# train_cmd.cpp

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    00001 /* $Id: train_cmd.cpp 18574 2009-12-20 16:19:47Z rubidium $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "gui.h"
    00014 #include "articulated_vehicles.h"
    00015 #include "command_func.h"
    00016 #include "pathfinder/npf/npf_func.h"
    00017 #include "pathfinder/yapf/yapf.hpp"
    00018 #include "pathfinder/follow_track.hpp"
    00019 #include "openttd.h"
    00020 #include "news_func.h"
    00021 #include "company_func.h"
    00022 #include "vehicle_gui.h"
    00023 #include "newgrf_engine.h"
    00024 #include "newgrf_sound.h"
    00025 #include "newgrf_text.h"
    00026 #include "group.h"
    00027 #include "table/sprites.h"
    00028 #include "strings_func.h"
    00029 #include "functions.h"
    00030 #include "window_func.h"
    00031 #include "vehicle_func.h"
    00032 #include "sound_func.h"
    00033 #include "autoreplace_gui.h"
    00034 #include "gfx_func.h"
    00035 #include "ai/ai.hpp"
    00036 #include "newgrf_station.h"
    00037 #include "effectvehicle_func.h"
    00038 #include "gamelog.h"
    00039 #include "network/network.h"
    00040 #include "spritecache.h"
    00041
    00042 #include "table/strings.h"
    00043 #include "table/train_cmd.h"
    00044
    00045 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
    00046 static bool TrainCheckIfLineEnds(Train *v);
    00047 static void TrainController(Train *v, Vehicle *nomove);
    00048 static TileIndex TrainApproachingCrossingTile(const Train *v);
    00049 static void CheckIfTrainNeedsService(Train *v);
    00050 static void CheckNextTrainTile(Train *v);
    00051
    00052 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
    00053 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
    00054
    00055
    00063 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
    00064 {
    00065   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
    00066
    00067   DiagDirection diagdir = DirToDiagDir(direction);
    00068
    00069   /* Determine the diagonal direction in which we will exit this tile */
    00070   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
    00071     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
    00072   }
    00073
    00074   return diagdir;
    00075 }
    00076
    00077
    00082 byte FreightWagonMult(CargoID cargo)
    00083 {
    00084   if (!CargoSpec::Get(cargo)->is_freight) return 1;
    00085   return _settings_game.vehicle.freight_trains;
    00086 }
    00087
    00088
    00093 void TrainPowerChanged(Train *v)
    00094 {
    00095   uint32 total_power = 0;
    00096   uint32 max_te = 0;
    00097
    00098   for (const Train *u = v; u != NULL; u = u->Next()) {
    00099     RailType railtype = GetRailType(u->tile);
    00100
    00101     /* Power is not added for articulated parts */
    00102     if (!u->IsArticulatedPart()) {
    00103       bool engine_has_power = HasPowerOnRail(u->railtype, railtype);
    00104
    00105       const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00106
    00107       if (engine_has_power) {
    00108         uint16 power = GetVehicleProperty(u, PROP_TRAIN_POWER, rvi_u->power);
    00109         if (power != 0) {
    00110           /* Halve power for multiheaded parts */
    00111           if (u->IsMultiheaded()) power /= 2;
    00112
    00113           total_power += power;
    00114           /* Tractive effort in (tonnes * 1000 * 10 =) N */
    00115           max_te += (u->tcache.cached_veh_weight * 10000 * GetVehicleProperty(u, PROP_TRAIN_TRACTIVE_EFFORT, rvi_u->tractive_effort)) / 256;
    00116         }
    00117       }
    00118     }
    00119
    00120     if (HasBit(u->flags, VRF_POWEREDWAGON) && HasPowerOnRail(v->railtype, railtype)) {
    00121       total_power += RailVehInfo(u->tcache.first_engine)->pow_wag_power;
    00122     }
    00123   }
    00124
    00125   if (v->tcache.cached_power != total_power || v->tcache.cached_max_te != max_te) {
    00126     /* If it has no power (no catenary), stop the train */
    00127     if (total_power == 0) v->vehstatus |= VS_STOPPED;
    00128
    00129     v->tcache.cached_power = total_power;
    00130     v->tcache.cached_max_te = max_te;
    00131     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    00132     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    00133   }
    00134 }
    00135
    00136
    00142 static void TrainCargoChanged(Train *v)
    00143 {
    00144   uint32 weight = 0;
    00145
    00146   for (Train *u = v; u != NULL; u = u->Next()) {
    00147     uint32 vweight = CargoSpec::Get(u->cargo_type)->weight * u->cargo.Count() * FreightWagonMult(u->cargo_type) / 16;
    00148
    00149     /* Vehicle weight is not added for articulated parts. */
    00150     if (!u->IsArticulatedPart()) {
    00151       /* vehicle weight is the sum of the weight of the vehicle and the weight of its cargo */
    00152       vweight += GetVehicleProperty(u, PROP_TRAIN_WEIGHT, RailVehInfo(u->engine_type)->weight);
    00153     }
    00154
    00155     /* powered wagons have extra weight added */
    00156     if (HasBit(u->flags, VRF_POWEREDWAGON)) {
    00157       vweight += RailVehInfo(u->tcache.first_engine)->pow_wag_weight;
    00158     }
    00159
    00160     /* consist weight is the sum of the weight of all vehicles in the consist */
    00161     weight += vweight;
    00162
    00163     /* store vehicle weight in cache */
    00164     u->tcache.cached_veh_weight = vweight;
    00165   }
    00166
    00167   /* store consist weight in cache */
    00168   v->tcache.cached_weight = weight;
    00169
    00170   /* Now update train power (tractive effort is dependent on weight) */
    00171   TrainPowerChanged(v);
    00172 }
    00173
    00174
    00179 static void RailVehicleLengthChanged(const Train *u)
    00180 {
    00181   /* show a warning once for each engine in whole game and once for each GRF after each game load */
    00182   const Engine *engine = Engine::Get(u->engine_type);
    00183   uint32 grfid = engine->grffile->grfid;
    00184   GRFConfig *grfconfig = GetGRFConfig(grfid);
    00185   if (GamelogGRFBugReverse(grfid, engine->internal_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
    00186     ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
    00187   }
    00188 }
    00189
    00191 void CheckTrainsLengths()
    00192 {
    00193   const Train *v;
    00194
    00195   FOR_ALL_TRAINS(v) {
    00196     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
    00197       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
    00198         if (u->track != TRACK_BIT_DEPOT) {
    00199           if ((w->track != TRACK_BIT_DEPOT &&
    00200               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->tcache.cached_veh_length) ||
    00201               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
    00202             SetDParam(0, v->index);
    00203             SetDParam(1, v->owner);
    00204             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, 0, 0, true);
    00205
    00206             if (!_networking) DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
    00207           }
    00208         }
    00209       }
    00210     }
    00211   }
    00212 }
    00213
    00221 void TrainConsistChanged(Train *v, bool same_length)
    00222 {
    00223   uint16 max_speed = UINT16_MAX;
    00224
    00225   assert(v->IsFrontEngine() || v->IsFreeWagon());
    00226
    00227   const RailVehicleInfo *rvi_v = RailVehInfo(v->engine_type);
    00228   EngineID first_engine = v->IsFrontEngine() ? v->engine_type : INVALID_ENGINE;
    00229   v->tcache.cached_total_length = 0;
    00230   v->compatible_railtypes = RAILTYPES_NONE;
    00231
    00232   bool train_can_tilt = true;
    00233
    00234   for (Train *u = v; u != NULL; u = u->Next()) {
    00235     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00236
    00237     /* Check the v->first cache. */
    00238     assert(u->First() == v);
    00239
    00240     /* update the 'first engine' */
    00241     u->tcache.first_engine = v == u ? INVALID_ENGINE : first_engine;
    00242     u->railtype = rvi_u->railtype;
    00243
    00244     if (u->IsEngine()) first_engine = u->engine_type;
    00245
    00246     /* Set user defined data to its default value */
    00247     u->tcache.user_def_data = rvi_u->user_def_data;
    00248     v->InvalidateNewGRFCache();
    00249     u->InvalidateNewGRFCache();
    00250   }
    00251
    00252   for (Train *u = v; u != NULL; u = u->Next()) {
    00253     /* Update user defined data (must be done before other properties) */
    00254     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
    00255     v->InvalidateNewGRFCache();
    00256     u->InvalidateNewGRFCache();
    00257   }
    00258
    00259   for (Train *u = v; u != NULL; u = u->Next()) {
    00260     const Engine *e_u = Engine::Get(u->engine_type);
    00261     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00262
    00263     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00264
    00265     /* Cache wagon override sprite group. NULL is returned if there is none */
    00266     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->tcache.first_engine);
    00267
    00268     /* Reset colour map */
    00269     u->colourmap = PAL_NONE;
    00270
    00271     if (rvi_u->visual_effect != 0) {
    00272       u->tcache.cached_vis_effect = rvi_u->visual_effect;
    00273     } else {
    00274       if (u->IsWagon() || u->IsArticulatedPart()) {
    00275         /* Wagons and articulated parts have no effect by default */
    00276         u->tcache.cached_vis_effect = 0x40;
    00277       } else if (rvi_u->engclass == 0) {
    00278         /* Steam is offset by -4 units */
    00279         u->tcache.cached_vis_effect = 4;
    00280       } else {
    00281         /* Diesel fumes and sparks come from the centre */
    00282         u->tcache.cached_vis_effect = 8;
    00283       }
    00284     }
    00285
    00286     /* Check powered wagon / visual effect callback */
    00287     if (HasBit(e_u->info.callback_mask, CBM_TRAIN_WAGON_POWER)) {
    00288       uint16 callback = GetVehicleCallback(CBID_TRAIN_WAGON_POWER, 0, 0, u->engine_type, u);
    00289
    00290       if (callback != CALLBACK_FAILED) u->tcache.cached_vis_effect = GB(callback, 0, 8);
    00291     }
    00292
    00293     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00294       UsesWagonOverride(u) && !HasBit(u->tcache.cached_vis_effect, 7)) {
    00295       /* wagon is powered */
    00296       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
    00297     } else {
    00298       ClrBit(u->flags, VRF_POWEREDWAGON);
    00299     }
    00300
    00301     if (!u->IsArticulatedPart()) {
    00302       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00303          have railtype normal */
    00304       if (rvi_u->power > 0) {
    00305         v->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
    00306       }
    00307
    00308       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00309        * existing electric engines when elrails are disabled and then re-enabled */
    00310       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00311         u->railtype = RAILTYPE_RAIL;
    00312         u->compatible_railtypes |= RAILTYPES_RAIL;
    00313       }
    00314
    00315       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00316       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00317         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
    00318         if (speed != 0) max_speed = min(speed, max_speed);
    00319       }
    00320     }
    00321
    00322     u->cargo_cap = GetVehicleCapacity(u);
    00323
    00324     /* check the vehicle length (callback) */
    00325     uint16 veh_len = CALLBACK_FAILED;
    00326     if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
    00327       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00328     }
    00329     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00330     veh_len = 8 - Clamp(veh_len, 0, 7);
    00331
    00332     /* verify length hasn't changed */
    00333     if (same_length && veh_len != u->tcache.cached_veh_length) RailVehicleLengthChanged(u);
    00334
    00335     /* update vehicle length? */
    00336     if (!same_length) u->tcache.cached_veh_length = veh_len;
    00337
    00338     v->tcache.cached_total_length += u->tcache.cached_veh_length;
    00339     v->InvalidateNewGRFCache();
    00340     u->InvalidateNewGRFCache();
    00341   }
    00342
    00343   /* store consist weight/max speed in cache */
    00344   v->tcache.cached_max_speed = max_speed;
    00345   v->tcache.cached_tilt = train_can_tilt;
    00346   v->tcache.cached_max_curve_speed = GetTrainCurveSpeedLimit(v);
    00347
    00348   /* 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) */
    00349   TrainCargoChanged(v);
    00350
    00351   if (v->IsFrontEngine()) {
    00352     UpdateTrainAcceleration(v);
    00353     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    00354   }
    00355 }
    00356
    00357 enum AccelType {
    00358   AM_ACCEL,
    00359   AM_BRAKE
    00360 };
    00361
    00372 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
    00373 {
    00374   const Station *st = Station::Get(station_id);
    00375   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
    00376   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
    00377
    00378   /* Default to the middle of the station for stations stops that are not in
    00379    * the order list like intermediate stations when non-stop is disabled */
    00380   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
    00381   if (v->tcache.cached_total_length >= *station_length) {
    00382     /* The train is longer than the station, make it stop at the far end of the platform */
    00383     osl = OSL_PLATFORM_FAR_END;
    00384   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
    00385     osl = v->current_order.GetStopLocation();
    00386   }
    00387
    00388   /* The stop location of the FRONT! of the train */
    00389   int stop;
    00390   switch (osl) {
    00391     default: NOT_REACHED();
    00392
    00393     case OSL_PLATFORM_NEAR_END:
    00394       stop = v->tcache.cached_total_length;
    00395       break;
    00396
    00397     case OSL_PLATFORM_MIDDLE:
    00398       stop = *station_length - (*station_length - v->tcache.cached_total_length) / 2;
    00399       break;
    00400
    00401     case OSL_PLATFORM_FAR_END:
    00402       stop = *station_length;
    00403       break;
    00404   }
    00405
    00406   /* Substract half the front vehicle length of the train so we get the real
    00407    * stop location of the train. */
    00408   return stop - (v->tcache.cached_veh_length + 1) / 2;
    00409 }
    00410
    00411
    00417 int GetTrainCurveSpeedLimit(Train *v)
    00418 {
    00419   static const int absolute_max_speed = UINT16_MAX;
    00420   int max_speed = absolute_max_speed;
    00421
    00422   if (_settings_game.vehicle.train_acceleration_model == TAM_ORIGINAL) return max_speed;
    00423
    00424   int curvecount[2] = {0, 0};
    00425
    00426   /* first find the curve speed limit */
    00427   int numcurve = 0;
    00428   int sum = 0;
    00429   int pos = 0;
    00430   int lastpos = -1;
    00431   for (const Vehicle *u = v; u->Next() != NULL; u = u->Next(), pos++) {
    00432     Direction this_dir = u->direction;
    00433     Direction next_dir = u->Next()->direction;
    00434
    00435     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00436     if (dirdiff == DIRDIFF_SAME) continue;
    00437
    00438     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00439     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00440     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00441       if (lastpos != -1) {
    00442         numcurve++;
    00443         sum += pos - lastpos;
    00444         if (pos - lastpos == 1) {
    00445           max_speed = 88;
    00446         }
    00447       }
    00448       lastpos = pos;
    00449     }
    00450
    00451     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00452     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00453       max_speed = 61;
    00454     }
    00455   }
    00456
    00457   if (numcurve > 0 && max_speed > 88) {
    00458     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00459       max_speed = absolute_max_speed;
    00460     } else {
    00461       sum /= numcurve;
    00462       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00463     }
    00464   }
    00465
    00466   if (max_speed != absolute_max_speed) {
    00467     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00468     const RailtypeInfo *rti = GetRailTypeInfo(v->railtype);
    00469     max_speed += (max_speed / 2) * rti->curve_speed;
    00470
    00471     if (v->tcache.cached_tilt) {
    00472       /* Apply max_speed bonus of 20% for a tilting train */
    00473       max_speed += max_speed / 5;
    00474     }
    00475   }
    00476
    00477   return max_speed;
    00478 }
    00479
    00481 static int GetTrainAcceleration(Train *v, bool mode)
    00482 {
    00483   int max_speed = v->tcache.cached_max_curve_speed;
    00484   assert(max_speed == GetTrainCurveSpeedLimit(v)); // safety check, will be removed later
    00485   int speed = v->cur_speed * 10 / 16; // km-ish/h -> mp/h
    00486
    00487   if (IsRailStationTile(v->tile) && v->IsFrontEngine()) {
