368   if (v->u.rail.cached_power == 0) {
    02369     v->vehstatus |= VS_STOPPED;
    02370     InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
    02371     return true;
    02372   }
    02373
    02374   SigSegState seg_state;
    02375
    02376   if (v->u.rail.force_proceed == 0) {
    02377     /* force proceed was not pressed */
    02378     if (++v->load_unload_time_rem < 37) {
    02379       InvalidateWindowClasses(WC_TRAINS_LIST);
    02380       return true;
    02381     }
    02382
    02383     v->load_unload_time_rem = 0;
    02384
    02385     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02386     if (seg_state == SIGSEG_FULL || GetDepotWaypointReservation(v->tile)) {
    02387       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02388       InvalidateWindowClasses(WC_TRAINS_LIST);
    02389       return true;
    02390     }
    02391   } else {
    02392     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02393   }
    02394
    02395   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02396   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02397     /* We need to have a reservation for this to work. */
    02398     if (GetDepotWaypointReservation(v->tile)) return true;
    02399     SetDepotWaypointReservation(v->tile, true);
    02400     VehicleEnterDepot(v);
    02401     return true;
    02402   }
    02403
    02404   /* Only leave when we can reserve a path to our destination. */
    02405   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->u.rail.force_proceed == 0) {
    02406     /* No path and no force proceed. */
    02407     InvalidateWindowClasses(WC_TRAINS_LIST);
    02408     MarkTrainAsStuck(v);
    02409     return true;
    02410   }
    02411
    02412   SetDepotWaypointReservation(v->tile, true);
    02413   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02414
    02415   VehicleServiceInDepot(v);
    02416   InvalidateWindowClasses(WC_TRAINS_LIST);
    02417   v->PlayLeaveStationSound();
    02418
    02419   v->u.rail.track = TRACK_BIT_X;
    02420   if (v->direction & 2) v->u.rail.track = TRACK_BIT_Y;
    02421
    02422   v->vehstatus &= ~VS_HIDDEN;
    02423   v->cur_speed = 0;
    02424
    02425   v->UpdateDeltaXY(v->direction);
    02426   v->cur_image = v->GetImage(v->direction);
    02427   VehicleMove(v, false);
    02428   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02429   UpdateTrainAcceleration(v);
    02430   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02431
    02432   return false;
    02433 }
    02434
    02436 static void ClearPathReservation(const Vehicle *v, TileIndex tile, Trackdir track_dir)
    02437 {
    02438   DiagDirection dir = TrackdirToExitdir(track_dir);
    02439
    02440   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02441     /* Are we just leaving a tunnel/bridge? */
    02442     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02443       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02444
    02445       if (!HasVehicleOnTunnelBridge(tile, end, v)) {
    02446         /* Free the reservation only if no other train is on the tiles. */
    02447         SetTunnelBridgeReservation(tile, false);
    02448         SetTunnelBridgeReservation(end, false);
    02449
    02450         if (_settings_client.gui.show_track_reservation) {
    02451           MarkTileDirtyByTile(tile);
    02452           MarkTileDirtyByTile(end);
    02453         }
    02454       }
    02455     }
    02456   } else if (IsRailwayStationTile(tile)) {
    02457     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02458     /* If the new tile is not a further tile of the same station, we
    02459      * clear the reservation for the whole platform. */
    02460     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02461       SetRailwayStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02462     }
    02463   } else {
    02464     /* Any other tile */
    02465     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02466   }
    02467 }
    02468
    02470 void FreeTrainTrackReservation(const Vehicle *v, TileIndex origin, Trackdir orig_td)
    02471 {
    02472   assert(IsFrontEngine(v));
    02473
    02474   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02475   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : GetVehicleTrackdir(v);
    02476   bool      free_tile = tile != v->tile || !(IsRailwayStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02477   StationID station_id = IsRailwayStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02478
    02479   /* Don't free reservation if it's not ours. */
    02480   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02481
    02482   CFollowTrackRail ft(v, GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes);
    02483   while (ft.Follow(tile, td)) {
    02484     tile = ft.m_new_tile;
    02485     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02486     td = RemoveFirstTrackdir(&bits);
    02487     assert(bits == TRACKDIR_BIT_NONE);
    02488
    02489     if (!IsValidTrackdir(td)) break;
    02490
    02491     if (IsTileType(tile, MP_RAILWAY)) {
    02492       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02493         /* Conventional signal along trackdir: remove reservation and stop. */
    02494         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02495         break;
    02496       }
    02497       if (HasPbsSignalOnTrackdir(tile, td)) {
    02498         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02499           /* Red PBS signal? Can't be our reservation, would be green then. */
    02500           break;
    02501         } else {
    02502           /* Turn the signal back to red. */
    02503           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02504           MarkTileDirtyByTile(tile);
    02505         }
    02506       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02507         break;
    02508       }
    02509     }
    02510
    02511     /* Don't free first station/bridge/tunnel if we are on it. */
    02512     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);
    02513
    02514     free_tile = true;
    02515   }
    02516 }
    02517
    02519 struct TrainTrackFollowerData {
    02520   TileIndex dest_coords;
    02521   StationID station_index;
    02522   uint best_bird_dist;
    02523   uint best_track_dist;
    02524   TrackdirByte best_track;
    02525 };
    02526
    02527 static bool NtpCallbFindStation(TileIndex tile, TrainTrackFollowerData *ttfd, Trackdir track, uint length)
    02528 {
    02529   /* heading for nowhere? */
    02530   if (ttfd->dest_coords == 0) return false;
    02531
    02532   /* did we reach the final station? */
    02533   if ((ttfd->station_index == INVALID_STATION && tile == ttfd->dest_coords) || (
    02534         IsTileType(tile, MP_STATION) &&
    02535         IsRailwayStation(tile) &&
    02536         GetStationIndex(tile) == ttfd->station_index
    02537       )) {
    02538     /* We do not check for dest_coords if we have a station_index,
    02539      * because in that case the dest_coords are just an
    02540      * approximation of where the station is */
    02541
    02542     /* found station */
    02543     ttfd->best_track = track;
    02544     ttfd->best_bird_dist = 0;
    02545     return true;
    02546   } else {
    02547     /* didn't find station, keep track of the best path so far. */
    02548     uint dist = DistanceManhattan(tile, ttfd->dest_coords);
    02549     if (dist < ttfd->best_bird_dist) {
    02550       ttfd->best_bird_dist = dist;
    02551       ttfd->best_track = track;
    02552     }
    02553     return false;
    02554   }
    02555 }
    02556
    02557 static void FillWithStationData(TrainTrackFollowerData *fd, const Vehicle *v)
    02558 {
    02559   fd->dest_coords = v->dest_tile;
    02560   fd->station_index = v->current_order.IsType(OT_GOTO_STATION) ? v->current_order.GetDestination() : INVALID_STATION;
    02561 }
    02562
    02563 static const byte _initial_tile_subcoord[6][4][3] = {
    02564 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02565 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02566 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02567 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02568 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02569 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02570 };
    02571
    02572 static const byte _search_directions[6][4] = {
    02573   { 0, 9, 2, 9 },
    02574   { 9, 1, 9, 3 },
    02575   { 9, 0, 3, 9 },
    02576   { 1, 9, 9, 2 },
    02577   { 3, 2, 9, 9 },
    02578   { 9, 9, 1, 0 },
    02579 };
    02580
    02581 static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
    02582
    02595 static Track DoTrainPathfind(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
    02596 {
    02597   Track best_track;
    02598
    02599 #ifdef PF_BENCHMARK
    02600   TIC()
    02601 #endif
    02602
    02603   if (path_not_found) *path_not_found = false;
    02604
    02605   uint8 pathfinder = _settings_game.pf.pathfinder_for_trains;
    02606   if (do_track_reservation && pathfinder == VPF_NTP) pathfinder = VPF_NPF;
    02607
    02608   switch (pathfinder) {
    02609     case VPF_YAPF: { // YAPF
    02610       Trackdir trackdir = YapfChooseRailTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
    02611       if (trackdir != INVALID_TRACKDIR) {
    02612         best_track = TrackdirToTrack(trackdir);
    02613       } else {
    02614         best_track = FindFirstTrack(tracks);
    02615       }
    02616     } break;
    02617
    02618     case VPF_NPF: { // NPF
    02619       void *perf = NpfBeginInterval();
    02620
    02621       NPFFindStationOrTileData fstd;
    02622       NPFFillWithOrderData(&fstd, v, do_track_reservation);
    02623
    02624       PBSTileInfo origin = FollowTrainReservation(v);
    02625       assert(IsValidTrackdir(origin.trackdir));
    02626
    02627       NPFFoundTargetData ftd = NPFRouteToStationOrTile(origin.tile, origin.trackdir, true, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes);
    02628
    02629       if (dest != NULL) {
    02630         dest->tile = ftd.node.tile;
    02631         dest->trackdir = (Trackdir)ftd.node.direction;
    02632         dest->okay = ftd.res_okay;
    02633       }
    02634
    02635       if (ftd.best_trackdir == INVALID_TRACKDIR) {
    02636         /* We are already at our target. Just do something
    02637          * @todo maybe display error?