    00488     StationID sid = GetStationIndex(v->tile);
    00489     if (v->current_order.ShouldStopAtStation(v, sid)) {
    00490       int station_ahead;
    00491       int station_length;
    00492       int stop_at = GetTrainStopLocation(sid, v->tile, v, &station_ahead, &station_length);
    00493
    00494       /* The distance to go is whatever is still ahead of the train minus the
    00495        * distance from the train's stop location to the end of the platform */
    00496       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
    00497
    00498       if (distance_to_go > 0) {
    00499         int st_max_speed = 120;
    00500
    00501         int delta_v = v->cur_speed / (distance_to_go + 1);
    00502         if (v->max_speed > (v->cur_speed - delta_v)) {
    00503           st_max_speed = v->cur_speed - (delta_v / 10);
    00504         }
    00505
    00506         st_max_speed = max(st_max_speed, 25 * distance_to_go);
    00507         max_speed = min(max_speed, st_max_speed);
    00508       }
    00509     }
    00510   }
    00511
    00512   int mass = v->tcache.cached_weight;
    00513   int power = v->tcache.cached_power * 746;
    00514   max_speed = min(max_speed, v->tcache.cached_max_speed);
    00515
    00516   int num = 0; // number of vehicles, change this into the number of axles later
    00517   int incl = 0;
    00518   int drag_coeff = 20; //[1e-4]
    00519   for (const Train *u = v; u != NULL; u = u->Next()) {
    00520     num++;
    00521     drag_coeff += 3;
    00522
    00523     if (u->track == TRACK_BIT_DEPOT) max_speed = min(max_speed, 61);
    00524
    00525     if (HasBit(u->flags, VRF_GOINGUP)) {
    00526       incl += u->tcache.cached_veh_weight * 60; // 3% slope, quite a bit actually
    00527     } else if (HasBit(u->flags, VRF_GOINGDOWN)) {
    00528       incl -= u->tcache.cached_veh_weight * 60;
    00529     }
    00530   }
    00531
    00532   v->max_speed = max_speed;
    00533
    00534   const int area = 120;
    00535   const int friction = 35; //[1e-3]
    00536   int resistance;
    00537   if (v->railtype != RAILTYPE_MAGLEV) {
    00538     resistance = 13 * mass / 10;
    00539     resistance += 60 * num;
    00540     resistance += friction * mass * speed / 1000;
    00541     resistance += (area * drag_coeff * speed * speed) / 10000;
    00542   } else {
    00543     resistance = (area * (drag_coeff / 2) * speed * speed) / 10000;
    00544   }
    00545   resistance += incl;
    00546   resistance *= 4; //[N]
    00547
    00548   const int max_te = v->tcache.cached_max_te; // [N]
    00549   int force;
    00550   if (speed > 0) {
    00551     switch (v->railtype) {
    00552       case RAILTYPE_RAIL:
    00553       case RAILTYPE_ELECTRIC:
    00554       case RAILTYPE_MONO:
    00555         force = power / speed; //[N]
    00556         force *= 22;
    00557         force /= 10;
    00558         if (mode == AM_ACCEL && force > max_te) force = max_te;
    00559         break;
    00560
    00561       default: NOT_REACHED();
    00562       case RAILTYPE_MAGLEV:
    00563         force = power / 25;
    00564         break;
    00565     }
    00566   } else {
    00567     /* "kickoff" acceleration */
    00568     force = (mode == AM_ACCEL && v->railtype != RAILTYPE_MAGLEV) ? min(max_te, power) : power;
    00569     force = max(force, (mass * 8) + resistance);
    00570   }
    00571
    00572   if (mode == AM_ACCEL) {
    00573     return (force - resistance) / (mass * 2);
    00574   } else {
    00575     return min(-force - resistance, -10000) / mass;
    00576   }
    00577 }
    00578
    00579 void UpdateTrainAcceleration(Train *v)
    00580 {
    00581   assert(v->IsFrontEngine());
    00582
    00583   v->max_speed = v->tcache.cached_max_speed;
    00584
    00585   uint power = v->tcache.cached_power;
    00586   uint weight = v->tcache.cached_weight;
    00587   assert(weight != 0);
    00588   v->acceleration = Clamp(power / weight * 4, 1, 255);
    00589 }
    00590
    00596 int Train::GetDisplayImageWidth(Point *offset) const
    00597 {
    00598   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
    00599   int vehicle_pitch = 0;
    00600
    00601   const Engine *e = Engine::Get(this->engine_type);
    00602   if (e->grffile != NULL && is_custom_sprite(e->u.rail.image_index)) {
    00603     reference_width = e->grffile->traininfo_vehicle_width;
    00604     vehicle_pitch = e->grffile->traininfo_vehicle_pitch;
    00605   }
    00606
    00607   if (offset != NULL) {
    00608     offset->x = reference_width / 2;
    00609     offset->y = vehicle_pitch;
    00610   }
    00611   return this->tcache.cached_veh_length * reference_width / 8;
    00612 }
    00613
    00614 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
    00615 {
    00616   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00617 }
    00618
    00619 SpriteID Train::GetImage(Direction direction) const
    00620 {
    00621   uint8 spritenum = this->spritenum;
    00622   SpriteID sprite;
    00623
    00624   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00625
    00626   if (is_custom_sprite(spritenum)) {
    00627     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
    00628     if (sprite != 0) return sprite;
    00629
    00630     spritenum = Engine::Get(this->engine_type)->original_image_index;
    00631   }
    00632
    00633   sprite = GetDefaultTrainSprite(spritenum, direction);
    00634
    00635   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00636
    00637   return sprite;
    00638 }
    00639
    00640 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
    00641 {
    00642   const Engine *e = Engine::Get(engine);
    00643   Direction dir = rear_head ? DIR_E : DIR_W;
    00644   uint8 spritenum = e->u.rail.image_index;
    00645
    00646   if (is_custom_sprite(spritenum)) {
    00647     SpriteID sprite = GetCustomVehicleIcon(engine, dir);
    00648     if (sprite != 0) {
    00649       if (e->grffile != NULL) {
    00650         y += e->grffile->traininfo_vehicle_pitch;
    00651       }
    00652       return sprite;
    00653     }
    00654
    00655     spritenum = Engine::Get(engine)->original_image_index;
    00656   }
    00657
    00658   if (rear_head) spritenum++;
    00659
    00660   return GetDefaultTrainSprite(spritenum, DIR_W);
    00661 }
    00662
    00663 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, SpriteID pal)
    00664 {
    00665   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00666     int yf = y;
    00667     int yr = y;
    00668
    00669     SpriteID spritef = GetRailIcon(engine, false, yf);
    00670     SpriteID spriter = GetRailIcon(engine, true, yr);
    00671     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
    00672     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
    00673
    00674     preferred_x = Clamp(preferred_x, left - real_spritef->x_offs + 14, right - real_spriter->width - real_spriter->x_offs - 15);
    00675
    00676     DrawSprite(spritef, pal, preferred_x - 14, yf);
    00677     DrawSprite(spriter, pal, preferred_x + 15, yr);
    00678   } else {
    00679     SpriteID sprite = GetRailIcon(engine, false, y);
    00680     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00681     preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
    00682     DrawSprite(sprite, pal, preferred_x, y);
    00683   }
    00684 }
    00685
    00686 static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandFlag flags)
    00687 {
    00688   const Engine *e = Engine::Get(engine);
    00689   const RailVehicleInfo *rvi = &e->u.rail;
    00690   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
    00691
    00692   /* Engines without valid cargo should not be available */
    00693   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
    00694
    00695   if (flags & DC_QUERY_COST) return value;
    00696
    00697   /* Check that the wagon can drive on the track in question */
    00698   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00699
    00700   uint num_vehicles = 1 + CountArticulatedParts(engine, false);
    00701
    00702   /* Allow for the wagon and the articulated parts */
    00703   if (!Vehicle::CanAllocateItem(num_vehicles)) {
    00704     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00705   }
    00706
    00707   if (flags & DC_EXEC) {
    00708     Train *v = new Train();
    00709     v->spritenum = rvi->image_index;
    00710
    00711     v->engine_type = engine;
    00712     v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00713
    00714     DiagDirection dir = GetRailDepotDirection(tile);
    00715
    00716     v->direction = DiagDirToDir(dir);
    00717     v->tile = tile;
    00718
    00719     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00720     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00721
    00722     v->x_pos = x;
    00723     v->y_pos = y;
    00724     v->z_pos = GetSlopeZ(x, y);
    00725     v->owner = _current_company;
    00726     v->track = TRACK_BIT_DEPOT;
    00727     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00728
    00729 //    v->subtype = 0;
    00730     v->SetWagon();
    00731
    00732     v->SetFreeWagon();
    00733     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00734
    00735     v->cargo_type = e->GetDefaultCargoType();
    00736 //    v->cargo_subtype = 0;
    00737     v->cargo_cap = rvi->capacity;
    00738     v->value = value.GetCost();
    00739 //    v->day_counter = 0;
    00740
    00741     v->railtype = rvi->railtype;
    00742
    00743     v->build_year = _cur_year;
    00744     v->cur_image = SPR_IMG_QUERY;
    00745     v->random_bits = VehicleRandomBits();
    00746
    00747     v->group_id = DEFAULT_GROUP;
    00748
    00749     AddArticulatedParts(v);
    00750
    00751     _new_vehicle_id = v->index;
    00752
    00753     VehicleMove(v, false);
    00754     TrainConsistChanged(v->First(), false);
    00755     UpdateTrainGroupID(v->First());
    00756
    00757     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    00758     if (IsLocalCompany()) {
    00759       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
    00760     }
    00761     Company::Get(_current_company)->num_engines[engine]++;
    00762
    00763     CheckConsistencyOfArticulatedVehicle(v);
    00764
    00765     /* Try to connect the vehicle to one of free chains of wagons. */
    00766     Train *w;
    00767     FOR_ALL_TRAINS(w) {
    00768       /* do not connect new wagon with crashed/flooded consists */
    00769       if (w->tile == tile && w->IsFreeWagon() &&
    00770           w->engine_type == engine &&
    00771           !(w->vehstatus & VS_CRASHED)) {
    00772         DoCommand(0, v->index | (w->Last()->index << 16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00773         break;
    00774       }
    00775     }
    00776   }
    00777
    00778   return value;
    00779 }
    00780
    00782 static void NormalizeTrainVehInDepot(const Train *u)
    00783 {
    00784   const Train *v;
    00785   FOR_ALL_TRAINS(v) {
    00786     if (v->IsFreeWagon() && v->tile == u->tile &&
    00787         v->track == TRACK_BIT_DEPOT) {
    00788       if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
    00789           CMD_MOVE_RAIL_VEHICLE)))
    00790         break;
    00791     }
    00792   }
    00793 }
    00794
    00795 static void AddRearEngineToMultiheadedTrain(Train *v)
    00796 {
    00797   Train *u = new Train();
    00798   v->value >>= 1;
    00799   u->value = v->value;
    00800   u->direction = v->direction;
    00801   u->owner = v->owner;
    00802   u->tile = v->tile;
    00803   u->x_pos = v->x_pos;
    00804   u->y_pos = v->y_pos;
    00805   u->z_pos = v->z_pos;
    00806   u->track = TRACK_BIT_DEPOT;
    00807   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00808 //  u->subtype = 0;
    00809   u->spritenum = v->spritenum + 1;
    00810   u->cargo_type = v->cargo_type;
    00811   u->cargo_subtype = v->cargo_subtype;
    00812   u->cargo_cap = v->cargo_cap;
    00813   u->railtype = v->railtype;
    00814   u->engine_type = v->engine_type;
    00815   u->build_year = v->build_year;
    00816   u->cur_image = SPR_IMG_QUERY;
    00817   u->random_bits = VehicleRandomBits();
    00818   v->SetMultiheaded();
    00819   u->SetMultiheaded();
    00820   v->SetNext(u);
    00821   VehicleMove(u, false);
    00822
    00823   /* Now we need to link the front and rear engines together */
    00824   v->other_multiheaded_part = u;
    00825   u->other_multiheaded_part = v;
    00826 }
    00827
    00836 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00837 {
    00838   /* Check if the engine-type is valid (for the company) */
    00839   if (!IsEngineBuildable(p1, VEH_TRAIN, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE);
    00840
    00841   const Engine *e = Engine::Get(p1);
    00842   const RailVehicleInfo *rvi = &e->u.rail;
    00843   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
    00844
    00845   /* Engines with CT_INVALID should not be available */
    00846   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
    00847
    00848   if (flags & DC_QUERY_COST) return value;
    00849
    00850   /* Check if the train is actually being built in a depot belonging
    00851    * to the company. Doesn't matter if only the cost is queried */
    00852   if (!IsRailDepotTile(tile)) return CMD_ERROR;
    00853   if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
    00854
    00855   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(p1, tile, flags);
    00856
    00857   uint num_vehicles =
    00858     (rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
    00859     CountArticulatedParts(p1, false);
    00860
    00861   /* Check if depot and new engine uses the same kind of tracks *
    00862    * We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
    00863   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00864
    00865   /* Allow for the dual-heads and the articulated parts */
    00866   if (!Vehicle::CanAllocateItem(num_vehicles)) {
    00867     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00868   }
    00869
    00870   UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
    00871   if (unit_num > _settings_game.vehicle.max_trains) {
    00872     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00873   }
    00874
    00875   if (flags & DC_EXEC) {
    00876     DiagDirection dir = GetRailDepotDirection(tile);
    00877     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00878     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00879
    00880     Train *v = new Train();
    00881     v->unitnumber = unit_num;
    00882     v->direction = DiagDirToDir(dir);
    00883     v->tile = tile;
    00884     v->owner = _current_company;
    00885     v->x_pos = x;
    00886     v->y_pos = y;
    00887     v->z_pos = GetSlopeZ(x, y);
    00888 //    v->running_ticks = 0;
    00889     v->track = TRACK_BIT_DEPOT;
    00890     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00891     v->spritenum = rvi->image_index;
    00892     v->cargo_type = e->GetDefaultCargoType();
    00893 //    v->cargo_subtype = 0;
    00894     v->cargo_cap = rvi->capacity;
    00895     v->max_speed = rvi->max_speed;
    00896     v->value = value.GetCost();
    00897     v->last_station_visited = INVALID_STATION;
    00898 //    v->dest_tile = 0;
    00899
    00900     v->engine_type = p1;
    00901     v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00902
    00903     v->reliability = e->reliability;
    00904     v->reliability_spd_dec = e->reliability_spd_dec;
    00905     v->max_age = e->GetLifeLengthInDays();
    00906
    00907     v->name = NULL;
    00908     v->railtype = rvi->railtype;
    00909     _new_vehicle_id = v->index;
    00910
    00911     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
    00912     v->date_of_last_service = _date;
    00913     v->build_year = _cur_year;
    00914     v->cur_image = SPR_IMG_QUERY;
    00915     v->random_bits = VehicleRandomBits();
    00916
    00917 //    v->vehicle_flags = 0;
    00918     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00919
    00920     v->group_id = DEFAULT_GROUP;
    00921
    00922 //    v->subtype = 0;
    00923     v->SetFrontEngine();
    00924     v->SetEngine();
    00925
    00926     VehicleMove(v, false);
    00927
    00928     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00929       AddRearEngineToMultiheadedTrain(v);
    00930     } else {
    00931       AddArticulatedParts(v);
    00932     }
    00933
    00934     TrainConsistChanged(v, false);
    00935     UpdateTrainGroupID(v);
    00936
    00937     if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00938       NormalizeTrainVehInDepot(v);
    00939     }
    00940
    00941     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00942     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    00943     SetWindowDirty(WC_COMPANY, v->owner);
    00944     if (IsLocalCompany()) {
    00945       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
    00946     }
    00947
    00948     Company::Get(_current_company)->num_engines[p1]++;
    00949
    00950     CheckConsistencyOfArticulatedVehicle(v);
    00951   }
    00952
    00953   return value;
    00954 }
    00955
    00956
    00957 bool Train::IsInDepot() const
    00958 {
    00959   /* Is the front engine stationary in the depot? */
    00960   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
    00961