    02638          * @todo: go straight ahead if possible? */
    02639         best_track = FindFirstTrack(tracks);
    02640       } else {
    02641         /* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
    02642          * the direction we need to take to get there, if ftd.best_bird_dist is not 0,
    02643          * we did not find our target, but ftd.best_trackdir contains the direction leading
    02644          * to the tile closest to our target. */
    02645         if (ftd.best_bird_dist != 0 && path_not_found != NULL) *path_not_found = true;
    02646         /* Discard enterdir information, making it a normal track */
    02647         best_track = TrackdirToTrack(ftd.best_trackdir);
    02648       }
    02649
    02650       int time = NpfEndInterval(perf);
    02651       DEBUG(yapf, 4, "[NPFT] %d us - %d rounds - %d open - %d closed -- ", time, 0, _aystar_stats_open_size, _aystar_stats_closed_size);
    02652     } break;
    02653
    02654     default:
    02655     case VPF_NTP: { // NTP
    02656       void *perf = NpfBeginInterval();
    02657
    02658       TrainTrackFollowerData fd;
    02659       FillWithStationData(&fd, v);
    02660
    02661       /* New train pathfinding */
    02662       fd.best_bird_dist = UINT_MAX;
    02663       fd.best_track_dist = UINT_MAX;
    02664       fd.best_track = INVALID_TRACKDIR;
    02665
    02666       NewTrainPathfind(tile - TileOffsByDiagDir(enterdir), v->dest_tile,
    02667         v->u.rail.compatible_railtypes, enterdir, (NTPEnumProc*)NtpCallbFindStation, &fd);
    02668
    02669       /* check whether the path was found or only 'guessed' */
    02670       if (fd.best_bird_dist != 0 && path_not_found != NULL) *path_not_found = true;
    02671
    02672       if (fd.best_track == INVALID_TRACKDIR) {
    02673         /* blaha */
    02674         best_track = FindFirstTrack(tracks);
    02675       } else {
    02676         best_track = TrackdirToTrack(fd.best_track);
    02677       }
    02678
    02679       int time = NpfEndInterval(perf);
    02680       DEBUG(yapf, 4, "[NTPT] %d us - %d rounds - %d open - %d closed -- ", time, 0, 0, 0);
    02681     } break;
    02682   }
    02683
    02684 #ifdef PF_BENCHMARK
    02685   TOC("PF time = ", 1)
    02686 #endif
    02687
    02688   return best_track;
    02689 }
    02690
    02696 static PBSTileInfo ExtendTrainReservation(const Vehicle *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02697 {
    02698   bool no_90deg_turns = _settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg;
    02699   PBSTileInfo origin = FollowTrainReservation(v);
    02700
    02701   CFollowTrackRail ft(v);
    02702
    02703   TileIndex tile = origin.tile;
    02704   Trackdir  cur_td = origin.trackdir;
    02705   while (ft.Follow(tile, cur_td)) {
    02706     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02707       /* Possible signal tile. */
    02708       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02709     }
    02710
    02711     if (no_90deg_turns) {
    02712       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02713       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02714     }
    02715
    02716     /* Station, depot or waypoint are a possible target. */
    02717     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02718     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02719       /* Choice found or possible target encountered.
    02720        * On finding a possible target, we need to stop and let the pathfinder handle the
    02721        * remaining path. This is because we don't know if this target is in one of our
    02722        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02723        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02724        * a wrong path not leading to our next destination. */
    02725       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02726
    02727       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02728        * actually starts its search at the first unreserved tile. */
    02729       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02730
    02731       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02732       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02733       if (enterdir) *enterdir = ft.m_exitdir;
    02734       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02735     }
    02736
    02737     tile = ft.m_new_tile;
    02738     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02739
    02740     if (IsSafeWaitingPosition(v, tile, cur_td, true, no_90deg_turns)) {
    02741       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, no_90deg_turns);
    02742       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02743       /* Safe position is all good, path valid and okay. */
    02744       return PBSTileInfo(tile, cur_td, true);
    02745     }
    02746
    02747     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02748   }
    02749
    02750   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02751     /* End of line, path valid and okay. */
    02752     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02753   }
    02754
    02755   /* Sorry, can't reserve path, back out. */
    02756   tile = origin.tile;
    02757   cur_td = origin.trackdir;
    02758   TileIndex stopped = ft.m_old_tile;
    02759   Trackdir  stopped_td = ft.m_old_td;
    02760   while (tile != stopped || cur_td != stopped_td) {
    02761     if (!ft.Follow(tile, cur_td)) break;
    02762
    02763     if (no_90deg_turns) {
    02764       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02765       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02766     }
    02767     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02768
    02769     tile = ft.m_new_tile;
    02770     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02771
    02772     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02773   }
    02774
    02775   /* Path invalid. */
    02776   return PBSTileInfo();
    02777 }
    02778
    02789 static bool TryReserveSafeTrack(const Vehicle *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02790 {
    02791   if (_settings_game.pf.pathfinder_for_trains == VPF_YAPF) {
    02792     return YapfRailFindNearestSafeTile(v, tile, td, override_tailtype);
    02793   } else {
    02794     return NPFRouteToSafeTile(v, tile, td, override_tailtype).res_okay;
    02795   }
    02796 }
    02797
    02799 class VehicleOrderSaver
    02800 {
    02801 private:
    02802   Vehicle        *v;
    02803   Order          old_order;
    02804   TileIndex      old_dest_tile;
    02805   StationID      old_last_station_visited;
    02806   VehicleOrderID index;
    02807
    02808 public:
    02809   VehicleOrderSaver(Vehicle *_v) :
    02810     v(_v),
    02811     old_order(_v->current_order),
    02812     old_dest_tile(_v->dest_tile),
    02813     old_last_station_visited(_v->last_station_visited),
    02814     index(_v->cur_order_index)
    02815   {
    02816   }
    02817
    02818   ~VehicleOrderSaver()
    02819   {
    02820     this->v->current_order = this->old_order;
    02821     this->v->dest_tile = this->old_dest_tile;
    02822     this->v->last_station_visited = this->old_last_station_visited;
    02823   }
    02824
    02830   bool SwitchToNextOrder(bool skip_first)
    02831   {
    02832     if (this->v->GetNumOrders() == 0) return false;
    02833
    02834     if (skip_first) ++this->index;
    02835
    02836     int conditional_depth = 0;
    02837
    02838     do {
    02839       /* Wrap around. */
    02840       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02841
    02842       Order *order = GetVehicleOrder(this->v, this->index);
    02843       assert(order != NULL);
    02844
    02845       switch (order->GetType()) {
    02846         case OT_GOTO_DEPOT:
    02847           /* Skip service in depot orders when the train doesn't need service. */
    02848           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02849         case OT_GOTO_STATION:
    02850         case OT_GOTO_WAYPOINT:
    02851           this->v->current_order = *order;
    02852           UpdateOrderDest(this->v, order);
    02853           return true;
    02854         case OT_CONDITIONAL: {
    02855           if (conditional_depth > this->v->GetNumOrders()) return false;
    02856           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02857           if (next != INVALID_VEH_ORDER_ID) {
    02858             conditional_depth++;
    02859             this->index = next;
    02860             /* Don't increment next, so no break here. */
    02861             continue;
    02862           }
    02863           break;
    02864         }
    02865         default:
    02866           break;
    02867       }
    02868       /* Don't increment inside the while because otherwise conditional
    02869        * orders can lead to an infinite loop. */
    02870       ++this->index;
    02871     } while (this->index != this->v->cur_order_index);
    02872
    02873     return false;
    02874   }
    02875 };
    02876
    02877 /* choose a track */
    02878 static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02879 {
    02880   Track best_track = INVALID_TRACK;
    02881   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02882   bool changed_signal = false;
    02883
    02884   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02885
    02886   if (got_reservation != NULL) *got_reservation = false;
    02887
    02888   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02889   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02890   /* Do we have a suitable reserved track? */
    02891   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02892
    02893   /* Quick return in case only one possible track is available */
    02894   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02895     Track track = FindFirstTrack(tracks);
    02896     /* We need to check for signals only here, as a junction tile can't have signals. */
    02897     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02898       do_track_reservation = true;
    02899       changed_signal = true;
    02900       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02901     } else if (!do_track_reservation) {
    02902       return track;
    02903     }
    02904     best_track = track;
    02905   }
    02906
    02907   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02908   DiagDirection dest_enterdir = enterdir;
    02909   if (do_track_reservation) {
    02910     /* Check if the train needs service here, so it has a chance to always find a depot.