    00962   /* Check whether the rest is also already trying to enter the depot. */
    00963   for (const Train *v = this; v != NULL; v = v->Next()) {
    00964     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
    00965   }
    00966
    00967   return true;
    00968 }
    00969
    00970 bool Train::IsStoppedInDepot() const
    00971 {
    00972   /* Are we stopped? Ofcourse wagons don't really care... */
    00973   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
    00974   return this->IsInDepot();
    00975 }
    00976
    00977 static Train *FindGoodVehiclePos(const Train *src)
    00978 {
    00979   EngineID eng = src->engine_type;
    00980   TileIndex tile = src->tile;
    00981
    00982   Train *dst;
    00983   FOR_ALL_TRAINS(dst) {
    00984     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00985       /* check so all vehicles in the line have the same engine. */
    00986       Train *t = dst;
    00987       while (t->engine_type == eng) {
    00988         t = t->Next();
    00989         if (t == NULL) return dst;
    00990       }
    00991     }
    00992   }
    00993
    00994   return NULL;
    00995 }
    00996
    00998 typedef SmallVector<Train *, 16> TrainList;
    00999
    01005 static void MakeTrainBackup(TrainList &list, Train *t)
    01006 {
    01007   for (; t != NULL; t = t->Next()) *list.Append() = t;
    01008 }
    01009
    01014 static void RestoreTrainBackup(TrainList &list)
    01015 {
    01016   /* No train, nothing to do. */
    01017   if (list.Length() == 0) return;
    01018
    01019   Train *prev = NULL;
    01020   /* Iterate over the list and rebuild it. */
    01021   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    01022     Train *t = *iter;
    01023     if (prev != NULL) {
    01024       prev->SetNext(t);
    01025     } else if (t->Previous() != NULL) {
    01026       /* Make sure the head of the train is always the first in the chain. */
    01027       t->Previous()->SetNext(NULL);
    01028     }
    01029     prev = t;
    01030   }
    01031 }
    01032
    01038 static void RemoveFromConsist(Train *part, bool chain = false)
    01039 {
    01040   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    01041
    01042   /* Unlink at the front, but make it point to the next
    01043    * vehicle after the to be remove part. */
    01044   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    01045
    01046   /* Unlink at the back */
    01047   tail->SetNext(NULL);
    01048 }
    01049
    01055 static void InsertInConsist(Train *dst, Train *chain)
    01056 {
    01057   /* We do not want to add something in the middle of an articulated part. */
    01058   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    01059
    01060   chain->Last()->SetNext(dst->Next());
    01061   dst->SetNext(chain);
    01062 }
    01063
    01069 static void NormaliseDualHeads(Train *t)
    01070 {
    01071   for (; t != NULL; t = t->GetNextVehicle()) {
    01072     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    01073
    01074     /* Make sure that there are no free cars before next engine */
    01075     Train *u;
    01076     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    01077
    01078     if (u == t->other_multiheaded_part) continue;
    01079
    01080     /* Remove the part from the 'wrong' train */
    01081     RemoveFromConsist(t->other_multiheaded_part);
    01082     /* And add it to the 'right' train */
    01083     InsertInConsist(u, t->other_multiheaded_part);
    01084   }
    01085 }
    01086
    01091 static void NormaliseSubtypes(Train *chain)
    01092 {
    01093   /* Nothing to do */
    01094   if (chain == NULL) return;
    01095
    01096   /* We must be the first in the chain. */
    01097   assert(chain->Previous() == NULL);
    01098
    01099   /* Set the appropirate bits for the first in the chain. */
    01100   if (chain->IsWagon()) {
    01101     chain->SetFreeWagon();
    01102   } else {
    01103     assert(chain->IsEngine());
    01104     chain->SetFrontEngine();
    01105   }
    01106
    01107   /* Now clear the bits for the rest of the chain */
    01108   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    01109     t->ClearFreeWagon();
    01110     t->ClearFrontEngine();
    01111   }
    01112 }
    01113
    01123 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    01124 {
    01125   /* Just add 'new' engines and substract the original ones.
    01126    * If that's less than or equal to 0 we can be sure we did
    01127    * not add any engines (read: trains) along the way. */
    01128   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    01129       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    01130       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    01131       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    01132     return CommandCost();
    01133   }
    01134
    01135   /* Get a free unit number and check whether it's within the bounds.
    01136    * There will always be a maximum of one new train. */
    01137   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    01138
    01139   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    01140 }
    01141
    01147 static CommandCost CheckTrainAttachment(Train *t)
    01148 {
    01149   /* No multi-part train, no need to check. */
    01150   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    01151
    01152   /* The maximum length for a train. For each part we decrease this by one
    01153    * and if the result is negative the train is simply too long. */
    01154   int allowed_len = _settings_game.vehicle.mammoth_trains ? 100 : 10;
    01155
    01156   Train *head = t;
    01157   Train *prev = t;
    01158
    01159   /* Break the prev -> t link so it always holds within the loop. */
    01160   t = t->Next();
    01161   allowed_len--;
    01162   prev->SetNext(NULL);
    01163
    01164   /* Make sure the cache is cleared. */
    01165   head->InvalidateNewGRFCache();
    01166
    01167   while (t != NULL) {
    01168     Train *next = t->Next();
    01169
    01170     /* Unlink the to-be-added piece; it is already unlinked from the previous
    01171      * part due to the fact that the prev -> t link is broken. */
    01172     t->SetNext(NULL);
    01173
    01174     /* Don't check callback for articulated or rear dual headed parts */
    01175     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    01176       allowed_len--; // We do not count articulated parts and rear heads either.
    01177
    01178       /* Back up and clear the first_engine data to avoid using wagon override group */
    01179       EngineID first_engine = t->tcache.first_engine;
    01180       t->tcache.first_engine = INVALID_ENGINE;
    01181
    01182       /* We don't want the cache to interfere. head's cache is cleared before
    01183        * the loop and after each callback does not need to be cleared here. */
    01184       t->InvalidateNewGRFCache();
    01185
    01186       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    01187
    01188       /* Restore original first_engine data */
    01189       t->tcache.first_engine = first_engine;
    01190
    01191       /* We do not want to remember any cached variables from the test run */
    01192       t->InvalidateNewGRFCache();
    01193       head->InvalidateNewGRFCache();
    01194
    01195       if (callback != CALLBACK_FAILED) {
    01196         /* A failing callback means everything is okay */
    01197         StringID error = STR_NULL;
    01198
    01199         if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    01200         if (callback  < 0xFD) error = GetGRFStringID(GetEngineGRFID(head->engine_type), 0xD000 + callback);
    01201
    01202         if (error != STR_NULL) return_cmd_error(error);
    01203       }
    01204     }
    01205
    01206     /* And link it to the new part. */
    01207     prev->SetNext(t);
    01208     prev = t;
    01209     t = next;
    01210   }
    01211
    01212   if (allowed_len <= 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    01213   return CommandCost();
    01214 }
    01215
    01225 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src)
    01226 {
    01227   /* Check whether we may actually construct the trains. */
    01228   CommandCost ret = CheckTrainAttachment(src);
    01229   if (ret.Failed()) return ret;
    01230   ret = CheckTrainAttachment(dst);
    01231   if (ret.Failed()) return ret;
    01232
    01233   /* Check whether we need to build a new train. */
    01234   return CheckNewTrain(original_dst, dst, original_src, src);
    01235 }
    01236
    01245 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01246 {
    01247   /* First determine the front of the two resulting trains */
    01248   if (*src_head == *dst_head) {
    01249     /* If we aren't moving part(s) to a new train, we are just moving the
    01250      * front back and there is not destination head. */
    01251     *dst_head = NULL;
    01252   } else if (*dst_head == NULL) {
    01253     /* If we are moving to a new train the head of the move train would become
    01254      * the head of the new vehicle. */
    01255     *dst_head = src;
    01256   }
    01257
    01258   if (src == *src_head) {
    01259     /* If we are moving the front of a train then we are, in effect, creating
    01260      * a new head for the train. Point to that. Unless we are moving the whole
    01261      * train in which case there is not 'source' train anymore.
    01262      * In case we are a multiheaded part we want the complete thing to come
    01263      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01264      * that is followed by a rear multihead we do not want to include that. */
    01265     *src_head = move_chain ? NULL :
    01266         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01267   }
    01268
    01269   /* Now it's just simply removing the part that we are going to move from the
    01270    * source train and *if* the destination is a not a new train add the chain
    01271    * at the destination location. */
    01272   RemoveFromConsist(src, move_chain);
    01273   if (*dst_head != src) InsertInConsist(dst, src);
    01274
    01275   /* Now normalise the dual heads, that is move the dual heads around in such
    01276    * a way that the head and rear of a dual head are in the same train */
    01277   NormaliseDualHeads(*src_head);
    01278   NormaliseDualHeads(*dst_head);
    01279 }
    01280
    01286 static void NormaliseTrainHead(Train *head)
    01287 {
    01288   /* Not much to do! */
    01289   if (head == NULL) return;
    01290
    01291   /* Tell the 'world' the train changed. */
    01292   TrainConsistChanged(head, false);
    01293   UpdateTrainGroupID(head);
    01294
    01295   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01296   if (!head->IsFrontEngine()) return;
    01297
    01298   /* Update the refit button and window */
    01299   SetWindowDirty(WC_VEHICLE_REFIT, head->index);
    01300   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
    01301
    01302   /* If we don't have a unit number yet, set one. */
    01303   if (head->unitnumber != 0) return;
    01304   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01305 }
    01306
    01318 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01319 {
    01320   VehicleID s = GB(p1, 0, 16);
    01321   VehicleID d = GB(p1, 16, 16);
    01322   bool move_chain = HasBit(p2, 0);
    01323
    01324   Train *src = Train::GetIfValid(s);
    01325   if (src == NULL || !CheckOwnership(src->owner)) return CMD_ERROR;
    01326
    01327   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01328   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01329
    01330   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01331   Train *dst;
    01332   if (d == INVALID_VEHICLE) {
    01333     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01334   } else {
    01335     dst = Train::GetIfValid(d);
    01336     if (dst == NULL || !CheckOwnership(dst->owner)) return CMD_ERROR;
    01337
    01338     /* Do not allow appending to crashed vehicles, too */
    01339     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01340   }
    01341
    01342   /* if an articulated part is being handled, deal with its parent vehicle */
    01343   src = src->GetFirstEnginePart();
    01344   if (dst != NULL) {
    01345     dst = dst->GetFirstEnginePart();
    01346   }
    01347
    01348   /* don't move the same vehicle.. */
    01349   if (src == dst) return CommandCost();
    01350
    01351   /* locate the head of the two chains */
    01352   Train *src_head = src->First();
    01353   Train *dst_head;
    01354   if (dst != NULL) {
    01355     dst_head = dst->First();
    01356     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01357     /* Now deal with articulated part of destination wagon */
    01358     dst = dst->GetLastEnginePart();
    01359   } else {
    01360     dst_head = NULL;
    01361   }
    01362
    01363   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01364
    01365   /* When moving all wagons, we can't have the same src_head and dst_head */
    01366   if (move_chain && src_head == dst_head) return CommandCost();
    01367
    01368   /* When moving a multiheaded part to be place after itself, bail out. */
    01369   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01370
    01371   /* Check if all vehicles in the source train are stopped inside a depot. */
    01372   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01373
    01374   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01375   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01376
    01377   /* First make a backup of the order of the trains. That way we can do
    01378    * whatever we want with the order and later on easily revert. */
    01379   TrainList original_src;
    01380   TrainList original_dst;
    01381
    01382   MakeTrainBackup(original_src, src_head);
    01383   MakeTrainBackup(original_dst, dst_head);
    01384
    01385   /* Also make backup of the original heads as ArrangeTrains can change them.
    01386    * For the destination head we do not care if it is the same as the source
    01387    * head because in that case it's just a copy. */
    01388   Train *original_src_head = src_head;
    01389   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01390
    01391   /* (Re)arrange the trains in the wanted arrangement. */
    01392   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01393
    01394   if ((flags & DC_AUTOREPLACE) == 0) {
    01395     /* If the autoreplace flag is set we do not need to test for the validity
    01396      * because we are going to revert the train to its original state. As we
    01397      * assume the original state was correct autoreplace can skip this. */
    01398     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head);
    01399     if (ret.Failed()) {
    01400       /* Restore the train we had. */
    01401       RestoreTrainBackup(original_src);
    01402       RestoreTrainBackup(original_dst);
    01403       return ret;
    01404     }
    01405   }
    01406
    01407   /* do it? */
    01408   if (flags & DC_EXEC) {
    01409     /* First normalise the sub types of the chains. */
    01410     NormaliseSubtypes(src_head);
    01411     NormaliseSubtypes(dst_head);
    01412
    01413     /* There are 14 different cases:
    01414      *  1) front engine gets moved to a new train, it stays a front engine.
    01415      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
    01416      *     b) the 'next' part is an engine, that becomes a front engine.
    01417      *     c) there is no 'next' part, nothing else happens
    01418      *  2) front engine gets moved to another train, it is not a front engine anymore
    01419      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
    01420      *     b) the 'next' part is an engine, that becomes a front engine.
    01421      *     c) there is no 'next' part, nothing else happens
    01422      *  3) front engine gets moved to later in the current train, it is not an engine anymore.
    01423      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
    01424      *     b) the 'next' part is an engine, that becomes a front engine.
    01425      *  4) free wagon gets moved
    01426      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
    01427      *     b) the 'next' part is an engine, that becomes a front engine.
    01428      *     c) there is no 'next' part, nothing else happens
    01429      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01430      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01431      *  7) wagon gets moved, nothing happens
    01432      */
    01433     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01434       /* Cases #2 and #3: the front engine gets trashed. */
    01435       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01436       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01437       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01438       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01439       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01440
    01441       /* We are going to be move to another train. So we
    01442        * are no part of this group anymore. In case we
    01443        * are not moving group... well, then we do not need
    01444        * to move.
    01445        * Or we are moving to later in the train and our
    01446        * new head isn't a front engine anymore.