    02911      * Also check if the current order is a service order so we don't reserve a path to
    02912      * the destination but instead to the next one if service isn't needed. */
    02913     CheckIfTrainNeedsService(v);
    02914     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02915
    02916     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02917     if (res_dest.tile == INVALID_TILE) {
    02918       /* Reservation failed? */
    02919       if (mark_stuck) MarkTrainAsStuck(v);
    02920       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02921       return FindFirstTrack(tracks);
    02922     }
    02923   }
    02924
    02925   /* Save the current train order. The destructor will restore the old order on function exit. */
    02926   VehicleOrderSaver orders(v);
    02927
    02928   /* If the current tile is the destination of the current order and
    02929    * a reservation was requested, advance to the next order.
    02930    * Don't advance on a depot order as depots are always safe end points
    02931    * for a path and no look-ahead is necessary. This also avoids a
    02932    * problem with depot orders not part of the order list when the
    02933    * order list itself is empty. */
    02934   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02935     orders.SwitchToNextOrder(false);
    02936   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02937       v->current_order.IsType(OT_GOTO_STATION) ?
    02938       IsRailwayStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02939       v->tile == v->dest_tile))) {
    02940     orders.SwitchToNextOrder(true);
    02941   }
    02942
    02943   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02944     /* Pathfinders are able to tell that route was only 'guessed'. */
    02945     bool      path_not_found = false;
    02946     TileIndex new_tile = res_dest.tile;
    02947
    02948     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest);
    02949     if (new_tile == tile) best_track = next_track;
    02950
    02951     /* handle "path not found" state */
    02952     if (path_not_found) {
    02953       /* PF didn't find the route */
    02954       if (!HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
    02955         /* it is first time the problem occurred, set the "path not found" flag */
    02956         SetBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
    02957         /* and notify user about the event */
    02958         AI::NewEvent(v->owner, new AIEventVehicleLost(v->index));
    02959         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
    02960           SetDParam(0, v->index);
    02961           AddNewsItem(
    02962             STR_TRAIN_IS_LOST,
    02963             NS_ADVICE,
    02964             v->index,
    02965             0);
    02966         }
    02967       }
    02968     } else {
    02969       /* route found, is the train marked with "path not found" flag? */
    02970       if (HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
    02971         /* clear the flag as the PF's problem was solved */
    02972         ClrBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
    02973         /* can we also delete the "News" item somehow? */
    02974       }
    02975     }
    02976   }
    02977
    02978   /* No track reservation requested -> finished. */
    02979   if (!do_track_reservation) return best_track;
    02980
    02981   /* A path was found, but could not be reserved. */
    02982   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02983     if (mark_stuck) MarkTrainAsStuck(v);
    02984     FreeTrainTrackReservation(v);
    02985     return best_track;
    02986   }
    02987
    02988   /* No possible reservation target found, we are probably lost. */
    02989   if (res_dest.tile == INVALID_TILE) {
    02990     /* Try to find any safe destination. */
    02991     PBSTileInfo origin = FollowTrainReservation(v);
    02992     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02993       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02994       best_track = FindFirstTrack(res);
    02995       TryReserveRailTrack(v->tile, TrackdirToTrack(GetVehicleTrackdir(v)));
    02996       if (got_reservation != NULL) *got_reservation = true;
    02997       if (changed_signal) MarkTileDirtyByTile(tile);
    02998     } else {
    02999       FreeTrainTrackReservation(v);
    03000       if (mark_stuck) MarkTrainAsStuck(v);
    03001     }
    03002     return best_track;
    03003   }
    03004
    03005   if (got_reservation != NULL) *got_reservation = true;
    03006
    03007   /* Reservation target found and free, check if it is safe. */
    03008   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    03009     /* Extend reservation until we have found a safe position. */
    03010     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    03011     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    03012     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    03013     if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
    03014       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    03015     }
    03016
    03017     /* Get next order with destination. */
    03018     if (orders.SwitchToNextOrder(true)) {
    03019       PBSTileInfo cur_dest;
    03020       DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, true, &cur_dest);
    03021       if (cur_dest.tile != INVALID_TILE) {
    03022         res_dest = cur_dest;
    03023         if (res_dest.okay) continue;
    03024         /* Path found, but could not be reserved. */
    03025         FreeTrainTrackReservation(v);
    03026         if (mark_stuck) MarkTrainAsStuck(v);
    03027         if (got_reservation != NULL) *got_reservation = false;
    03028         changed_signal = false;
    03029         break;
    03030       }
    03031     }
    03032     /* No order or no safe position found, try any position. */
    03033     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    03034       FreeTrainTrackReservation(v);
    03035       if (mark_stuck) MarkTrainAsStuck(v);
    03036       if (got_reservation != NULL) *got_reservation = false;
    03037       changed_signal = false;
    03038     }
    03039     break;
    03040   }
    03041
    03042   TryReserveRailTrack(v->tile, TrackdirToTrack(GetVehicleTrackdir(v)));
    03043
    03044   if (changed_signal) MarkTileDirtyByTile(tile);
    03045
    03046   return best_track;
    03047 }
    03048
    03057 bool TryPathReserve(Vehicle *v, bool mark_as_stuck, bool first_tile_okay)
    03058 {
    03059   assert(v->type == VEH_TRAIN && IsFrontEngine(v));
    03060
    03061   /* We have to handle depots specially as the track follower won't look
    03062    * at the depot tile itself but starts from the next tile. If we are still
    03063    * inside the depot, a depot reservation can never be ours. */
    03064   if (v->u.rail.track & TRACK_BIT_DEPOT) {
    03065     if (GetDepotWaypointReservation(v->tile)) {
    03066       if (mark_as_stuck) MarkTrainAsStuck(v);
    03067       return false;
    03068     } else {
    03069       /* Depot not reserved, but the next tile might be. */
    03070       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    03071       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    03072     }
    03073   }
    03074
    03075   /* Special check if we are in front of a two-sided conventional signal. */
    03076   DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
    03077   TileIndex next_tile = TileAddByDiagDir(v->tile, dir);
    03078   if (IsTileType(next_tile, MP_RAILWAY) && HasReservedTracks(next_tile, DiagdirReachesTracks(dir))) {
    03079     /* Can have only one reserved trackdir. */
    03080     Trackdir td = FindFirstTrackdir(TrackBitsToTrackdirBits(GetReservedTrackbits(next_tile)) & DiagdirReachesTrackdirs(dir));
    03081     if (HasSignalOnTrackdir(next_tile, td) && HasSignalOnTrackdir(next_tile, ReverseTrackdir(td)) &&
    03082         !IsPbsSignal(GetSignalType(next_tile, TrackdirToTrack(td)))) {
    03083       /* Signal already reserved, is not ours. */
    03084       if (mark_as_stuck) MarkTrainAsStuck(v);
    03085       return false;
    03086     }
    03087   }
    03088
    03089   bool other_train = false;
    03090   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    03091   /* The path we are driving on is alread blocked by some other train.
    03092    * This can only happen in certain situations when mixing path and
    03093    * block signals or when changing tracks and/or signals.