    01447        */
    01448       if (dst_head != NULL ? dst_head != src : !src_head->IsFrontEngine()) {
    01449         DecreaseGroupNumVehicle(src->group_id);
    01450       }
    01451
    01452       /* Delete orders, group stuff and the unit number as we're not the
    01453        * front of any vehicle anymore. */
    01454       DeleteVehicleOrders(src);
    01455       RemoveVehicleFromGroup(src);
    01456       src->unitnumber = 0;
    01457     }
    01458
    01459     /* We weren't a front engine but are becoming one. So
    01460      * we should be put in the default group. */
    01461     if (original_src_head != src && dst_head == src) {
    01462       SetTrainGroupID(src, DEFAULT_GROUP);
    01463     }
    01464
    01465     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01466     NormaliseTrainHead(src_head);
    01467     NormaliseTrainHead(dst_head);
    01468
    01469     /* We are undoubtedly changing something in the depot and train list. */
    01470     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01471     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01472   } else {
    01473     /* We don't want to execute what we're just tried. */
    01474     RestoreTrainBackup(original_src);
    01475     RestoreTrainBackup(original_dst);
    01476   }
    01477
    01478   return CommandCost();
    01479 }
    01480
    01492 CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01493 {
    01494   /* Check if we deleted a vehicle window */
    01495   Window *w = NULL;
    01496
    01497   Train *v = Train::GetIfValid(p1);
    01498   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
    01499
    01500   /* Sell a chain of vehicles or not? */
    01501   bool sell_chain = HasBit(p2, 0);
    01502
    01503   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_SELL_DESTROYED_VEHICLE);
    01504
    01505   v = v->GetFirstEnginePart();
    01506   Train *first = v->First();
    01507
    01508   /* make sure the vehicle is stopped in the depot */
    01509   if (!first->IsStoppedInDepot()) {
    01510     return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01511   }
    01512
    01513   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01514
    01515   /* First make a backup of the order of the train. That way we can do
    01516    * whatever we want with the order and later on easily revert. */
    01517   TrainList original;
    01518   MakeTrainBackup(original, first);
    01519
    01520   /* We need to keep track of the new head and the head of what we're going to sell. */
    01521   Train *new_head = first;
    01522   Train *sell_head = NULL;
    01523
    01524   /* Split the train in the wanted way. */
    01525   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01526
    01527   /* We don't need to validate the second train; it's going to be sold. */
    01528   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head);
    01529   if (ret.Failed()) {
    01530     /* Restore the train we had. */
    01531     RestoreTrainBackup(original);
    01532     return ret;
    01533   }
    01534
    01535   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01536   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01537
    01538   /* do it? */
    01539   if (flags & DC_EXEC) {
    01540     /* First normalise the sub types of the chain. */
    01541     NormaliseSubtypes(new_head);
    01542
    01543     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01544       /* We are selling the front engine. In this case we want to
    01545        * 'give' the order, unitnumber and such to the new head. */
    01546       new_head->orders.list = first->orders.list;
    01547       new_head->AddToShared(first);
    01548       DeleteVehicleOrders(first);
    01549
    01550       /* Copy other important data from the front engine */
    01551       new_head->CopyVehicleConfigAndStatistics(first);
    01552       IncreaseGroupNumVehicle(new_head->group_id);
    01553
    01554       /* If we deleted a window then open a new one for the 'new' train */
    01555       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
    01556     }
    01557
    01558     /* We need to update the information about the train. */
    01559     NormaliseTrainHead(new_head);
    01560
    01561     /* We are undoubtedly changing something in the depot and train list. */
    01562     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01563     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01564
    01565     /* Actually delete the sold 'goods' */
    01566     delete sell_head;
    01567   } else {
    01568     /* We don't want to execute what we're just tried. */
    01569     RestoreTrainBackup(original);
    01570   }
    01571
    01572   return cost;
    01573 }
    01574
    01575 void Train::UpdateDeltaXY(Direction direction)
    01576 {
    01577 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
    01578   static const uint32 _delta_xy_table[8] = {
    01579     MKIT(3, 3, -1, -1),
    01580     MKIT(3, 7, -1, -3),
    01581     MKIT(3, 3, -1, -1),
    01582     MKIT(7, 3, -3, -1),
    01583     MKIT(3, 3, -1, -1),
    01584     MKIT(3, 7, -1, -3),
    01585     MKIT(3, 3, -1, -1),
    01586     MKIT(7, 3, -3, -1),
    01587   };
    01588 #undef MKIT
    01589
    01590   uint32 x = _delta_xy_table[direction];
    01591   this->x_offs        = GB(x,  0, 8);
    01592   this->y_offs        = GB(x,  8, 8);
    01593   this->x_extent      = GB(x, 16, 8);
    01594   this->y_extent      = GB(x, 24, 8);
    01595   this->z_extent      = 6;
    01596 }
    01597
    01598 static inline void SetLastSpeed(Train *v, int spd)
    01599 {
    01600   int old = v->tcache.last_speed;
    01601   if (spd != old) {
    01602     v->tcache.last_speed = spd;
    01603     if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) {
    01604       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01605     }
    01606   }
    01607 }
    01608
    01610 static void MarkTrainAsStuck(Train *v)
    01611 {
    01612   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01613     /* It is the first time the problem occured, set the "train stuck" flag. */
    01614     SetBit(v->flags, VRF_TRAIN_STUCK);
    01615
    01616     /* When loading the vehicle is already stopped. No need to change that. */
    01617     if (v->current_order.IsType(OT_LOADING)) return;
    01618
    01619     v->time_counter = 0;
    01620
    01621     /* Stop train */
    01622     v->cur_speed = 0;
    01623     v->subspeed = 0;
    01624     SetLastSpeed(v, 0);
    01625
    01626     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01627   }
    01628 }
    01629
    01630 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01631 {
    01632   uint16 flag1 = *swap_flag1;
    01633   uint16 flag2 = *swap_flag2;
    01634
    01635   /* Clear the flags */
    01636   ClrBit(*swap_flag1, VRF_GOINGUP);
    01637   ClrBit(*swap_flag1, VRF_GOINGDOWN);
    01638   ClrBit(*swap_flag2, VRF_GOINGUP);
    01639   ClrBit(*swap_flag2, VRF_GOINGDOWN);
    01640
    01641   /* Reverse the rail-flags (if needed) */
    01642   if (HasBit(flag1, VRF_GOINGUP)) {
    01643     SetBit(*swap_flag2, VRF_GOINGDOWN);
    01644   } else if (HasBit(flag1, VRF_GOINGDOWN)) {
    01645     SetBit(*swap_flag2, VRF_GOINGUP);
    01646   }
    01647   if (HasBit(flag2, VRF_GOINGUP)) {
    01648     SetBit(*swap_flag1, VRF_GOINGDOWN);
    01649   } else if (HasBit(flag2, VRF_GOINGDOWN)) {
    01650     SetBit(*swap_flag1, VRF_GOINGUP);
    01651   }
    01652 }
    01653
    01654 static void ReverseTrainSwapVeh(Train *v, int l, int r)
    01655 {
    01656   Train *a, *b;
    01657
    01658   /* locate vehicles to swap */
    01659   for (a = v; l != 0; l--) a = a->Next();
    01660   for (b = v; r != 0; r--) b = b->Next();
    01661
    01662   if (a != b) {
    01663     /* swap the hidden bits */
    01664     {
    01665       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
    01666       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
    01667       a->vehstatus = tmp;
    01668     }
    01669
    01670     Swap(a->track, b->track);
    01671     Swap(a->direction,    b->direction);
    01672
    01673     /* toggle direction */
    01674     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
    01675     if (b->track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
    01676
    01677     Swap(a->x_pos, b->x_pos);
    01678     Swap(a->y_pos, b->y_pos);
    01679     Swap(a->tile,  b->tile);
    01680     Swap(a->z_pos, b->z_pos);
    01681
    01682     SwapTrainFlags(&a->flags, &b->flags);
    01683
    01684     /* update other vars */
    01685     a->UpdateViewport(true, true);
    01686     b->UpdateViewport(true, true);
    01687
    01688     /* call the proper EnterTile function unless we are in a wormhole */
    01689     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
    01690     if (b->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
    01691   } else {
    01692     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
    01693     a->UpdateViewport(true, true);
    01694
    01695     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
    01696   }
    01697
    01698   /* Update train's power incase tiles were different rail type */
    01699   TrainPowerChanged(v);
    01700 }
    01701
    01702
    01708 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01709 {
    01710   return (v->type == VEH_TRAIN) ? v : NULL;
    01711 }
    01712
    01713
    01720 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01721 {
    01722   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01723
    01724   Train *t = Train::From(v);
    01725   if (!t->IsFrontEngine()) return NULL;
    01726
    01727   TileIndex tile = *(TileIndex *)data;
    01728
    01729   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01730
    01731   return t;
    01732 }
    01733
    01734
    01741 static bool TrainApproachingCrossing(TileIndex tile)
    01742 {
    01743   assert(IsLevelCrossingTile(tile));
    01744
    01745   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01746   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01747
    01748   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01749
    01750   dir = ReverseDiagDir(dir);
    01751   tile_from = tile + TileOffsByDiagDir(dir);
    01752
    01753   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01754 }
    01755
    01756
    01763 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01764 {
    01765   assert(IsLevelCrossingTile(tile));
    01766
    01767   /* train on crossing || train approaching crossing || reserved */
    01768   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
    01769
    01770   if (new_state != IsCrossingBarred(tile)) {
    01771     if (new_state && sound) {
    01772       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01773     }
    01774     SetCrossingBarred(tile, new_state);
    01775     MarkTileDirtyByTile(tile);
    01776   }
    01777 }
    01778
    01779
    01785 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01786 {
    01787   if (!IsCrossingBarred(tile)) {
    01788     BarCrossing(tile);
    01789     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01790     MarkTileDirtyByTile(tile);
    01791   }
    01792 }
    01793
    01794
    01800 static void AdvanceWagonsBeforeSwap(Train *v)
    01801 {
    01802   Train *base = v;
    01803   Train *first = base; // first vehicle to move
    01804   Train *last = v->Last(); // last vehicle to move
    01805   uint length = CountVehiclesInChain(v);
    01806
    01807   while (length > 2) {
    01808     last = last->Previous();
    01809     first = first->Next();
    01810
    01811     int differential = base->tcache.cached_veh_length - last->tcache.cached_veh_length;
    01812
    01813     /* do not update images now
    01814      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01815     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01816
    01817     base = first; // == base->Next()
    01818     length -= 2;
    01819   }
    01820 }
    01821
    01822
    01828 static void AdvanceWagonsAfterSwap(Train *v)
    01829 {
    01830   /* first of all, fix the situation when the train was entering a depot */
    01831   Train *dep = v; // last vehicle in front of just left depot
    01832   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01833     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01834   }
    01835
    01836   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01837
    01838   if (leave != NULL) {
    01839     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01840     int d = TicksToLeaveDepot(dep);
    01841
    01842     if (d <= 0) {
    01843       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01844       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01845       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01846     }
    01847   } else {
    01848     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01849   }
    01850
    01851   Train *base = v;
    01852   Train *first = base; // first vehicle to move
    01853   Train *last = v->Last(); // last vehicle to move
    01854   uint length = CountVehiclesInChain(v);
    01855
    01856   /* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
    01857    * they have already correct spacing, so we have to make sure they are moved how they should */
    01858   bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
    01859
    01860   while (length > 2) {
    01861     /* we reached vehicle (originally) in front of a depot, stop now
    01862      * (we would move wagons that are alredy moved with new wagon length) */
    01863     if (base == dep) break;
    01864
    01865     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01866     if (last == dep) nomove = true;
    01867
    01868     last = last->Previous();
    01869     first = first->Next();
    01870
    01871     int differential = last->tcache.cached_veh_length - base->tcache.cached_veh_length;
    01872
    01873     /* do not update images now */
    01874     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01875
    01876     base = first; // == base->Next()
    01877     length -= 2;
    01878   }
    01879 }
    01880
    01881
    01882 static void ReverseTrainDirection(Train *v)
    01883 {
    01884   if (IsRailDepotTile(v->tile)) {
    01885     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01886   }
    01887
    01888   /* Clear path reservation in front if train is not stuck. */
    01889   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01890
    01891   /* Check if we were approaching a rail/road-crossing */
    01892   TileIndex crossing = TrainApproachingCrossingTile(v);
    01893
    01894   /* count number of vehicles */
    01895   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01896
    01897   AdvanceWagonsBeforeSwap(v);
    01898
    01899   /* swap start<>end, start+1<>end-1, ... */
    01900   int l = 0;
    01901   do {
    01902     ReverseTrainSwapVeh(v, l++, r--);
    01903   } while (l <= r);
    01904
    01905   AdvanceWagonsAfterSwap(v);
    01906
    01907   if (IsRailDepotTile(v->tile)) {
    01908     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01909   }
    01910
    01911   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01912
    01913   ClrBit(v->flags, VRF_REVERSING);
    01914
    01915   /* recalculate cached data */
    01916   TrainConsistChanged(v, true);
    01917
    01918   /* update all images */
    01919   for (Vehicle *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01920
    01921   /* update crossing we were approaching */
    01922   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01923
    01924   /* maybe we are approaching crossing now, after reversal */
    01925   crossing = TrainApproachingCrossingTile(v);
    01926   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01927
    01928   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01929   if (v->track == TRACK_BIT_DEPOT) {
    01930     /* Can't be stuck here as inside a depot is always a safe tile. */
    01931     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01932     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01933     return;
    01934   }
    01935
    01936   /* TrainExitDir does not always produce the desired dir for depots and
    01937    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01938   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01939   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01940
    01941   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01942     /* If we are currently on a tile with conventional signals, we can't treat the
    01943      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01944     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01945       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01946       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01947
    01948     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01949     if (TryPathReserve(v, false, first_tile_okay)) {
    01950       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01951       CheckNextTrainTile(v);
    01952     } else if (v->current_order.GetType() != OT_LOADING) {
    01953       /* Do not wait for a way out when we're still loading */
    01954       MarkTrainAsStuck(v);
    01955     }
    01956   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01957     /* A train not inside a PBS block can't be stuck. */
    01958     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01959     v->time_counter = 0;
    01960   }
    01961 }
    01962
    01971 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01972 {
    01973   Train *v = Train::GetIfValid(p1);
    01974   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
    01975
    01976   if (p2 != 0) {
    01977     /* turn a single unit around */
    01978
    01979     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01980       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01981     }
    01982
    01983     Train *front = v->First();
    01984     /* make sure the vehicle is stopped in the depot */
    01985     if (!front->IsStoppedInDepot()) {
    01986       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01987     }
    01988
    01989     if (flags & DC_EXEC) {
    01990       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01991       SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    01992       SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    01993       /* We cancel any 'skip signal at dangers' here */
    01994       v->force_proceed = 0;
    01995       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01996     }
    01997   } else {
    01998     /* turn the whole train around */
    01999     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
    02000
    02001     if (flags & DC_EXEC) {
    02002       /* Properly leave the station if we are loading and won't be loading anymore */
    02003       if (v->current_order.IsType(OT_LOADING)) {
    02004         const Vehicle *last = v;
    02005         while (last->Next() != NULL) last = last->Next();
    02006
    02007         /* not a station || different station --> leave the station */
    02008         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    02009           v->LeaveStation();
    02010         }
    02011       }
    02012
    02013       /* We cancel any 'skip signal at dangers' here */
    02014       v->force_proceed = 0;
    02015       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02016
    02017       if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && v->cur_speed != 0) {
    02018         ToggleBit(v->flags, VRF_REVERSING);
    02019       } else {
    02020         v->cur_speed = 0;
    02021         SetLastSpeed(v, 0);
    02022         HideFillingPercent(&v->fill_percent_te_id);
    02023         ReverseTrainDirection(v);
    02024       }
    02025     }
    02026   }
    02027   return CommandCost();
    02028 }
    02029
    02038 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02039 {
    02040   Train *t = Train::GetIfValid(p1);
    02041   if (t == NULL || !CheckOwnership(t->owner)) return CMD_ERROR;
    02042
    02043   if (flags & DC_EXEC) {
    02044     /* If we are forced to proceed, cancel that order.