    03094    * Exit here as doing any further reservations will probably just
    03095    * make matters worse. */
    03096   if (other_train && v->tile != origin.tile) {
    03097     if (mark_as_stuck) MarkTrainAsStuck(v);
    03098     return false;
    03099   }
    03100   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    03101   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    03102     /* Can't be stuck then. */
    03103     if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03104     ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
    03105     return true;
    03106   }
    03107
    03108   /* If we are in a depot, tentativly reserve the depot. */
    03109   if (v->u.rail.track & TRACK_BIT_DEPOT) {
    03110     SetDepotWaypointReservation(v->tile, true);
    03111     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    03112   }
    03113
    03114   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    03115   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    03116   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    03117
    03118   if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    03119
    03120   bool res_made = false;
    03121   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    03122
    03123   if (!res_made) {
    03124     /* Free the depot reservation as well. */
    03125     if (v->u.rail.track & TRACK_BIT_DEPOT) SetDepotWaypointReservation(v->tile, false);
    03126     return false;
    03127   }
    03128
    03129   if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
    03130     v->load_unload_time_rem = 0;
    03131     InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03132   }
    03133   ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
    03134   return true;
    03135 }
    03136
    03137
    03138 static bool CheckReverseTrain(Vehicle *v)
    03139 {
    03140   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    03141       v->u.rail.track == TRACK_BIT_DEPOT || v->u.rail.track == TRACK_BIT_WORMHOLE ||
    03142       !(v->direction & 1)) {
    03143     return false;
    03144   }
    03145
    03146   uint reverse_best = 0;
    03147
    03148   assert(v->u.rail.track);
    03149
    03150   switch (_settings_game.pf.pathfinder_for_trains) {
    03151     case VPF_YAPF: // YAPF
    03152       reverse_best = YapfCheckReverseTrain(v);
    03153       break;
    03154
    03155     case VPF_NPF: { // NPF
    03156       NPFFindStationOrTileData fstd;
    03157       NPFFoundTargetData ftd;
    03158       Vehicle *last = GetLastVehicleInChain(v);
    03159
    03160       NPFFillWithOrderData(&fstd, v);
    03161
    03162       Trackdir trackdir = GetVehicleTrackdir(v);
    03163       Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
    03164       assert(trackdir != INVALID_TRACKDIR);
    03165       assert(trackdir_rev != INVALID_TRACKDIR);
    03166
    03167       ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes);
    03168       if (ftd.best_bird_dist != 0) {
    03169         /* We didn't find anything, just keep on going straight ahead */
    03170         reverse_best = false;
    03171       } else {
    03172         if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) {
    03173           reverse_best = true;
    03174         } else {
    03175           reverse_best = false;
    03176         }
    03177       }
    03178     } break;
    03179
    03180     default:
    03181     case VPF_NTP: { // NTP
    03182       TrainTrackFollowerData fd;
    03183       FillWithStationData(&fd, v);
    03184
    03185       int i = _search_directions[FindFirstTrack(v->u.rail.track)][DirToDiagDir(v->direction)];
    03186
    03187       int best_track = -1;
    03188       uint reverse = 0;
    03189       uint best_bird_dist  = 0;
    03190       uint best_track_dist = 0;
    03191
    03192       for (;;) {
    03193         fd.best_bird_dist = UINT_MAX;
    03194         fd.best_track_dist = UINT_MAX;
    03195
    03196         NewTrainPathfind(v->tile, v->dest_tile, v->u.rail.compatible_railtypes, (DiagDirection)(reverse ^ i), (NTPEnumProc*)NtpCallbFindStation, &fd);
    03197
    03198         if (best_track != -1) {
    03199           if (best_bird_dist != 0) {
    03200             if (fd.best_bird_dist != 0) {
    03201               /* neither reached the destination, pick the one with the smallest bird dist */
    03202               if (fd.best_bird_dist > best_bird_dist) goto bad;
    03203               if (fd.best_bird_dist < best_bird_dist) goto good;
    03204             } else {
    03205               /* we found the destination for the first time */
    03206               goto good;
    03207             }
    03208           } else {
    03209             if (fd.best_bird_dist != 0) {
    03210               /* didn't find destination, but we've found the destination previously */
    03211               goto bad;
    03212             } else {
    03213               /* both old & new reached the destination, compare track length */
    03214               if (fd.best_track_dist > best_track_dist) goto bad;
    03215               if (fd.best_track_dist < best_track_dist) goto good;
    03216             }
    03217           }
    03218
    03219           /* if we reach this position, there's two paths of equal value so far.
    03220            * pick one randomly. */
    03221           int r = GB(Random(), 0, 8);
    03222           if (_pick_track_table[i] == (v->direction & 3)) r += 80;
    03223           if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
    03224           if (r <= 127) goto bad;
    03225         }
    03226 good:;
    03227         best_track = i;
    03228         best_bird_dist = fd.best_bird_dist;
    03229         best_track_dist = fd.best_track_dist;
    03230         reverse_best = reverse;
    03231 bad:;
    03232         if (reverse != 0) break;
    03233         reverse = 2;
    03234       }
    03235     } break;
    03236   }
    03237
    03238   return reverse_best != 0;
    03239 }
    03240
    03241 TileIndex Train::GetOrderStationLocation(StationID station)
    03242 {
    03243   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    03244
    03245   const Station *st = GetStation(station);
    03246   if (!(st->facilities & FACIL_TRAIN)) {
    03247     /* The destination station has no trainstation tiles. */
    03248     this->cur_order_index++;
    03249     return 0;
    03250   }
    03251
    03252   return st->xy;
    03253 }
    03254
    03255 void Train::MarkDirty()
    03256 {
    03257   Vehicle *v = this;
    03258   do {
    03259     v->UpdateViewport(false, false);
    03260   } while ((v = v->Next()) != NULL);
    03261
    03262   /* need to update acceleration and cached values since the goods on the train changed. */
    03263   TrainCargoChanged(this);
    03264   UpdateTrainAcceleration(this);
    03265 }
    03266
    03277 static int UpdateTrainSpeed(Vehicle *v)
    03278 {
    03279   uint accel;
    03280
    03281   if (v->vehstatus & VS_STOPPED || HasBit(v->u.rail.flags, VRF_REVERSING) || HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
    03282     switch (_settings_game.vehicle.train_acceleration_model) {
    03283       default: NOT_REACHED();
    03284       case TAM_ORIGINAL:  accel = v->acceleration * -4; break;
    03285       case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_BRAKE); break;
    03286     }
    03287   } else {
    03288     switch (_settings_game.vehicle.train_acceleration_model) {
    03289       default: NOT_REACHED();
    03290       case TAM_ORIGINAL:  accel = v->acceleration * 2; break;
    03291       case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_ACCEL); break;
    03292     }
    03293   }
    03294
    03295   uint spd = v->subspeed + accel;
    03296   v->subspeed = (byte)spd;
    03297   {
    03298     int tempmax = v->max_speed;
    03299     if (v->cur_speed > v->max_speed)
    03300       tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
    03301     v->cur_speed = spd = Clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
    03302   }
    03303
    03304   /* Scale speed by 3/4. Previously this was only done when the train was
    03305    * facing diagonally and would apply to however many moves the train made
    03306    * regardless the of direction actually moved in. Now it is always scaled,
    03307    * 256 spd is used to go straight and 192 is used to go diagonally
    03308    * (3/4 of 256). This results in the same effect, but without the error the
    03309    * previous method caused.
    03310    *
    03311    * The scaling is done in this direction and not by multiplying the amount
    03312    * to be subtracted by 4/3 so that the leftover speed can be saved in a
    03313    * byte in v->progress.
    03314    */
    03315   int scaled_spd = spd * 3 >> 2;
    03316
    03317   scaled_spd += v->progress;
    03318   v->progress = 0; // set later in TrainLocoHandler or TrainController
    03319   return scaled_spd;
    03320 }
    03321
    03322 static void TrainEnterStation(Vehicle *v, StationID station)
    03323 {
    03324   v->last_station_visited = station;
    03325
    03326   /* check if a train ever visited this station before */
    03327   Station *st = GetStation(station);
    03328   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    03329     st->had_vehicle_of_type |= HVOT_TRAIN;
    03330     SetDParam(0, st->index);
    03331     AddNewsItem(
    03332       STR_8801_CITIZENS_CELEBRATE_FIRST,
    03333       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
    03334       v->index,
    03335       st->index
    03336     );
    03337     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
    03338   }
    03339
    03340   v->BeginLoading();
    03341
    03342   StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
    03343 }
    03344
    03345 static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
    03346 {
    03347   byte old_z = v->z_pos;
    03348   v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
    03349
    03350   if (new_tile) {
    03351     ClrBit(v->u.rail.flags, VRF_GOINGUP);
    03352     ClrBit(v->u.rail.flags, VRF_GOINGDOWN);
    03353
    03354     if (v->u.rail.track == TRACK_BIT_X || v->u.rail.track == TRACK_BIT_Y) {
    03355       /* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
    03356        * To check whether the current tile is sloped, and in which
    03357        * direction it is sloped, we get the 'z' at the center of
    03358        * the tile (middle_z) and the edge of the tile (old_z),
    03359        * which we then can compare. */
    03360       static const int HALF_TILE_SIZE = TILE_SIZE / 2;
    03361       static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
    03362
    03363       byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
    03364
    03365       /* For some reason tunnel tiles are always given as sloped :(
    03366        * But they are not sloped... */
    03367       if (middle_z != v->z_pos && !IsTunnelTile(TileVirtXY(v->x_pos, v->y_pos))) {
    03368         SetBit(v->u.rail.flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
    03369       }
    03370     }
    03371   }
    03372
    03373   VehicleMove(v, true);
    03374   return old_z;
    03375 }
    03376
    03377 static const Direction _new_vehicle_direction_table[11] = {
    03378   DIR_N , DIR_NW, DIR_W , INVALID_DIR,
    03379   DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
    03380   DIR_E , DIR_SE, DIR_S
    03381 };
    03382
    03383 static inline Direction GetNewVehicleDirectionByTile(TileIndex new_tile, TileIndex old_tile)
    03384 {
    03385   uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 +
    03386               TileX(new_tile) - TileX(old_tile) + 1;
    03387   assert(offs < 11);
    03388   return _new_vehicle_direction_table[offs];
    03389 }
    03390
    03391 static inline int GetDirectionToVehicle(const Vehicle *v, int x, int y)
    03392 {
    03393   byte offs;
    03394
    03395   x -= v->x_pos;
    03396   if (x >= 0) {
    03397     offs = (x > 2) ? 0 : 1;
    03398   } else {
    03399     offs = (x < -2) ? 2 : 1;
    03400   }
    03401
    03402   y -= v->y_pos;
    03403   if (y >= 0) {
    03404     offs += ((y > 2) ? 0 : 1) * 4;
    03405   } else {
    03406     offs += ((y < -2) ? 2 : 1) * 4;
    03407   }
    03408
    03409   assert(offs < 11);
    03410   return _new_vehicle_direction_table[offs];
    03411 }
    03412
    03413 /* Check if the vehicle is compatible with the specified tile */
    03414 static inline bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
    03415 {
    03416   return
    03417     IsTileOwner(tile, v->owner) && (
    03418       !IsFrontEngine(v) ||
    03419       HasBit(v->u.rail.compatible_railtypes, GetRailType(tile))
    03420     );
    03421 }
    03422
    03423 struct RailtypeSlowdownParams {
    03424   byte small_turn, large_turn;
    03425   byte z_up; // fraction to remove when moving up
    03426   byte z_down; // fraction to remove when moving down
    03427 };
    03428
    03429 static const RailtypeSlowdownParams _railtype_slowdown[] = {
    03430   /* normal accel */
    03431   {256 / 4, 256 / 2, 256 / 4, 2},
    03432   {256 / 4, 256 / 2, 256 / 4, 2},
    03433   {256 / 4, 256 / 2, 256 / 4, 2},
    03434   {0,       256 / 2, 256 / 4, 2},
    03435 };
    03436
    03438 static inline void AffectSpeedByDirChange(Vehicle *v, Direction new_dir)
    03439 {
    03440   if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
    03441
    03442   DirDiff diff = DirDifference(v->direction, new_dir);
    03443   if (diff == DIRDIFF_SAME) return;
    03444
    03445   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
    03446   v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
    03447 }
    03448
    03450 static inline void AffectSpeedByZChange(Vehicle *v, byte old_z)
    03451 {
    03452   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
    03453
    03454   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
    03455
    03456   if (old_z < v->z_pos) {
    03457     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
    03458   } else {
    03459     uint16 spd = v->cur_speed + rsp->z_down;
    03460     if (spd <= v->max_speed) v->cur_speed = spd;
    03461   }
    03462 }
    03463
    03464 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    03465 {
    03466   if (IsTileType(tile, MP_RAILWAY) &&
    03467       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    03468     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    03469     Trackdir trackdir = FindFirstTrackdir(tracks);
    03470     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    03471       /* A PBS block with a non-PBS signal facing us? */
    03472       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    03473     }
    03474   }
    03475   return false;
    03476 }
    03477
    03478
    03479 static void SetVehicleCrashed(Vehicle *v)
    03480 {
    03481   if (v->u.rail.crash_anim_pos != 0) return;
    03482
    03483   if (IsFrontEngine(v)) {
    03484     /* Remove the reserved path in front of the train if it is not stuck.