    02045      * If we are marked stuck we would want to force the train
    02046      * to proceed to the next signal. In the other cases we
    02047      * would like to pass the signal at danger and run till the
    02048      * next signal we encounter. */
    02049     t->force_proceed = t->force_proceed == 2 ? 0 : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? 1 : 2;
    02050     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    02051   }
    02052
    02053   return CommandCost();
    02054 }
    02055
    02067 CommandCost CmdRefitRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02068 {
    02069   CargoID new_cid = GB(p2, 0, 8);
    02070   byte new_subtype = GB(p2, 8, 8);
    02071   bool only_this = HasBit(p2, 16);
    02072
    02073   Train *v = Train::GetIfValid(p1);
    02074   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
    02075
    02076   if (!v->IsStoppedInDepot()) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
    02077   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_REFIT_DESTROYED_VEHICLE);
    02078
    02079   /* Check cargo */
    02080   if (new_cid >= NUM_CARGO) return CMD_ERROR;
    02081
    02082   CommandCost cost = RefitVehicle(v, only_this, new_cid, new_subtype, flags);
    02083
    02084   /* Update the train's cached variables */
    02085   if (flags & DC_EXEC) {
    02086     Train *front = v->First();
    02087     TrainConsistChanged(front, false);
    02088     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    02089     SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    02090     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    02091   } else {
    02092     v->InvalidateNewGRFCacheOfChain(); // always invalidate; querycost might have filled it
    02093   }
    02094
    02095   return cost;
    02096 }
    02097
    02100 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    02101 {
    02102   assert(!(v->vehstatus & VS_CRASHED));
    02103
    02104   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    02105
    02106   PBSTileInfo origin = FollowTrainReservation(v);
    02107   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    02108
    02109   switch (_settings_game.pf.pathfinder_for_trains) {
    02110     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    02111     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    02112
    02113     default: NOT_REACHED();
    02114   }
    02115 }
    02116
    02117 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    02118 {
    02119   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    02120   if (tfdd.best_length == UINT_MAX) return false;
    02121
    02122   if (location    != NULL) *location    = tfdd.tile;
    02123   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    02124   if (reverse     != NULL) *reverse     = tfdd.reverse;
    02125
    02126   return true;
    02127 }
    02128
    02139 CommandCost CmdSendTrainToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02140 {
    02141   if (p2 & DEPOT_MASS_SEND) {
    02142     /* Mass goto depot requested */
    02143     if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
    02144     return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
    02145   }
    02146
    02147   Train *v = Train::GetIfValid(p1);
    02148   if (v == NULL) return CMD_ERROR;
    02149
    02150   return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
    02151 }
    02152
    02153 static const int8 _vehicle_smoke_pos[8] = {
    02154   1, 1, 1, 0, -1, -1, -1, 0
    02155 };
    02156
    02157 static void HandleLocomotiveSmokeCloud(const Train *v)
    02158 {
    02159   bool sound = false;
    02160
    02161   if ((v->vehstatus & VS_TRAIN_SLOWING) || v->cur_speed < 2) {
    02162     return;
    02163   }
    02164
    02165   const Train *u = v;
    02166
    02167   do {
    02168     const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
    02169     int effect_offset = GB(v->tcache.cached_vis_effect, 0, 4) - 8;
    02170     byte effect_type = GB(v->tcache.cached_vis_effect, 4, 2);
    02171     bool disable_effect = HasBit(v->tcache.cached_vis_effect, 6);
    02172
    02173     /* no smoke? */
    02174     if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
    02175         disable_effect ||
    02176         v->vehstatus & VS_HIDDEN) {
    02177       continue;
    02178     }
    02179
    02180     /* No smoke in depots or tunnels */
    02181     if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
    02182
    02183     /* No sparks for electric vehicles on nonelectrified tracks */
    02184     if (!HasPowerOnRail(v->railtype, GetTileRailType(v->tile))) continue;
    02185
    02186     if (effect_type == 0) {
    02187       /* Use default effect type for engine class. */
    02188       effect_type = rvi->engclass;
    02189     } else {
    02190       effect_type--;
    02191     }
    02192
    02193     int x = _vehicle_smoke_pos[v->direction] * effect_offset;
    02194     int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
    02195
    02196     if (HasBit(v->flags, VRF_REVERSE_DIRECTION)) {
    02197       x = -x;
    02198       y = -y;
    02199     }
    02200
    02201     switch (effect_type) {
    02202       case 0:
    02203         /* steam smoke. */
    02204         if (GB(v->tick_counter, 0, 4) == 0) {
    02205           CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
    02206           sound = true;
    02207         }
    02208         break;
    02209
    02210       case 1:
    02211         /* diesel smoke */
    02212         if (u->cur_speed <= 40 && Chance16(15, 128)) {
    02213           CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
    02214           sound = true;
    02215         }
    02216         break;
    02217
    02218       case 2:
    02219         /* blue spark */
    02220         if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
    02221           CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
    02222           sound = true;
    02223         }
    02224         break;
    02225
    02226       default:
    02227         break;
    02228     }
    02229   } while ((v = v->Next()) != NULL);
    02230
    02231   if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
    02232 }
    02233
    02234 void Train::PlayLeaveStationSound() const
    02235 {
    02236   static const SoundFx sfx[] = {
    02237     SND_04_TRAIN,
    02238     SND_0A_TRAIN_HORN,
    02239     SND_0A_TRAIN_HORN,
    02240     SND_47_MAGLEV_2,
    02241     SND_41_MAGLEV
    02242   };
    02243
    02244   if (PlayVehicleSound(this, VSE_START)) return;
    02245
    02246   EngineID engtype = this->engine_type;
    02247   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    02248 }
    02249
    02251 static void CheckNextTrainTile(Train *v)
    02252 {
    02253   /* Don't do any look-ahead if path_backoff_interval is 255. */
    02254   if (_settings_game.pf.path_backoff_interval == 255) return;
    02255
    02256   /* Exit if we reached our destination depot or are inside a depot. */
    02257   if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || v->track == TRACK_BIT_DEPOT) return;
    02258   /* Exit if we are on a station tile and are going to stop. */
    02259   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    02260   /* Exit if the current order doesn't have a destination, but the train has orders. */
    02261   if ((v->current_order.IsType(OT_NOTHING) || v->current_order.IsType(OT_LEAVESTATION) || v->current_order.IsType(OT_LOADING)) && v->GetNumOrders() > 0) return;
    02262
    02263   Trackdir td = v->GetVehicleTrackdir();
    02264
    02265   /* On a tile with a red non-pbs signal, don't look ahead. */
    02266   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    02267       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    02268       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    02269
    02270   CFollowTrackRail ft(v);
    02271   if (!ft.Follow(v->tile, td)) return;
    02272
    02273   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    02274     /* Next tile is not reserved. */
    02275     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02276       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    02277         /* If the next tile is a PBS signal, try to make a reservation. */
    02278         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02279         if (_settings_game.pf.forbid_90_deg) {
    02280           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    02281         }
    02282         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    02283       }
    02284     }
    02285   }
    02286 }
    02287
    02288 static bool CheckTrainStayInDepot(Train *v)
    02289 {
    02290   /* bail out if not all wagons are in the same depot or not in a depot at all */
    02291   for (const Train *u = v; u != NULL; u = u->Next()) {
    02292     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    02293   }
    02294
    02295   /* if the train got no power, then keep it in the depot */
    02296   if (v->tcache.cached_power == 0) {
    02297     v->vehstatus |= VS_STOPPED;
    02298     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    02299     return true;
    02300   }
    02301
    02302   SigSegState seg_state;
    02303
    02304   if (v->force_proceed == 0) {
    02305     /* force proceed was not pressed */
    02306     if (++v->time_counter < 37) {
    02307       SetWindowClassesDirty(WC_TRAINS_LIST);
    02308       return true;
    02309     }
    02310
    02311     v->time_counter = 0;
    02312
    02313     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02314     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02315       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02316       SetWindowClassesDirty(WC_TRAINS_LIST);
    02317       return true;
    02318     }
    02319   } else {
    02320     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02321   }
    02322
    02323   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02324   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02325     /* We need to have a reservation for this to work. */
    02326     if (HasDepotReservation(v->tile)) return true;
    02327     SetDepotReservation(v->tile, true);
    02328     VehicleEnterDepot(v);
    02329     return true;
    02330   }
    02331
    02332   /* Only leave when we can reserve a path to our destination. */
    02333   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == 0) {
    02334     /* No path and no force proceed. */
    02335     SetWindowClassesDirty(WC_TRAINS_LIST);
    02336     MarkTrainAsStuck(v);
    02337     return true;
    02338   }
    02339
    02340   SetDepotReservation(v->tile, true);
    02341   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02342
    02343   VehicleServiceInDepot(v);
    02344   SetWindowClassesDirty(WC_TRAINS_LIST);
    02345   v->PlayLeaveStationSound();
    02346
    02347   v->track = TRACK_BIT_X;
    02348   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02349
    02350   v->vehstatus &= ~VS_HIDDEN;
    02351   v->cur_speed = 0;
    02352
    02353   v->UpdateDeltaXY(v->direction);
    02354   v->cur_image = v->GetImage(v->direction);
    02355   VehicleMove(v, false);
    02356   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02357   UpdateTrainAcceleration(v);
    02358   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02359
    02360   return false;
    02361 }
    02362
    02364 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02365 {
    02366   DiagDirection dir = TrackdirToExitdir(track_dir);
    02367
    02368   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02369     /* Are we just leaving a tunnel/bridge? */
    02370     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02371       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02372
    02373       if (!HasVehicleOnTunnelBridge(tile, end, v)) {
    02374         /* Free the reservation only if no other train is on the tiles. */
    02375         SetTunnelBridgeReservation(tile, false);
    02376         SetTunnelBridgeReservation(end, false);
    02377
    02378         if (_settings_client.gui.show_track_reservation) {
    02379           MarkTileDirtyByTile(tile);
    02380           MarkTileDirtyByTile(end);
    02381         }
    02382       }
    02383     }
    02384   } else if (IsRailStationTile(tile)) {
    02385     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02386     /* If the new tile is not a further tile of the same station, we
    02387      * clear the reservation for the whole platform. */
    02388     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02389       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02390     }
    02391   } else {
    02392     /* Any other tile */
    02393     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02394   }
    02395 }
    02396
    02398 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02399 {
    02400   assert(v->IsFrontEngine());
    02401
    02402   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02403   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02404   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02405   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02406
    02407   /* Don't free reservation if it's not ours. */
    02408   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02409
    02410   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02411   while (ft.Follow(tile, td)) {
    02412     tile = ft.m_new_tile;
    02413     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02414     td = RemoveFirstTrackdir(&bits);
    02415     assert(bits == TRACKDIR_BIT_NONE);
    02416
    02417     if (!IsValidTrackdir(td)) break;
    02418
    02419     if (IsTileType(tile, MP_RAILWAY)) {
    02420       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02421         /* Conventional signal along trackdir: remove reservation and stop. */
    02422         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02423         break;
    02424       }
    02425       if (HasPbsSignalOnTrackdir(tile, td)) {
    02426         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02427           /* Red PBS signal? Can't be our reservation, would be green then. */
    02428           break;
    02429         } else {
    02430           /* Turn the signal back to red. */
    02431           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02432           MarkTileDirtyByTile(tile);
    02433         }
    02434       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02435         break;
    02436       }
    02437     }
    02438
    02439     /* Don't free first station/bridge/tunnel if we are on it. */
    02440     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);
    02441
    02442     free_tile = true;
    02443   }
    02444 }
    02445
    02446 static const byte _initial_tile_subcoord[6][4][3] = {
    02447 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02448 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02449 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02450 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02451 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02452 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02453 };
    02454
    02467 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
    02468 {
    02469   switch (_settings_game.pf.pathfinder_for_trains) {
    02470     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
    02471     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
    02472
    02473     default: NOT_REACHED();
    02474   }
    02475 }
    02476
    02482 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02483 {
    02484   PBSTileInfo origin = FollowTrainReservation(v);
    02485
    02486   CFollowTrackRail ft(v);
    02487
    02488   TileIndex tile = origin.tile;
    02489   Trackdir  cur_td = origin.trackdir;
    02490   while (ft.Follow(tile, cur_td)) {
    02491     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02492       /* Possible signal tile. */
    02493       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02494     }
    02495
    02496     if (_settings_game.pf.forbid_90_deg) {
    02497       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02498       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02499     }
    02500
    02501     /* Station, depot or waypoint are a possible target. */
    02502     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02503     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02504       /* Choice found or possible target encountered.
    02505        * On finding a possible target, we need to stop and let the pathfinder handle the
    02506        * remaining path. This is because we don't know if this target is in one of our
    02507        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02508        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02509        * a wrong path not leading to our next destination. */
    02510       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02511
    02512       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02513        * actually starts its search at the first unreserved tile. */
    02514       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02515
    02516       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02517       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02518       if (enterdir) *enterdir = ft.m_exitdir;
    02519       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02520     }
    02521
    02522     tile = ft.m_new_tile;
    02523     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02524
    02525     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02526       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02527       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02528       /* Safe position is all good, path valid and okay. */
    02529       return PBSTileInfo(tile, cur_td, true);
    02530     }
    02531
    02532     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02533   }
    02534
    02535   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02536     /* End of line, path valid and okay. */
    02537     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02538   }
    02539
    02540   /* Sorry, can't reserve path, back out. */
    02541   tile = origin.tile;
    02542   cur_td = origin.trackdir;
    02543   TileIndex stopped = ft.m_old_tile;
    02544   Trackdir  stopped_td = ft.m_old_td;
    02545   while (tile != stopped || cur_td != stopped_td) {
    02546     if (!ft.Follow(tile, cur_td)) break;
    02547
    02548     if (_settings_game.pf.forbid_90_deg) {
    02549       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02550       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02551     }
    02552     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02553
    02554     tile = ft.m_new_tile;
    02555     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02556
    02557     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02558   }
    02559
    02560   /* Path invalid. */
    02561   return PBSTileInfo();
    02562 }
    02563
    02574 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02575 {
    02576   switch (_settings_game.pf.pathfinder_for_trains) {
    02577     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02578     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02579
    02580     default: NOT_REACHED();
    02581   }
    02582 }
    02583
    02585 class VehicleOrderSaver
    02586 {
    02587 private:
    02588   Vehicle        *v;
    02589   Order          old_order;
    02590   TileIndex      old_dest_tile;
    02591   StationID      old_last_station_visited;
    02592   VehicleOrderID index;
    02593
    02594 public:
    02595   VehicleOrderSaver(Vehicle *_v) :
    02596     v(_v),
    02597     old_order(_v->current_order),
    02598     old_dest_tile(_v->dest_tile),
    02599     old_last_station_visited(_v->last_station_visited),
    02600     index(_v->cur_order_index)
    02601   {
    02602   }
    02603
    02604   ~VehicleOrderSaver()
    02605   {
    02606     this->v->current_order = this->old_order;
    02607     this->v->dest_tile = this->old_dest_tile;
    02608     this->v->last_station_visited = this->old_last_station_visited;
    02609   }
    02610
    02616   bool SwitchToNextOrder(bool skip_first)
    02617   {
    02618     if (this->v->GetNumOrders() == 0) return false;
    02619
    02620     if (skip_first) ++this->index;
    02621
    02622     int conditional_depth = 0;
    02623
    02624     do {
    02625       /* Wrap around. */
    02626       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02627
    02628       Order *order = this->v->GetOrder(this->index);
    02629       assert(order != NULL);
    02630
    02631       switch (order->GetType()) {
    02632         case OT_GOTO_DEPOT:
    02633           /* Skip service in depot orders when the train doesn't need service. */
    02634           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02635         case OT_GOTO_STATION:
    02636         case OT_GOTO_WAYPOINT:
    02637           this->v->current_order = *order;
    02638           UpdateOrderDest(this->v, order);
    02639           return true;
    02640         case OT_CONDITIONAL: {
    02641           if (conditional_depth > this->v->GetNumOrders()) return false;
    02642           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02643           if (next != INVALID_VEH_ORDER_ID) {
    02644             conditional_depth++;
    02645             this->index = next;
    02646             /* Don't increment next, so no break here. */
    02647             continue;
    02648           }
    02649           break;
    02650         }
    02651         default:
    02652           break;
    02653       }
    02654       /* Don't increment inside the while because otherwise conditional
    02655        * orders can lead to an infinite loop. */
    02656       ++this->index;
    02657     } while (this->index != this->v->cur_order_index);
    02658
    02659     return false;
    02660   }
    02661 };
    02662
    02663 /* choose a track */
    02664 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02665 {
    02666   Track best_track = INVALID_TRACK;
    02667   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02668   bool changed_signal = false;
    02669
    02670   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02671
    02672   if (got_reservation != NULL) *got_reservation = false;
    02673
    02674   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02675   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02676   /* Do we have a suitable reserved track? */
    02677   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02678
    02679   /* Quick return in case only one possible track is available */
    02680   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02681     Track track = FindFirstTrack(tracks);
    02682     /* We need to check for signals only here, as a junction tile can't have signals. */
    02683     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02684       do_track_reservation = true;
    02685       changed_signal = true;
    02686       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02687     } else if (!do_track_reservation) {
    02688       return track;
    02689     }
    02690     best_track = track;
    02691   }
    02692
    02693   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02694   DiagDirection dest_enterdir = enterdir;
    02695   if (do_track_reservation) {
    02696     /* Check if the train needs service here, so it has a chance to always find a depot.
    02697      * Also check if the current order is a service order so we don't reserve a path to
    02698      * the destination but instead to the next one if service isn't needed. */
    02699     CheckIfTrainNeedsService(v);
    02700     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02701
    02702     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02703     if (res_dest.tile == INVALID_TILE) {
    02704       /* Reservation failed? */
    02705       if (mark_stuck) MarkTrainAsStuck(v);
    02706       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02707       return FindFirstTrack(tracks);
    02708     }
    02709   }
    02710
    02711   /* Save the current train order. The destructor will restore the old order on function exit. */
    02712   VehicleOrderSaver orders(v);
    02713
    02714   /* If the current tile is the destination of the current order and
    02715    * a reservation was requested, advance to the next order.
    02716    * Don't advance on a depot order as depots are always safe end points
    02717    * for a path and no look-ahead is necessary. This also avoids a
    02718    * problem with depot orders not part of the order list when the
    02719    * order list itself is empty. */
    02720   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02721     orders.SwitchToNextOrder(false);
    02722   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02723       v->current_order.IsType(OT_GOTO_STATION) ?
    02724       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02725       v->tile == v->dest_tile))) {
    02726     orders.SwitchToNextOrder(true);
    02727   }
    02728
    02729   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02730     /* Pathfinders are able to tell that route was only 'guessed'. */
    02731     bool      path_not_found = false;
    02732     TileIndex new_tile = res_dest.tile;
    02733
    02734     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest);
    02735     if (new_tile == tile) best_track = next_track;
    02736
    02737     /* handle "path not found" state */
    02738     if (path_not_found) {
    02739       /* PF didn't find the route */
    02740       if (!HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
    02741         /* it is first time the problem occurred, set the "path not found" flag */
    02742         SetBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
    02743         /* and notify user about the event */
    02744         AI::NewEvent(v->owner, new AIEventVehicleLost(v->index));
    02745         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
    02746           SetDParam(0, v->index);
    02747           AddVehicleNewsItem(
    02748             STR_NEWS_TRAIN_IS_LOST,
    02749             NS_ADVICE,
    02750             v->index
    02751           );
    02752         }
    02753       }
    02754     } else {
    02755       /* route found, is the train marked with "path not found" flag? */
    02756       if (HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
    02757         /* clear the flag as the PF's problem was solved */
    02758         ClrBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
    02759         /* can we also delete the "News" item somehow? */
    02760       }
    02761     }
    02762   }
    02763
    02764   /* No track reservation requested -> finished. */
    02765   if (!do_track_reservation) return best_track;
    02766
    02767   /* A path was found, but could not be reserved. */
    02768   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02769     if (mark_stuck) MarkTrainAsStuck(v);
    02770     FreeTrainTrackReservation(v);
    02771     return best_track;
    02772   }
    02773
    02774   /* No possible reservation target found, we are probably lost. */
    02775   if (res_dest.tile == INVALID_TILE) {
    02776     /* Try to find any safe destination. */
    02777     PBSTileInfo origin = FollowTrainReservation(v);
    02778     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02779       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02780       best_track = FindFirstTrack(res);
    02781       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02782       if (got_reservation != NULL) *got_reservation = true;
    02783       if (changed_signal) MarkTileDirtyByTile(tile);
    02784     } else {
    02785       FreeTrainTrackReservation(v);
    02786       if (mark_stuck) MarkTrainAsStuck(v);
    02787     }
    02788     return best_track;
    02789   }
    02790
    02791   if (got_reservation != NULL) *got_reservation = true;
    02792
    02793   /* Reservation target found and free, check if it is safe. */
    02794   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02795     /* Extend reservation until we have found a safe position. */
    02796     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02797     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02798     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02799     if (_settings_game.pf.forbid_90_deg) {
    02800       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02801     }
    02802
    02803     /* Get next order with destination. */
    02804     if (orders.SwitchToNextOrder(true)) {
    02805       PBSTileInfo cur_dest;
    02806       DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, true, &cur_dest);
    02807       if (cur_dest.tile != INVALID_TILE) {
    02808         res_dest = cur_dest;
    02809         if (res_dest.okay) continue;
    02810         /* Path found, but could not be reserved. */
    02811         FreeTrainTrackReservation(v);
    02812         if (mark_stuck) MarkTrainAsStuck(v);
    02813         if (got_reservation != NULL) *got_reservation = false;
    02814         changed_signal = false;
    02815         break;
    02816       }
    02817     }
    02818     /* No order or no safe position found, try any position. */
    02819     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02820       FreeTrainTrackReservation(v);
    02821       if (mark_stuck) MarkTrainAsStuck(v);
    02822       if (got_reservation != NULL) *got_reservation = false;
    02823       changed_signal = false;
    02824     }
    02825     break;
    02826   }
    02827
    02828   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02829
    02830   if (changed_signal) MarkTileDirtyByTile(tile);
    02831
    02832   return best_track;
    02833 }
    02834
    02843 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02844 {
    02845   assert(v->IsFrontEngine());
    02846
    02847   /* We have to handle depots specially as the track follower won't look
    02848    * at the depot tile itself but starts from the next tile. If we are still
    02849    * inside the depot, a depot reservation can never be ours. */
    02850   if (v->track == TRACK_BIT_DEPOT) {
    02851     if (HasDepotReservation(v->tile)) {
    02852       if (mark_as_stuck) MarkTrainAsStuck(v);
    02853       return false;
    02854     } else {
    02855       /* Depot not reserved, but the next tile might be. */
    02856       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02857       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02858     }
    02859   }
    02860
    02861   /* Special check if we are in front of a two-sided conventional signal. */
    02862   DiagDirection dir = TrainExitDir(v->direction, v->track);
    02863   TileIndex next_tile = TileAddByDiagDir(v->tile, dir);
    02864   if (IsTileType(next_tile, MP_RAILWAY) && HasReservedTracks(next_tile, DiagdirReachesTracks(dir))) {
    02865     /* Can have only one reserved trackdir. */
    02866     Trackdir td = FindFirstTrackdir(TrackBitsToTrackdirBits(GetReservedTrackbits(next_tile)) & DiagdirReachesTrackdirs(dir));
    02867     if (HasSignalOnTrackdir(next_tile, td) && HasSignalOnTrackdir(next_tile, ReverseTrackdir(td)) &&
    02868         !IsPbsSignal(GetSignalType(next_tile, TrackdirToTrack(td)))) {
    02869       /* Signal already reserved, is not ours. */
    02870       if (mark_as_stuck) MarkTrainAsStuck(v);
    02871       return false;
    02872     }
    02873   }
    02874
    02875   bool other_train = false;
    02876   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02877   /* The path we are driving on is alread blocked by some other train.
    02878    * This can only happen in certain situations when mixing path and
    02879    * block signals or when changing tracks and/or signals.
    02880    * Exit here as doing any further reservations will probably just
    02881    * make matters worse. */
    02882   if (other_train && v->tile != origin.tile) {
    02883     if (mark_as_stuck) MarkTrainAsStuck(v);
    02884     return false;
    02885   }
    02886   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02887   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02888     /* Can't be stuck then. */
    02889     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    02890     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02891     return true;
    02892   }
    02893
    02894   /* If we are in a depot, tentativly reserve the depot. */
    02895   if (v->track == TRACK_BIT_DEPOT) {
    02896     SetDepotReservation(v->tile, true);
    02897     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02898   }
    02899
    02900   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02901   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02902   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02903
    02904   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02905
    02906   bool res_made = false;
    02907   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02908
    02909   if (!res_made) {
    02910     /* Free the depot reservation as well. */
    02911     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02912     return false;
    02913   }
    02914
    02915   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02916     v->time_counter = 0;
    02917     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    02918   }
    02919   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02920   return true;
    02921 }
    02922
    02923
    02924 static bool CheckReverseTrain(const Train *v)
    02925 {
    02926   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02927       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02928       !(v->direction & 1)) {
    02929     return false;
    02930   }
    02931
    02932   assert(v->track != TRACK_BIT_NONE);
    02933
    02934   switch (_settings_game.pf.pathfinder_for_trains) {
    02935     case VPF_NPF: return NPFTrainCheckReverse(v);
    02936     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02937
    02938     default: NOT_REACHED();
    02939   }
    02940 }
    02941
    02942 TileIndex Train::GetOrderStationLocation(StationID station)
    02943 {
    02944   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02945
    02946   const Station *st = Station::Get(station);
    02947   if (!(st->facilities & FACIL_TRAIN)) {
    02948     /* The destination station has no trainstation tiles. */
    02949     this->IncrementOrderIndex();
    02950     return 0;
    02951   }
    02952
    02953   return st->xy;
    02954 }
    02955
    02956 void Train::MarkDirty()
    02957 {
    02958   Vehicle *v = this;
    02959   do {
    02960     v->UpdateViewport(false, false);
    02961   } while ((v = v->Next()) != NULL);
    02962
    02963   /* need to update acceleration and cached values since the goods on the train changed. */
    02964   TrainCargoChanged(this);
    02965   UpdateTrainAcceleration(this);
    02966 }
    02967
    02978 static int UpdateTrainSpeed(Train *v)
    02979 {
    02980   uint accel;
    02981
    02982   if ((v->vehstatus & VS_STOPPED) || HasBit(v->flags, VRF_REVERSING) || HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02983     switch (_settings_game.vehicle.train_acceleration_model) {
    02984       default: NOT_REACHED();
    02985       case TAM_ORIGINAL:  accel = v->acceleration * -4; break;
    02986       case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_BRAKE); break;
    02987     }
    02988   } else {
    02989     switch (_settings_game.vehicle.train_acceleration_model) {
    02990       default: NOT_REACHED();
    02991       case TAM_ORIGINAL:  accel = v->acceleration * 2; break;
    02992       case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_ACCEL); break;
    02993     }
    02994   }
    02995
    02996   uint spd = v->subspeed + accel;
    02997   v->subspeed = (byte)spd;
    02998   {
    02999     int tempmax = v->max_speed;
    03000     if (v->cur_speed > v->max_speed)
    03001       tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
    03002     v->cur_speed = spd = Clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
    03003   }
    03004
    03005   /* Scale speed by 3/4. Previously this was only done when the train was
    03006    * facing diagonally and would apply to however many moves the train made
    03007    * regardless the of direction actually moved in. Now it is always scaled,
    03008    * 256 spd is used to go straight and 192 is used to go diagonally
    03009    * (3/4 of 256). This results in the same effect, but without the error the
    03010    * previous method caused.
    03011    *
    03012    * The scaling is done in this direction and not by multiplying the amount
    03013    * to be subtracted by 4/3 so that the leftover speed can be saved in a
    03014    * byte in v->progress.
    03015    */
    03016   int scaled_spd = spd * 3 >> 2;
    03017
    03018   scaled_spd += v->progress;
    03019   v->progress = 0; // set later in TrainLocoHandler or TrainController
    03020   return scaled_spd;
    03021 }
    03022
    03023 static void TrainEnterStation(Train *v, StationID station)
    03024 {
    03025   v->last_station_visited = station;
    03026
    03027   /* check if a train ever visited this station before */
    03028   Station *st = Station::Get(station);
    03029   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    03030     st->had_vehicle_of_type |= HVOT_TRAIN;
    03031     SetDParam(0, st->index);
    03032     AddVehicleNewsItem(
    03033       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    03034       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
    03035       v->index,
    03036       st->index
    03037     );
    03038     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
    03039   }
    03040
    03041   v->BeginLoading();
    03042
    03043   StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
    03044 }
    03045
    03046 static byte AfterSetTrainPos(Train *v, bool new_tile)
    03047 {
    03048   byte old_z = v->z_pos;
    03049   v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
    03050
    03051   if (new_tile) {
    03052     ClrBit(v->flags, VRF_GOINGUP);
    03053     ClrBit(v->flags, VRF_GOINGDOWN);
    03054
    03055     if (v->track == TRACK_BIT_X || v->track == TRACK_BIT_Y) {
    03056       /* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
    03057        * To check whether the current tile is sloped, and in which
    03058        * direction it is sloped, we get the 'z' at the center of
    03059        * the tile (middle_z) and the edge of the tile (old_z),
    03060        * which we then can compare. */
    03061       static const int HALF_TILE_SIZE = TILE_SIZE / 2;
    03062       static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
    03063
    03064       byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
    03065
    03066       if (middle_z != v->z_pos) {
    03067         SetBit(v->flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
    03068       }
    03069     }
    03070   }
    03071
    03072   VehicleMove(v, true);
    03073   return old_z;
    03074 }
    03075
    03076 /* Check if the vehicle is compatible with the specified tile */
    03077 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    03078 {
    03079   return
    03080     IsTileOwner(tile, v->owner) && (
    03081       !v->IsFrontEngine() ||
    03082       HasBit(v->compatible_railtypes, GetRailType(tile))
    03083     );
    03084 }
    03085
    03086 struct RailtypeSlowdownParams {
    03087   byte small_turn, large_turn;
    03088   byte z_up; // fraction to remove when moving up
    03089   byte z_down; // fraction to remove when moving down
    03090 };
    03091
    03092 static const RailtypeSlowdownParams _railtype_slowdown[] = {
    03093   /* normal accel */
    03094   {256 / 4, 256 / 2, 256 / 4, 2},
    03095   {256 / 4, 256 / 2, 256 / 4, 2},
    03096   {256 / 4, 256 / 2, 256 / 4, 2},
    03097   {0,       256 / 2, 256 / 4, 2},
    03098 };
    03099
    03101 static inline void AffectSpeedByZChange(Train *v, byte old_z)
    03102 {
    03103   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
    03104
    03105   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    03106
    03107   if (old_z < v->z_pos) {
    03108     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
    03109   } else {
    03110     uint16 spd = v->cur_speed + rsp->z_down;
    03111     if (spd <= v->max_speed) v->cur_speed = spd;
    03112   }
    03113 }
    03114
    03115 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    03116 {
    03117   if (IsTileType(tile, MP_RAILWAY) &&
    03118       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    03119     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    03120     Trackdir trackdir = FindFirstTrackdir(tracks);
    03121     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    03122       /* A PBS block with a non-PBS signal facing us? */
    03123       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    03124     }
    03125   }
    03126   return false;
    03127 }
    03128
    03132 void Train::ReserveTrackUnderConsist() const
    03133 {
    03134   for (const Train *u = this; u != NULL; u = u->Next()) {
    03135     switch (u->track) {
    03136       case TRACK_BIT_WORMHOLE:
    03137         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    03138         break;
    03139       case TRACK_BIT_DEPOT:
    03140         break;
    03141       default:
    03142         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    03143         break;
    03144     }
    03145   }
    03146 }
    03147
    03148 uint Train::Crash(bool flooded)
    03149 {
    03150   uint pass = 0;
    03151   if (this->IsFrontEngine()) {
    03152     pass += 4; // driver
    03153
    03154     /* Remove the reserved path in front of the train if it is not stuck.