    03485      * Also clear all reserved tracks the train is currently on. */
    03486     if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    03487     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    03488       ClearPathReservation(u, u->tile, GetVehicleTrackdir(u));
    03489       if (IsTileType(u->tile, MP_TUNNELBRIDGE)) {
    03490         /* ClearPathReservation will not free the wormhole exit
    03491          * if the train has just entered the wormhole. */
    03492         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(u->tile), false);
    03493       }
    03494     }
    03495   }
    03496
    03497   /* we may need to update crossing we were approaching */
    03498   TileIndex crossing = TrainApproachingCrossingTile(v);
    03499
    03500   v->u.rail.crash_anim_pos++;
    03501
    03502   InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03503   InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
    03504
    03505   if (v->u.rail.track == TRACK_BIT_DEPOT) {
    03506     InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
    03507   }
    03508
    03509   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    03510
    03511   for (; v != NULL; v = v->Next()) {
    03512     v->vehstatus |= VS_CRASHED;
    03513     MarkSingleVehicleDirty(v);
    03514   }
    03515
    03516   /* must be updated after the train has been marked crashed */
    03517   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    03518 }
    03519
    03520 static uint CountPassengersInTrain(const Vehicle *v)
    03521 {
    03522   uint num = 0;
    03523
    03524   for (; v != NULL; v = v->Next()) {
    03525     if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) num += v->cargo.Count();
    03526   }
    03527
    03528   return num;
    03529 }
    03530
    03537 static uint TrainCrashed(Vehicle *v)
    03538 {
    03539   /* do not crash train twice */
    03540   if (v->vehstatus & VS_CRASHED) return 0;
    03541
    03542   /* two drivers + passengers */
    03543   uint num = 2 + CountPassengersInTrain(v);
    03544
    03545   SetVehicleCrashed(v);
    03546   AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
    03547
    03548   return num;
    03549 }
    03550
    03551 struct TrainCollideChecker {
    03552   Vehicle *v;
    03553   uint num;
    03554 };
    03555
    03556 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    03557 {
    03558   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    03559
    03560   if (v->type != VEH_TRAIN) return NULL;
    03561
    03562   /* get first vehicle now to make most usual checks faster */
    03563   Vehicle *coll = v->First();
    03564
    03565   /* can't collide with own wagons && can't crash in depot && the same height level */
    03566   if (coll != tcc->v && v->u.rail.track != TRACK_BIT_DEPOT && abs(v->z_pos - tcc->v->z_pos) < 6) {
    03567     int x_diff = v->x_pos - tcc->v->x_pos;
    03568     int y_diff = v->y_pos - tcc->v->y_pos;
    03569
    03570     /* needed to disable possible crash of competitor train in station by building diagonal track at its end */
    03571     if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
    03572
    03573     /* crash both trains */
    03574     tcc->num += TrainCrashed(tcc->v);
    03575     tcc->num += TrainCrashed(coll);
    03576
    03577     /* Try to reserve all tiles directly under the crashed trains.
    03578      * As there might be more than two trains involved, we have to do that for all vehicles */
    03579     const Vehicle *u;
    03580     FOR_ALL_VEHICLES(u) {
    03581       if (u->type == VEH_TRAIN && HASBITS(u->vehstatus, VS_CRASHED) && (u->u.rail.track & TRACK_BIT_DEPOT) == TRACK_BIT_NONE) {
    03582         TrackBits trackbits = u->u.rail.track;
    03583         if ((trackbits & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
    03584           /* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
    03585           trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(u->tile));
    03586         }
    03587         TryReserveRailTrack(u->tile, TrackBitsToTrack(trackbits));
    03588       }
    03589     }
    03590   }
    03591
    03592   return NULL;
    03593 }
    03594
    03601 static bool CheckTrainCollision(Vehicle *v)
    03602 {
    03603   /* can't collide in depot */
    03604   if (v->u.rail.track == TRACK_BIT_DEPOT) return false;
    03605
    03606   assert(v->u.rail.track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    03607
    03608   TrainCollideChecker tcc;
    03609   tcc.v = v;
    03610   tcc.num = 0;
    03611
    03612   /* find colliding vehicles */
    03613   if (v->u.rail.track == TRACK_BIT_WORMHOLE) {
    03614     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    03615     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    03616   } else {
    03617     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    03618   }
    03619
    03620   /* any dead -> no crash */
    03621   if (tcc.num == 0) return false;
    03622
    03623   SetDParam(0, tcc.num);
    03624   AddNewsItem(STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL,
    03625     NS_ACCIDENT_VEHICLE,
    03626     v->index,
    03627     0
    03628   );
    03629
    03630   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    03631   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    03632   return true;
    03633 }
    03634
    03635 static Vehicle *CheckVehicleAtSignal(Vehicle *v, void *data)
    03636 {
    03637   DiagDirection exitdir = *(DiagDirection *)data;
    03638
    03639   /* front engine of a train, not inside wormhole or depot, not crashed */
    03640   if (v->type == VEH_TRAIN && IsFrontEngine(v) && (v->u.rail.track & TRACK_BIT_MASK) != 0 && !(v->vehstatus & VS_CRASHED)) {
    03641     if (v->cur_speed <= 5 && TrainExitDir(v->direction, v->u.rail.track) == exitdir) return v;
    03642   }
    03643
    03644   return NULL;
    03645 }
    03646
    03647 static void TrainController(Vehicle *v, Vehicle *nomove)
    03648 {
    03649   Vehicle *prev;
    03650
    03651   /* For every vehicle after and including the given vehicle */
    03652   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    03653     DiagDirection enterdir = DIAGDIR_BEGIN;
    03654     bool update_signals_crossing = false; // will we update signals or crossing state?
    03655
    03656     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    03657     if (v->u.rail.track != TRACK_BIT_WORMHOLE) {
    03658       /* Not inside tunnel */
    03659       if (gp.old_tile == gp.new_tile) {
    03660         /* Staying in the old tile */
    03661         if (v->u.rail.track == TRACK_BIT_DEPOT) {
    03662           /* Inside depot */
    03663           gp.x = v->x_pos;
    03664           gp.y = v->y_pos;
    03665         } else {
    03666           /* Not inside depot */
    03667
    03668           /* Reverse when we are at the end of the track already, do not move to the new position */
    03669           if (IsFrontEngine(v) && !TrainCheckIfLineEnds(v)) return;
    03670
    03671           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03672           if (HasBit(r, VETS_CANNOT_ENTER)) {
    03673             goto invalid_rail;
    03674           }
    03675           if (HasBit(r, VETS_ENTERED_STATION)) {
    03676             /* The new position is the end of the platform */
    03677             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03678           }
    03679         }
    03680       } else {
    03681         /* A new tile is about to be entered. */
    03682
    03683         /* Determine what direction we're entering the new tile from */
    03684         Direction dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile);
    03685         enterdir = DirToDiagDir(dir);
    03686         assert(IsValidDiagDirection(enterdir));
    03687
    03688         /* Get the status of the tracks in the new tile and mask
    03689          * away the bits that aren't reachable. */
    03690         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    03691         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    03692
    03693         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03694         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    03695
    03696         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03697         if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg && prev == NULL) {
    03698           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    03699            * can be switched on halfway a turn */
    03700           bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
    03701         }
    03702
    03703         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    03704
    03705         /* Check if the new tile contrains tracks that are compatible
    03706          * with the current train, if not, bail out. */
    03707         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    03708
    03709         TrackBits chosen_track;
    03710         if (prev == NULL) {
    03711           /* Currently the locomotive is active. Determine which one of the
    03712            * available tracks to choose */
    03713           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    03714           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    03715
    03716           /* Check if it's a red signal and that force proceed is not clicked. */
    03717           if (red_signals & chosen_track && v->u.rail.force_proceed == 0) {
    03718             /* In front of a red signal */
    03719             Trackdir i = FindFirstTrackdir(trackdirbits);
    03720
    03721             /* Don't handle stuck trains here. */
    03722             if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) return;
    03723
    03724             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03725               v->cur_speed = 0;
    03726               v->subspeed = 0;
    03727               v->progress = 255 - 100;
    03728               if (_settings_game.pf.wait_oneway_signal == 255 || ++v->load_unload_time_rem < _settings_game.pf.wait_oneway_signal * 20) return;
    03729             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03730               v->cur_speed = 0;
    03731               v->subspeed = 0;
    03732               v->progress = 255 - 10;
    03733               if (_settings_game.pf.wait_twoway_signal == 255 || ++v->load_unload_time_rem < _settings_game.pf.wait_twoway_signal * 73) {
    03734                 DiagDirection exitdir = TrackdirToExitdir(i);
    03735                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03736
    03737                 exitdir = ReverseDiagDir(exitdir);
    03738
    03739                 /* check if a train is waiting on the other side */
    03740                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckVehicleAtSignal)) return;
    03741               }
    03742             }
    03743
    03744             /* If we would reverse but are currently in a PBS block and
    03745              * reversing of stuck trains is disabled, don't reverse. */
    03746             if (_settings_game.pf.wait_for_pbs_path == 255 && UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03747               v->load_unload_time_rem = 0;
    03748               return;
    03749             }
    03750             goto reverse_train_direction;
    03751           } else {
    03752             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
    03753           }
    03754         } else {
    03755           static const TrackBits _matching_tracks[8] = {
    03756               TRACK_BIT_LEFT  | TRACK_BIT_RIGHT, TRACK_BIT_X,
    03757               TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y,
    03758               TRACK_BIT_LEFT  | TRACK_BIT_RIGHT, TRACK_BIT_X,
    03759               TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y
    03760           };
    03761
    03762           /* The wagon is active, simply follow the prev vehicle. */
    03763           chosen_track = (TrackBits)(byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits);
    03764         }
    03765
    03766         /* Make sure chosen track is a valid track */
    03767         assert(
    03768             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03769             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03770             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03771
    03772         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03773         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03774         gp.x = (gp.x & ~0xF) | b[0];
    03775         gp.y = (gp.y & ~0xF) | b[1];
    03776         Direction chosen_dir = (Direction)b[2];
    03777
    03778         /* Call the landscape function and tell it that the vehicle entered the tile */
    03779         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03780         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03781           goto invalid_rail;
    03782         }
    03783
    03784         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03785           Track track = FindFirstTrack(chosen_track);
    03786           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03787           if (IsFrontEngine(v) && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03788             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03789             MarkTileDirtyByTile(gp.new_tile);
    03790           }
    03791
    03792           /* Clear any track reservation when the last vehicle leaves the tile */
    03793           if (v->Next() == NULL) ClearPathReservation(v, v->tile, GetVehicleTrackdir(v));
    03794
    03795           v->tile = gp.new_tile;
    03796
    03797           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03798             TrainPowerChanged(v->First());
    03799           }
    03800
    03801           v->u.rail.track = chosen_track;
    03802           assert(v->u.rail.track);
    03803         }
    03804
    03805         /* We need to update signal status, but after the vehicle position hash
    03806          * has been updated by AfterSetTrainPos() */
    03807         update_signals_crossing = true;
    03808
    03809         if (prev == NULL) AffectSpeedByDirChange(v, chosen_dir);
    03810
    03811         v->direction = chosen_dir;
    03812
    03813         if (IsFrontEngine(v)) {
    03814           v->load_unload_time_rem = 0;
    03815
    03816           /* If we are approching a crossing that is reserved, play the sound now. */
    03817           TileIndex crossing = TrainApproachingCrossingTile(v);
    03818           if (crossing != INVALID_TILE && GetCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03819
    03820           /* Always try to extend the reservation when entering a tile. */
    03821           CheckNextTrainTile(v);
    03822         }
    03823       }
    03824     } else {
    03825       /* In a tunnel or on a bridge
    03826        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
    03827        * - for bridges, only the middle part - without the bridge heads */
    03828       if (!(v->vehstatus & VS_HIDDEN)) {
    03829         v->cur_speed =
    03830           min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
    03831       }
    03832
    03833       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03834         /* Perform look-ahead on tunnel exit. */
    03835         if (IsFrontEngine(v)) {
    03836           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03837           CheckNextTrainTile(v);
    03838         }
    03839       } else {
    03840         v->x_pos = gp.x;
    03841         v->y_pos = gp.y;
    03842         VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
    03843         continue;
    03844       }
    03845     }
    03846
    03847     /* update image of train, as well as delta XY */
    03848     v->UpdateDeltaXY(v->direction);
    03849
    03850     v->x_pos = gp.x;
    03851     v->y_pos = gp.y;
    03852
    03853     /* update the Z position of the vehicle */
    03854     byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
    03855
    03856     if (prev == NULL) {
    03857       /* This is the first vehicle in the train */
    03858       AffectSpeedByZChange(v, old_z);
    03859     }
    03860
    03861     if (update_signals_crossing) {
    03862       if (IsFrontEngine(v)) {
    03863         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03864           /* We are entering a block with PBS signals right now, but
    03865            * not through a PBS signal. This means we don't have a
    03866            * reservation right now. As a conventional signal will only
    03867            * ever be green if no other train is in the block, getting
    03868            * a path should always be possible. If the player built
    03869            * such a strange network that it is not possible, the train
    03870            * will be marked as stuck and the player has to deal with
    03871            * the problem. */
    03872           if ((!HasReservedTracks(gp.new_tile, v->u.rail.track) &&
    03873               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->u.rail.track))) ||
    03874               !TryPathReserve(v)) {
    03875             MarkTrainAsStuck(v);
    03876           }
    03877         }
    03878       }
    03879