    03155      * Also clear all reserved tracks the train is currently on. */
    03156     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    03157     for (const Train *v = this; v != NULL; v = v->Next()) {
    03158       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03159       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    03160         /* ClearPathReservation will not free the wormhole exit
    03161          * if the train has just entered the wormhole. */
    03162         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    03163       }
    03164     }
    03165
    03166     /* we may need to update crossing we were approaching,
    03167     * but must be updated after the train has been marked crashed */
    03168     TileIndex crossing = TrainApproachingCrossingTile(this);
    03169     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    03170   }
    03171
    03172   pass += Vehicle::Crash(flooded);
    03173
    03174   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    03175   return pass;
    03176 }
    03177
    03184 static uint TrainCrashed(Train *v)
    03185 {
    03186   uint num = 0;
    03187
    03188   /* do not crash train twice */
    03189   if (!(v->vehstatus & VS_CRASHED)) {
    03190     num = v->Crash();
    03191     AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
    03192   }
    03193
    03194   /* Try to re-reserve track under already crashed train too.
    03195    * SetVehicleCrashed() clears the reservation! */
    03196   v->ReserveTrackUnderConsist();
    03197
    03198   return num;
    03199 }
    03200
    03201 struct TrainCollideChecker {
    03202   Train *v;
    03203   uint num;
    03204 };
    03205
    03206 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    03207 {
    03208   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    03209
    03210   /* not a train or in depot */
    03211   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    03212
    03213   /* get first vehicle now to make most usual checks faster */
    03214   Train *coll = Train::From(v)->First();
    03215
    03216   /* can't collide with own wagons */
    03217   if (coll == tcc->v) return NULL;
    03218
    03219   int x_diff = v->x_pos - tcc->v->x_pos;
    03220   int y_diff = v->y_pos - tcc->v->y_pos;
    03221
    03222   /* Do fast calculation to check whether trains are not in close vicinity
    03223    * and quickly reject trains distant enough for any collision.
    03224    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    03225    * Differences are then ORed and then we check for any higher bits */
    03226   uint hash = (y_diff + 7) | (x_diff + 7);
    03227   if (hash & ~15) return NULL;
    03228
    03229   /* Slower check using multiplication */
    03230   if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
    03231
    03232   /* Happens when there is a train under bridge next to bridge head */
    03233   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    03234
    03235   /* crash both trains */
    03236   tcc->num += TrainCrashed(tcc->v);
    03237   tcc->num += TrainCrashed(coll);
    03238
    03239   return NULL; // continue searching
    03240 }
    03241
    03248 static bool CheckTrainCollision(Train *v)
    03249 {
    03250   /* can't collide in depot */
    03251   if (v->track == TRACK_BIT_DEPOT) return false;
    03252
    03253   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    03254
    03255   TrainCollideChecker tcc;
    03256   tcc.v = v;
    03257   tcc.num = 0;
    03258
    03259   /* find colliding vehicles */
    03260   if (v->track == TRACK_BIT_WORMHOLE) {
    03261     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    03262     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    03263   } else {
    03264     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    03265   }
    03266
    03267   /* any dead -> no crash */
    03268   if (tcc.num == 0) return false;
    03269
    03270   SetDParam(0, tcc.num);
    03271   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
    03272     NS_ACCIDENT,
    03273     v->index
    03274   );
    03275
    03276   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    03277   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    03278   return true;
    03279 }
    03280
    03281 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    03282 {
    03283   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    03284
    03285   Train *t = Train::From(v);
    03286   DiagDirection exitdir = *(DiagDirection *)data;
    03287
    03288   /* not front engine of a train, inside wormhole or depot, crashed */
    03289   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    03290
    03291   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    03292
    03293   return t;
    03294 }
    03295
    03296 static void TrainController(Train *v, Vehicle *nomove)
    03297 {
    03298   Train *first = v->First();
    03299   Train *prev;
    03300   bool direction_changed = false; // has direction of any part changed?
    03301
    03302   /* For every vehicle after and including the given vehicle */
    03303   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    03304     DiagDirection enterdir = DIAGDIR_BEGIN;
    03305     bool update_signals_crossing = false; // will we update signals or crossing state?
    03306
    03307     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    03308     if (v->track != TRACK_BIT_WORMHOLE) {
    03309       /* Not inside tunnel */
    03310       if (gp.old_tile == gp.new_tile) {
    03311         /* Staying in the old tile */
    03312         if (v->track == TRACK_BIT_DEPOT) {
    03313           /* Inside depot */
    03314           gp.x = v->x_pos;
    03315           gp.y = v->y_pos;
    03316         } else {
    03317           /* Not inside depot */
    03318
    03319           /* Reverse when we are at the end of the track already, do not move to the new position */
    03320           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
    03321
    03322           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03323           if (HasBit(r, VETS_CANNOT_ENTER)) {
    03324             goto invalid_rail;
    03325           }
    03326           if (HasBit(r, VETS_ENTERED_STATION)) {
    03327             /* The new position is the end of the platform */
    03328             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03329           }
    03330         }
    03331       } else {
    03332         /* A new tile is about to be entered. */
    03333
    03334         /* Determine what direction we're entering the new tile from */
    03335         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    03336         assert(IsValidDiagDirection(enterdir));
    03337
    03338         /* Get the status of the tracks in the new tile and mask
    03339          * away the bits that aren't reachable. */
    03340         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    03341         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    03342
    03343         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03344         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    03345
    03346         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03347         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    03348           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    03349            * can be switched on halfway a turn */
    03350           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03351         }
    03352
    03353         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    03354
    03355         /* Check if the new tile contrains tracks that are compatible
    03356          * with the current train, if not, bail out. */
    03357         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    03358
    03359         TrackBits chosen_track;
    03360         if (prev == NULL) {
    03361           /* Currently the locomotive is active. Determine which one of the
    03362            * available tracks to choose */
    03363           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    03364           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    03365
    03366           if (v->force_proceed != 0 && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    03367             /* For each signal we find decrease the counter by one.
    03368              * We start at two, so the first signal we pass decreases
    03369              * this to one, then if we reach the next signal it is
    03370              * decreased to zero and we won't pass that new signal. */
    03371             Trackdir dir = FindFirstTrackdir(trackdirbits);
    03372             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
    03373                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
    03374               /* However, we do not want to be stopped by PBS signals
    03375                * entered via the back. */
    03376               v->force_proceed--;
    03377               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03378             }
    03379           }
    03380
    03381           /* Check if it's a red signal and that force proceed is not clicked. */
    03382           if ((red_signals & chosen_track) && v->force_proceed == 0) {
    03383             /* In front of a red signal */
    03384             Trackdir i = FindFirstTrackdir(trackdirbits);
    03385
    03386             /* Don't handle stuck trains here. */
    03387             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
    03388
    03389             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03390               v->cur_speed = 0;
    03391               v->subspeed = 0;
    03392               v->progress = 255 - 100;
    03393               if (_settings_game.pf.wait_oneway_signal == 255 || ++v->time_counter < _settings_game.pf.wait_oneway_signal * 20) return;
    03394             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03395               v->cur_speed = 0;
    03396               v->subspeed = 0;
    03397               v->progress = 255 - 10;
    03398               if (_settings_game.pf.wait_twoway_signal == 255 || ++v->time_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03399                 DiagDirection exitdir = TrackdirToExitdir(i);
    03400                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03401
    03402                 exitdir = ReverseDiagDir(exitdir);
    03403
    03404                 /* check if a train is waiting on the other side */
    03405                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
    03406               }
    03407             }
    03408
    03409             /* If we would reverse but are currently in a PBS block and
    03410              * reversing of stuck trains is disabled, don't reverse. */
    03411             if (_settings_game.pf.wait_for_pbs_path == 255 && UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03412               v->time_counter = 0;
    03413               return;
    03414             }
    03415             goto reverse_train_direction;
    03416           } else {
    03417             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
    03418           }
    03419         } else {
    03420           /* The wagon is active, simply follow the prev vehicle. */
    03421           if (prev->tile == gp.new_tile) {
    03422             /* Choose the same track as prev */
    03423             if (prev->track == TRACK_BIT_WORMHOLE) {
    03424               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03425                * However, just choose the track into the wormhole. */
    03426               assert(IsTunnel(prev->tile));
    03427               chosen_track = bits;
    03428             } else {
    03429               chosen_track = prev->track;
    03430             }
    03431           } else {
    03432             /* Choose the track that leads to the tile where prev is.
    03433              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03434              * I.e. when the tile between them has only space for a single vehicle like
    03435              *  1) horizontal/vertical track tiles and
    03436              *  2) some orientations of tunnelentries, where the vehicle is already inside the wormhole at 8/16 from the tileedge.
    03437              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnelentry.
    03438              */
    03439             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03440               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03441               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03442               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03443               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03444             };
    03445             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03446             assert(IsValidDiagDirection(exitdir));
    03447             chosen_track = _connecting_track[enterdir][exitdir];
    03448           }
    03449           chosen_track &= bits;
    03450         }
    03451
    03452         /* Make sure chosen track is a valid track */
    03453         assert(
    03454             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03455             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03456             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03457
    03458         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03459         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03460         gp.x = (gp.x & ~0xF) | b[0];
    03461         gp.y = (gp.y & ~0xF) | b[1];
    03462         Direction chosen_dir = (Direction)b[2];
    03463
    03464         /* Call the landscape function and tell it that the vehicle entered the tile */
    03465         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03466         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03467           goto invalid_rail;
    03468         }
    03469
    03470         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03471           Track track = FindFirstTrack(chosen_track);
    03472           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03473           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03474             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03475             MarkTileDirtyByTile(gp.new_tile);
    03476           }
    03477
    03478           /* Clear any track reservation when the last vehicle leaves the tile */
    03479           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03480
    03481           v->tile = gp.new_tile;
    03482
    03483           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03484             TrainPowerChanged(v->First());
    03485           }
    03486
    03487           v->track = chosen_track;
    03488           assert(v->track);
    03489         }
    03490
    03491         /* We need to update signal status, but after the vehicle position hash
    03492          * has been updated by AfterSetTrainPos() */
    03493         update_signals_crossing = true;
    03494
    03495         if (chosen_dir != v->direction) {
    03496           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == TAM_ORIGINAL) {
    03497             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    03498             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03499             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
    03500           }
    03501           direction_changed = true;
    03502           v->direction = chosen_dir;
    03503         }
    03504
    03505         if (v->IsFrontEngine()) {
    03506           v->time_counter = 0;
    03507
    03508           /* If we are approching a crossing that is reserved, play the sound now. */
    03509           TileIndex crossing = TrainApproachingCrossingTile(v);
    03510           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03511
    03512           /* Always try to extend the reservation when entering a tile. */
    03513           CheckNextTrainTile(v);
    03514         }
    03515
    03516         if (HasBit(r, VETS_ENTERED_STATION)) {
    03517           /* The new position is the location where we want to stop */
    03518           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03519         }
    03520       }
    03521     } else {
    03522       /* In a tunnel or on a bridge
    03523        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
    03524        * - for bridges, only the middle part - without the bridge heads */
    03525       if (!(v->vehstatus & VS_HIDDEN)) {
    03526         v->cur_speed =
    03527           min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
    03528       }
    03529
    03530       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03531         /* Perform look-ahead on tunnel exit. */
    03532         if (v->IsFrontEngine()) {
    03533           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03534           CheckNextTrainTile(v);
    03535         }
    03536       } else {
    03537         v->x_pos = gp.x;
    03538         v->y_pos = gp.y;
    03539         VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
    03540         continue;
    03541       }
    03542     }
    03543
    03544     /* update image of train, as well as delta XY */
    03545     v->UpdateDeltaXY(v->direction);
    03546
    03547     v->x_pos = gp.x;
    03548     v->y_pos = gp.y;
    03549
    03550     /* update the Z position of the vehicle */
    03551     byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
    03552
    03553     if (prev == NULL) {
    03554       /* This is the first vehicle in the train */
    03555       AffectSpeedByZChange(v, old_z);
    03556     }
    03557
    03558     if (update_signals_crossing) {
    03559       if (v->IsFrontEngine()) {
    03560         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03561           /* We are entering a block with PBS signals right now, but
    03562            * not through a PBS signal. This means we don't have a
    03563            * reservation right now. As a conventional signal will only
    03564            * ever be green if no other train is in the block, getting
    03565            * a path should always be possible. If the player built
    03566            * such a strange network that it is not possible, the train
    03567            * will be marked as stuck and the player has to deal with
    03568            * the problem. */
    03569           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03570               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03571               !TryPathReserve(v)) {
    03572             MarkTrainAsStuck(v);
    03573           }
    03574         }
    03575       }
    03576
    03577       /* Signals can only change when the first
    03578        * (above) or the last vehicle moves. */
    03579       if (v->Next() == NULL) {
    03580         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03581         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03582       }
    03583     }
    03584
    03585     /* Do not check on every tick to save some computing time. */
    03586     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03587   }
    03588
    03589   if (direction_changed) first->tcache.cached_max_curve_speed = GetTrainCurveSpeedLimit(first);
    03590
    03591   return;
    03592
    03593 invalid_rail:
    03594   /* We've reached end of line?? */
    03595   if (prev != NULL) error("Disconnecting train");
    03596
    03597 reverse_train_direction:
    03598   v->time_counter = 0;
    03599   v->cur_speed = 0;
    03600   v->subspeed = 0;
    03601   ReverseTrainDirection(v);
    03602 }
    03603
    03609 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03610 {
    03611   TrackBits *trackbits = (TrackBits *)data;
    03612
    03613   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03614     if (Train::From(v)->track == TRACK_BIT_WORMHOLE) {
    03615       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03616       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03617     } else {