    03880       /* Signals can only change when the first
    03881        * (above) or the last vehicle moves. */
    03882       if (v->Next() == NULL) {
    03883         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03884         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03885       }
    03886     }
    03887
    03888     /* Do not check on every tick to save some computing time. */
    03889     if (IsFrontEngine(v) && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03890   }
    03891   return;
    03892
    03893 invalid_rail:
    03894   /* We've reached end of line?? */
    03895   if (prev != NULL) error("Disconnecting train");
    03896
    03897 reverse_train_direction:
    03898   v->load_unload_time_rem = 0;
    03899   v->cur_speed = 0;
    03900   v->subspeed = 0;
    03901   ReverseTrainDirection(v);
    03902 }
    03903
    03909 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03910 {
    03911   TrackBits *trackbits = (TrackBits *)data;
    03912
    03913   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03914     if ((v->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
    03915       /* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
    03916       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03917     } else {
    03918       *trackbits |= v->u.rail.track;
    03919     }
    03920   }
    03921
    03922   return NULL;
    03923 }
    03924
    03932 static void DeleteLastWagon(Vehicle *v)
    03933 {
    03934   Vehicle *first = v->First();
    03935
    03936   /* Go to the last wagon and delete the link pointing there
    03937    * *u is then the one-before-last wagon, and *v the last
    03938    * one which will physicially be removed */
    03939   Vehicle *u = v;
    03940   for (; v->Next() != NULL; v = v->Next()) u = v;
    03941   u->SetNext(NULL);
    03942
    03943   if (first != v) {
    03944     /* Recalculate cached train properties */
    03945     TrainConsistChanged(first, false);
    03946     /* Update the depot window if the first vehicle is in depot -
    03947      * if v == first, then it is updated in PreDestructor() */
    03948     if (first->u.rail.track == TRACK_BIT_DEPOT) {
    03949       InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
    03950     }
    03951   }
    03952
    03953   /* 'v' shouldn't be accessed after it has been deleted */
    03954   TrackBits trackbits = v->u.rail.track;
    03955   TileIndex tile = v->tile;
    03956   Owner owner = v->owner;
    03957
    03958   delete v;
    03959   v = NULL; // make sure nobody will try to read 'v' anymore
    03960
    03961   if ((trackbits & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
    03962     /* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
    03963     trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03964   }
    03965
    03966   Track track = TrackBitsToTrack(trackbits);
    03967   if (HasReservedTracks(tile, trackbits)) {
    03968     UnreserveRailTrack(tile, track);
    03969
    03970     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03971     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03972     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03973
    03974     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03975     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03976     for (Track t = TRACK_BEGIN; t < TRACK_END; t++) {
    03977       if (HasBit(remaining_trackbits, t)) {
    03978         TryReserveRailTrack(tile, t);
    03979       }
    03980     }
    03981   }
    03982
    03983   /* check if the wagon was on a road/rail-crossing */
    03984   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03985
    03986   /* Update signals */
    03987   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03988     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03989   } else {
    03990     SetSignalsOnBothDir(tile, track, owner);
    03991   }
    03992 }
    03993
    03994 static void ChangeTrainDirRandomly(Vehicle *v)
    03995 {
    03996   static const DirDiff delta[] = {
    03997     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03998   };
    03999
    04000   do {
    04001     /* We don't need to twist around vehicles if they're not visible */
    04002     if (!(v->vehstatus & VS_HIDDEN)) {
    04003       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    04004       v->UpdateDeltaXY(v->direction);
    04005       v->cur_image = v->GetImage(v->direction);
    04006       /* Refrain from updating the z position of the vehicle when on
    04007        * a bridge, because AfterSetTrainPos will put the vehicle under
    04008        * the bridge in that case */
    04009       if (v->u.rail.track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
    04010     }
    04011   } while ((v = v->Next()) != NULL);
    04012 }
    04013
    04014 static void HandleCrashedTrain(Vehicle *v)
    04015 {
    04016   int state = ++v->u.rail.crash_anim_pos;
    04017
    04018   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    04019     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    04020   }
    04021
    04022   uint32 r;
    04023   if (state <= 200 && Chance16R(1, 7, r)) {
    04024     int index = (r * 10 >> 16);
    04025
    04026     Vehicle *u = v;
    04027     do {
    04028       if (--index < 0) {
    04029         r = Random();
    04030
    04031         CreateEffectVehicleRel(u,
    04032           GB(r,  8, 3) + 2,
    04033           GB(r, 16, 3) + 2,
    04034           GB(r,  0, 3) + 5,
    04035           EV_EXPLOSION_SMALL);
    04036         break;
    04037       }
    04038     } while ((u = u->Next()) != NULL);
    04039   }
    04040
    04041   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    04042
    04043   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    04044     DeleteLastWagon(v);
    04045     InvalidateWindow(WC_REPLACE_VEHICLE, (v->group_id << 16) | VEH_TRAIN);
    04046   }
    04047 }
    04048
    04049 static void HandleBrokenTrain(Vehicle *v)
    04050 {
    04051   if (v->breakdown_ctr != 1) {
    04052     v->breakdown_ctr = 1;
    04053     v->cur_speed = 0;
    04054
    04055     if (v->breakdowns_since_last_service != 255)
    04056       v->breakdowns_since_last_service++;
    04057
    04058     InvalidateWindow(WC_VEHICLE_VIEW, v->index);
    04059     InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
    04060     v->MarkDirty();
    04061
    04062     if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
    04063       SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
    04064         SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
    04065     }
    04066
    04067     if (!(v->vehstatus & VS_HIDDEN)) {
    04068       Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
    04069       if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2;
    04070     }
    04071   }
    04072
    04073   if (!(v->tick_counter & 3)) {
    04074     if (!--v->breakdown_delay) {
    04075       v->breakdown_ctr = 0;
    04076       InvalidateWindow(WC_VEHICLE_VIEW, v->index);
    04077       v->MarkDirty();
    04078     }
    04079   }
    04080 }
    04081
    04083 static const uint16 _breakdown_speeds[16] = {
    04084   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    04085 };
    04086
    04087
    04095 static bool TrainApproachingLineEnd(Vehicle *v, bool signal)
    04096 {
    04097   /* Calc position within the current tile */
    04098   uint x = v->x_pos & 0xF;
    04099   uint y = v->y_pos & 0xF;
    04100
    04101   /* for diagonal directions, 'x' will be 0..15 -
    04102    * for other directions, it will be 1, 3, 5, ..., 15 */
    04103   switch (v->direction) {
    04104     case DIR_N : x = ~x + ~y + 25; break;
    04105     case DIR_NW: x = y;            // FALLTHROUGH
    04106     case DIR_NE: x = ~x + 16;      break;
    04107     case DIR_E : x = ~x + y + 9;   break;
    04108     case DIR_SE: x = y;            break;
    04109     case DIR_S : x = x + y - 7;    break;
    04110     case DIR_W : x = ~y + x + 9;   break;
    04111     default: break;
    04112   }
    04113
    04114   /* do not reverse when approaching red signal */
    04115   if (!signal && x + (v->u.rail.cached_veh_length + 1) / 2 >= TILE_SIZE) {
    04116     /* we are too near the tile end, reverse now */
    04117     v->cur_speed = 0;
    04118     ReverseTrainDirection(v);
    04119     return false;
    04120   }
    04121
    04122   /* slow down */
    04123   v->vehstatus |= VS_TRAIN_SLOWING;
    04124   uint16 break_speed = _breakdown_speeds[x & 0xF];
    04125   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    04126
    04127   return true;
    04128 }
    04129
    04130
    04136 static bool TrainCanLeaveTile(const Vehicle *v)
    04137 {
    04138   /* Exit if inside a tunnel/bridge or a depot */
    04139   if (v->u.rail.track == TRACK_BIT_WORMHOLE || v->u.rail.track == TRACK_BIT_DEPOT) return false;
    04140
    04141   TileIndex tile = v->tile;
    04142
    04143   /* entering a tunnel/bridge? */
    04144   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    04145     DiagDirection dir = GetTunnelBridgeDirection(tile);
    04146     if (DiagDirToDir(dir) == v->direction) return false;
    04147   }
    04148
    04149   /* entering a depot? */
    04150   if (IsRailDepotTile(tile)) {
    04151     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    04152     if (DiagDirToDir(dir) == v->direction) return false;
    04153   }
    04154
    04155   return true;
    04156 }
    04157
    04158
    04166 static TileIndex TrainApproachingCrossingTile(const Vehicle *v)
    04167 {
    04168   assert(IsFrontEngine(v));
    04169   assert(!(v->vehstatus & VS_CRASHED));
    04170
    04171   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    04172
    04173   DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
    04174   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    04175
    04176   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    04177   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    04178       !CheckCompatibleRail(v, tile)) {
    04179     return INVALID_TILE;
    04180   }
    04181
    04182   return tile;
    04183 }
    04184
    04185
    04192 static bool TrainCheckIfLineEnds(Vehicle *v)
    04193 {
    04194   /* First, handle broken down train */
    04195
    04196   int t = v->breakdown_ctr;
    04197   if (t > 1) {
    04198     v->vehstatus |= VS_TRAIN_SLOWING;
    04199
    04200     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    04201     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    04202   } else {
    04203     v->vehstatus &= ~VS_TRAIN_SLOWING;
    04204   }
    04205
    04206   if (!TrainCanLeaveTile(v)) return true;
    04207
    04208   /* Determine the non-diagonal direction in which we will exit this tile */
    04209   DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
    04210   /* Calculate next tile */
    04211   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    04212
    04213   /* Determine the track status on the next tile */
    04214   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    04215   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    04216
    04217   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    04218   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    04219
    04220   /* We are sure the train is not entering a depot, it is detected above */
    04221
    04222   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    04223   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    04224   if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
    04225     bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
    04226   }
    04227
    04228   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    04229   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    04230     return TrainApproachingLineEnd(v, false);
    04231   }
    04232
    04233   /* approaching red signal */
    04234   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
    04235
    04236   /* approaching a rail/road crossing? then make it red */
    04237   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    04238
    04239   return true;
    04240 }
    04241
    04242
    04243 static void TrainLocoHandler(Vehicle *v, bool mode)
    04244 {
    04245   /* train has crashed? */
    04246   if (v->vehstatus & VS_CRASHED) {
    04247     if (!mode) HandleCrashedTrain(v);
    04248     return;
    04249   }
    04250
    04251   if (v->u.rail.force_proceed != 0) {
    04252     v->u.rail.force_proceed--;
    04253     ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
    04254     InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04255   }
    04256
    04257   /* train is broken down? */
    04258   if (v->breakdown_ctr != 0) {
    04259     if (v->breakdown_ctr <= 2) {
    04260       HandleBrokenTrain(v);
    04261       return;
    04262     }
    04263     if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
    04264   }
    04265
    04266   if (HasBit(v->u.rail.flags, VRF_REVERSING) && v->cur_speed == 0) {
    04267     ReverseTrainDirection(v);
    04268   }
    04269
    04270   /* exit if train is stopped */
    04271   if (v->vehstatus & VS_STOPPED && v->cur_speed == 0) return;
    04272
    04273   bool valid_order = v->current_order.IsValid() && v->current_order.GetType() != OT_CONDITIONAL;
    04274   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    04275     v->load_unload_time_rem = 0;
    04276     v->cur_speed = 0;
    04277     v->subspeed = 0;
    04278     ReverseTrainDirection(v);
    04279     return;
    04280   }
    04281
    04282   v->HandleLoading(mode);
    04283
    04284   if (v->current_order.IsType(OT_LOADING)) return;
    04285
    04286   if (CheckTrainStayInDepot(v)) return;
    04287
    04288   if (!mode) HandleLocomotiveSmokeCloud(v);
    04289
    04290   /* We had no order but have an order now, do look ahead. */
    04291   if (!valid_order && v->current_order.IsValid()) {
    04292     CheckNextTrainTile(v);
    04293   }
    04294
    04295   /* Handle stuck trains. */
    04296   if (!mode && HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
    04297     ++v->load_unload_time_rem;
    04298
    04299     /* Should we try reversing this tick if still stuck? */
    04300     bool turn_around = v->load_unload_time_rem % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
    04301
    04302     if (!turn_around && v->load_unload_time_rem % _settings_game.pf.path_backoff_interval != 0 && v->u.rail.force_proceed == 0) return;
    04303     if (!TryPathReserve(v)) {
    04304       /* Still stuck. */
    04305       if (turn_around) ReverseTrainDirection(v);
    04306
    04307       if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK) && v->load_unload_time_rem > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    04308         /* Show message to player. */
    04309         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
    04310           SetDParam(0, v->index);
    04311           AddNewsItem(
    04312             STR_TRAIN_IS_STUCK,
    04313             NS_ADVICE,
    04314             v->index,
    04315             0);
    04316         }
    04317         v->load_unload_time_rem = 0;
    04318       }
    04319       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    04320       if (v->u.rail.force_proceed == 0) return;
    04321       ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
    04322       v->load_unload_time_rem = 0;
    04323       InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04324     }
    04325   }
    04326
    04327   if (v->current_order.IsType(OT_LEAVESTATION)) {
    04328     v->current_order.Free();
    04329     InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04330     return;
    04331   }
    04332
    04333   int j = UpdateTrainSpeed(v);
    04334
    04335   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    04336   if (v->cur_speed == 0 && v->u.rail.last_speed == 0 && v->vehstatus & VS_STOPPED) {
    04337     InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04338   }
    04339
    04340   int adv_spd = (v->direction & 1) ? 192 : 256;
    04341   if (j < adv_spd) {
    04342     /* if the vehicle has speed 0, update the last_speed field. */
    04343     if (v->cur_speed == 0) SetLastSpeed(v, v->cur_speed);
    04344   } else {
    04345     TrainCheckIfLineEnds(v);
    04346     /* Loop until the train has finished moving. */
    04347     for (;;) {
    04348       j -= adv_spd;
    04349       TrainController(v, NULL);
    04350       /* Don't continue to move if the train crashed. */
    04351       if (CheckTrainCollision(v)) break;
    04352       /* 192 spd used for going straight, 256 for going diagonally. */
    04353       adv_spd = (v->direction & 1) ? 192 : 256;
    04354
    04355       /* No more moving this tick */
    04356       if (j < adv_spd || v->cur_speed == 0) break;
    04357
    04358       OrderType order_type = v->current_order.GetType();
    04359       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    04360       if ((order_type == OT_GOTO_WAYPOINT &&
    04361             v->dest_tile == v->tile) ||
    04362           (order_type == OT_GOTO_STATION &&
    04363             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    04364             IsTileType(v->tile, MP_STATION) &&
    04365             v->current_order.GetDestination() == GetStationIndex(v->tile))) {
    04366         ProcessOrders(v);
    04367       }
    04368     }
    04369     SetLastSpeed(v, v->cur_speed);
    04370   }
    04371
    04372   for (Vehicle *u = v; u != NULL; u = u->Next()) {
    04373     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    04374
    04375     u->UpdateViewport(false, false);
    04376   }
    04377
    04378   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    04379 }
    04380
    04381
    04382
    04383 Money Train::GetRunningCost() const
    04384 {
    04385   Money cost = 0;
    04386   const Vehicle *v = this;
    04387
    04388   do {
    04389     const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
    04390
    04391     byte cost_factor = GetVehicleProperty(v, 0x0D, rvi->running_cost);
    04392     if (cost_factor == 0) continue;
    04393
    04394     /* Halve running cost for multiheaded parts */
    04395     if (IsMultiheaded(v)) cost_factor /= 2;
    04396
    04397     cost += cost_factor * GetPriceByIndex(rvi->running_cost_class);
    04398   } while ((v = GetNextVehicle(v)) != NULL);
    04399
    04400   return cost;
    04401 }
    04402
    04403
    04404 void Train::Tick()
    04405 {
    04406   if (_age_cargo_skip_counter == 0) this->cargo.AgeCargo();
    04407
    04408   this->tick_counter++;
    04409
    04410   if (IsFrontEngine(this)) {
    04411     if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
    04412     this->current_order_time++;
    04413
    04414     TrainLocoHandler(this, false);
    04415
    04416     /* make sure vehicle wasn't deleted. */
    04417     if (this->type == VEH_TRAIN && IsFrontEngine(this))
    04418       TrainLocoHandler(this, true);
    04419   } else if (IsFreeWagon(this) && HASBITS(this->vehstatus, VS_CRASHED)) {
    04420     /* Delete flooded standalone wagon chain */
    04421     if (++this->u.rail.crash_anim_pos >= 4400) delete this;
    04422   }
    04423 }
    04424
    04425 static void CheckIfTrainNeedsService(Vehicle *v)
    04426 {
    04427   static const uint MAX_ACCEPTABLE_DEPOT_DIST = 16;
    04428
    04429   if (_settings_game.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    04430   if (v->IsInDepot()) {
    04431     VehicleServiceInDepot(v);
    04432     return;
    04433   }
    04434
    04435   TrainFindDepotData tfdd = FindClosestTrainDepot(v, MAX_ACCEPTABLE_DEPOT_DIST);
    04436   /* Only go to the depot if it is not too far out of our way. */
    04437   if (tfdd.best_length == UINT_MAX || tfdd.best_length > MAX_ACCEPTABLE_DEPOT_DIST) {
    04438     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    04439       /* If we were already heading for a depot but it has
    04440        * suddenly moved farther away, we continue our normal
    04441        * schedule? */
    04442       v->current_order.MakeDummy();
    04443       InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04444     }
    04445     return;
    04446   }
    04447
    04448   const Depot *depot = GetDepotByTile(tfdd.tile);
    04449
    04450   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    04451       v->current_order.GetDestination() != depot->index &&
    04452       !Chance16(3, 16)) {
    04453     return;
    04454   }
    04455
    04456   v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
    04457   v->dest_tile = tfdd.tile;
    04458   InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04459 }
    04460
    04461 void Train::OnNewDay()
    04462 {
    04463   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    04464
    04465   if (IsFrontEngine(this)) {
    04466     CheckVehicleBreakdown(this);
    04467     AgeVehicle(this);
    04468
    04469     CheckIfTrainNeedsService(this);
    04470
    04471     CheckOrders(this);
    04472
    04473     /* update destination */
    04474     if (this->current_order.IsType(OT_GOTO_STATION)) {
    04475       TileIndex tile = GetStation(this->current_order.GetDestination())->train_tile;
    04476       if (tile != INVALID_TILE) this->dest_tile = tile;
    04477     }
    04478
    04479     if (this->running_ticks != 0) {
    04480       /* running costs */
    04481       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    04482
    04483       this->profit_this_year -= cost.GetCost();
    04484       this->running_ticks = 0;
    04485
    04486       SubtractMoneyFromCompanyFract(this->owner, cost);
    04487
    04488       InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
    04489       InvalidateWindowClasses(WC_TRAINS_LIST);
    04490     }
    04491   } else if (IsTrainEngine(this)) {
    04492     /* Also age engines that aren't front engines */
    04493     AgeVehicle(this);
    04494   }
    04495 }
    04496
    04497 void InitializeTrains()
    04498 {
    04499   _age_cargo_skip_counter = 1;
    04500 }