    03618       *trackbits |= Train::From(v)->track;
    03619     }
    03620   }
    03621
    03622   return NULL;
    03623 }
    03624
    03632 static void DeleteLastWagon(Train *v)
    03633 {
    03634   Train *first = v->First();
    03635
    03636   /* Go to the last wagon and delete the link pointing there
    03637    * *u is then the one-before-last wagon, and *v the last
    03638    * one which will physicially be removed */
    03639   Train *u = v;
    03640   for (; v->Next() != NULL; v = v->Next()) u = v;
    03641   u->SetNext(NULL);
    03642
    03643   if (first != v) {
    03644     /* Recalculate cached train properties */
    03645     TrainConsistChanged(first, false);
    03646     /* Update the depot window if the first vehicle is in depot -
    03647      * if v == first, then it is updated in PreDestructor() */
    03648     if (first->track == TRACK_BIT_DEPOT) {
    03649       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03650     }
    03651   }
    03652
    03653   /* 'v' shouldn't be accessed after it has been deleted */
    03654   TrackBits trackbits = v->track;
    03655   TileIndex tile = v->tile;
    03656   Owner owner = v->owner;
    03657
    03658   delete v;
    03659   v = NULL; // make sure nobody will try to read 'v' anymore
    03660
    03661   if (trackbits == TRACK_BIT_WORMHOLE) {
    03662     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03663     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03664   }
    03665
    03666   Track track = TrackBitsToTrack(trackbits);
    03667   if (HasReservedTracks(tile, trackbits)) {
    03668     UnreserveRailTrack(tile, track);
    03669
    03670     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03671     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03672     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03673
    03674     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03675     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03676     for (Track t = TRACK_BEGIN; t < TRACK_END; t++) {
    03677       if (HasBit(remaining_trackbits, t)) {
    03678         TryReserveRailTrack(tile, t);
    03679       }
    03680     }
    03681   }
    03682
    03683   /* check if the wagon was on a road/rail-crossing */
    03684   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03685
    03686   /* Update signals */
    03687   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03688     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03689   } else {
    03690     SetSignalsOnBothDir(tile, track, owner);
    03691   }
    03692 }
    03693
    03694 static void ChangeTrainDirRandomly(Train *v)
    03695 {
    03696   static const DirDiff delta[] = {
    03697     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03698   };
    03699
    03700   do {
    03701     /* We don't need to twist around vehicles if they're not visible */
    03702     if (!(v->vehstatus & VS_HIDDEN)) {
    03703       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03704       v->UpdateDeltaXY(v->direction);
    03705       v->cur_image = v->GetImage(v->direction);
    03706       /* Refrain from updating the z position of the vehicle when on
    03707        * a bridge, because AfterSetTrainPos will put the vehicle under
    03708        * the bridge in that case */
    03709       if (v->track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
    03710     }
    03711   } while ((v = v->Next()) != NULL);
    03712 }
    03713
    03714 static bool HandleCrashedTrain(Train *v)
    03715 {
    03716   int state = ++v->crash_anim_pos;
    03717
    03718   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03719     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03720   }
    03721
    03722   uint32 r;
    03723   if (state <= 200 && Chance16R(1, 7, r)) {
    03724     int index = (r * 10 >> 16);
    03725
    03726     Vehicle *u = v;
    03727     do {
    03728       if (--index < 0) {
    03729         r = Random();
    03730
    03731         CreateEffectVehicleRel(u,
    03732           GB(r,  8, 3) + 2,
    03733           GB(r, 16, 3) + 2,
    03734           GB(r,  0, 3) + 5,
    03735           EV_EXPLOSION_SMALL);
    03736         break;
    03737       }
    03738     } while ((u = u->Next()) != NULL);
    03739   }
    03740
    03741   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03742
    03743   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03744     bool ret = v->Next() != NULL;
    03745     DeleteLastWagon(v);
    03746     return ret;
    03747   }
    03748
    03749   return true;
    03750 }
    03751
    03752 static void HandleBrokenTrain(Train *v)
    03753 {
    03754   if (v->breakdown_ctr != 1) {
    03755     v->breakdown_ctr = 1;
    03756     v->cur_speed = 0;
    03757
    03758     if (v->breakdowns_since_last_service != 255)
    03759       v->breakdowns_since_last_service++;
    03760
    03761     v->MarkDirty();
    03762     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03763     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    03764
    03765     if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
    03766       SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
    03767         SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
    03768     }
    03769
    03770     if (!(v->vehstatus & VS_HIDDEN)) {
    03771       EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
    03772       if (u != NULL) u->animation_state = v->breakdown_delay * 2;
    03773     }
    03774   }
    03775
    03776   if (!(v->tick_counter & 3)) {
    03777     if (!--v->breakdown_delay) {
    03778       v->breakdown_ctr = 0;
    03779       v->MarkDirty();
    03780       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03781     }
    03782   }
    03783 }
    03784
    03786 static const uint16 _breakdown_speeds[16] = {
    03787   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03788 };
    03789
    03790
    03798 static bool TrainApproachingLineEnd(Train *v, bool signal)
    03799 {
    03800   /* Calc position within the current tile */
    03801   uint x = v->x_pos & 0xF;
    03802   uint y = v->y_pos & 0xF;
    03803
    03804   /* for diagonal directions, 'x' will be 0..15 -
    03805    * for other directions, it will be 1, 3, 5, ..., 15 */
    03806   switch (v->direction) {
    03807     case DIR_N : x = ~x + ~y + 25; break;
    03808     case DIR_NW: x = y;            // FALLTHROUGH
    03809     case DIR_NE: x = ~x + 16;      break;
    03810     case DIR_E : x = ~x + y + 9;   break;
    03811     case DIR_SE: x = y;            break;
    03812     case DIR_S : x = x + y - 7;    break;
    03813     case DIR_W : x = ~y + x + 9;   break;
    03814     default: break;
    03815   }
    03816
    03817   /* do not reverse when approaching red signal */
    03818   if (!signal && x + (v->tcache.cached_veh_length + 1) / 2 >= TILE_SIZE) {
    03819     /* we are too near the tile end, reverse now */
    03820     v->cur_speed = 0;
    03821     ReverseTrainDirection(v);
    03822     return false;
    03823   }
    03824
    03825   /* slow down */
    03826   v->vehstatus |= VS_TRAIN_SLOWING;
    03827   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03828   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03829
    03830   return true;
    03831 }
    03832
    03833
    03839 static bool TrainCanLeaveTile(const Train *v)
    03840 {
    03841   /* Exit if inside a tunnel/bridge or a depot */
    03842   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03843
    03844   TileIndex tile = v->tile;
    03845
    03846   /* entering a tunnel/bridge? */
    03847   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03848     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03849     if (DiagDirToDir(dir) == v->direction) return false;
    03850   }
    03851
    03852   /* entering a depot? */
    03853   if (IsRailDepotTile(tile)) {
    03854     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03855     if (DiagDirToDir(dir) == v->direction) return false;
    03856   }
    03857
    03858   return true;
    03859 }
    03860
    03861
    03869 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03870 {
    03871   assert(v->IsFrontEngine());
    03872   assert(!(v->vehstatus & VS_CRASHED));
    03873
    03874   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03875
    03876   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03877   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03878
    03879   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03880   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03881       !CheckCompatibleRail(v, tile)) {
    03882     return INVALID_TILE;
    03883   }
    03884
    03885   return tile;
    03886 }
    03887
    03888
    03895 static bool TrainCheckIfLineEnds(Train *v)
    03896 {
    03897   /* First, handle broken down train */
    03898
    03899   int t = v->breakdown_ctr;
    03900   if (t > 1) {
    03901     v->vehstatus |= VS_TRAIN_SLOWING;
    03902
    03903     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    03904     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03905   } else {
    03906     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03907   }
    03908
    03909   if (!TrainCanLeaveTile(v)) return true;
    03910
    03911   /* Determine the non-diagonal direction in which we will exit this tile */
    03912   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03913   /* Calculate next tile */
    03914   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03915
    03916   /* Determine the track status on the next tile */
    03917   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03918   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03919
    03920   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03921   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03922
    03923   /* We are sure the train is not entering a depot, it is detected above */
    03924
    03925   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03926   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03927   if (_settings_game.pf.forbid_90_deg) {
    03928     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03929   }
    03930
    03931   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03932   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03933     return TrainApproachingLineEnd(v, false);
    03934   }
    03935
    03936   /* approaching red signal */
    03937   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
    03938
    03939   /* approaching a rail/road crossing? then make it red */
    03940   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03941
    03942   return true;
    03943 }
    03944
    03945
    03946 static bool TrainLocoHandler(Train *v, bool mode)
    03947 {
    03948   /* train has crashed? */
    03949   if (v->vehstatus & VS_CRASHED) {
    03950     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03951   }
    03952
    03953   if (v->force_proceed != 0) {
    03954     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03955     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03956   }
    03957
    03958   /* train is broken down? */
    03959   if (v->breakdown_ctr != 0) {
    03960     if (v->breakdown_ctr <= 2) {
    03961       HandleBrokenTrain(v);
    03962       return true;
    03963     }
    03964     if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
    03965   }
    03966
    03967   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03968     ReverseTrainDirection(v);
    03969   }
    03970
    03971   /* exit if train is stopped */
    03972   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03973
    03974   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03975   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03976     v->time_counter = 0;
    03977     v->cur_speed = 0;
    03978     v->subspeed = 0;
    03979     ReverseTrainDirection(v);
    03980     return true;
    03981   }
    03982
    03983   v->HandleLoading(mode);
    03984
    03985   if (v->current_order.IsType(OT_LOADING)) return true;
    03986
    03987   if (CheckTrainStayInDepot(v)) return true;
    03988
    03989   if (!mode) HandleLocomotiveSmokeCloud(v);
    03990
    03991   /* We had no order but have an order now, do look ahead. */
    03992   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    03993     CheckNextTrainTile(v);
    03994   }
    03995
    03996   /* Handle stuck trains. */
    03997   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    03998     ++v->time_counter;
    03999
    04000     /* Should we try reversing this tick if still stuck? */
    04001     bool turn_around = v->time_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
    04002
    04003     if (!turn_around && v->time_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == 0) return true;
    04004     if (!TryPathReserve(v)) {
    04005       /* Still stuck. */
    04006       if (turn_around) ReverseTrainDirection(v);
    04007
    04008       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->time_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    04009         /* Show message to player. */
    04010         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
    04011           SetDParam(0, v->index);
    04012           AddVehicleNewsItem(
    04013             STR_NEWS_TRAIN_IS_STUCK,
    04014             NS_ADVICE,
    04015             v->index
    04016           );
    04017         }
    04018         v->time_counter = 0;
    04019       }
    04020       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    04021       if (v->force_proceed == 0) return true;
    04022       ClrBit(v->flags, VRF_TRAIN_STUCK);
    04023       v->time_counter = 0;
    04024       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04025     }
    04026   }
    04027
    04028   if (v->current_order.IsType(OT_LEAVESTATION)) {
    04029     v->current_order.Free();
    04030     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04031     return true;
    04032   }
    04033
    04034   int j = UpdateTrainSpeed(v);
    04035
    04036   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    04037   if (v->cur_speed == 0 && v->tcache.last_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    04038     /* If we manually stopped, we're not force-proceeding anymore. */
    04039     v->force_proceed = 0;
    04040     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04041   }
    04042
    04043   int adv_spd = (v->direction & 1) ? 192 : 256;
    04044   if (j < adv_spd) {
    04045     /* if the vehicle has speed 0, update the last_speed field. */
    04046     if (v->cur_speed == 0) SetLastSpeed(v, v->cur_speed);
    04047   } else {
    04048     TrainCheckIfLineEnds(v);
    04049     /* Loop until the train has finished moving. */
    04050     for (;;) {
    04051       j -= adv_spd;
    04052       TrainController(v, NULL);
    04053       /* Don't continue to move if the train crashed. */
    04054       if (CheckTrainCollision(v)) break;
    04055       /* 192 spd used for going straight, 256 for going diagonally. */
    04056       adv_spd = (v->direction & 1) ? 192 : 256;
    04057
    04058       /* No more moving this tick */
    04059       if (j < adv_spd || v->cur_speed == 0) break;
    04060
    04061       OrderType order_type = v->current_order.GetType();
    04062       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    04063       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    04064             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    04065             IsTileType(v->tile, MP_STATION) &&
    04066             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    04067         ProcessOrders(v);
    04068       }
    04069     }
    04070     SetLastSpeed(v, v->cur_speed);
    04071   }
    04072
    04073   for (Train *u = v; u != NULL; u = u->Next()) {
    04074     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    04075
    04076     u->UpdateViewport(false, false);
    04077   }
    04078
    04079   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    04080
    04081   return true;
    04082 }
    04083
    04084
    04085
    04086 Money Train::GetRunningCost() const
    04087 {
    04088   Money cost = 0;
    04089   const Train *v = this;
    04090
    04091   do {
    04092     const Engine *e = Engine::Get(v->engine_type);
    04093     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    04094
    04095     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    04096     if (cost_factor == 0) continue;
    04097
    04098     /* Halve running cost for multiheaded parts */
    04099     if (v->IsMultiheaded()) cost_factor /= 2;
    04100
    04101     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grffile);
    04102   } while ((v = v->GetNextVehicle()) != NULL);
    04103
    04104   return cost;
    04105 }
    04106
    04107
    04108 bool Train::Tick()
    04109 {
    04110   this->tick_counter++;
    04111
    04112   if (this->IsFrontEngine()) {
    04113     if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
    04114
    04115     this->current_order_time++;
    04116
    04117     if (!TrainLocoHandler(this, false)) return false;
    04118
    04119     return TrainLocoHandler(this, true);
    04120   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    04121     /* Delete flooded standalone wagon chain */
    04122     if (++this->crash_anim_pos >= 4400) {
    04123       delete this;
    04124       return false;
    04125     }
    04126   }
    04127
    04128   return true;
    04129 }
    04130
    04131 static void CheckIfTrainNeedsService(Train *v)
    04132 {
    04133   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    04134   if (v->IsInDepot()) {
    04135     VehicleServiceInDepot(v);
    04136     return;
    04137   }
    04138
    04139   uint max_penalty;
    04140   switch (_settings_game.pf.pathfinder_for_trains) {
    04141     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    04142     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    04143     default: NOT_REACHED();
    04144   }
    04145
    04146   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    04147   /* Only go to the depot if it is not too far out of our way. */
    04148   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    04149     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    04150       /* If we were already heading for a depot but it has
    04151        * suddenly moved farther away, we continue our normal
    04152        * schedule? */
    04153       v->current_order.MakeDummy();
    04154       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04155     }
    04156     return;
    04157   }
    04158
    04159   DepotID depot = GetDepotIndex(tfdd.tile);
    04160
    04161   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    04162       v->current_order.GetDestination() != depot &&
    04163       !Chance16(3, 16)) {
    04164     return;
    04165   }
    04166
    04167   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    04168   v->dest_tile = tfdd.tile;
    04169   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04170 }
    04171
    04172 void Train::OnNewDay()
    04173 {
    04174   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    04175
    04176   if (this->IsFrontEngine()) {
    04177     CheckVehicleBreakdown(this);
    04178     AgeVehicle(this);
    04179
    04180     CheckIfTrainNeedsService(this);
    04181
    04182     CheckOrders(this);
    04183
    04184     /* update destination */
    04185     if (this->current_order.IsType(OT_GOTO_STATION)) {
    04186       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    04187       if (tile != INVALID_TILE) this->dest_tile = tile;
    04188     }
    04189
    04190     if (this->running_ticks != 0) {
    04191       /* running costs */
    04192       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    04193
    04194       this->profit_this_year -= cost.GetCost();
    04195       this->running_ticks = 0;
    04196
    04197       SubtractMoneyFromCompanyFract(this->owner, cost);
    04198
    04199       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    04200       SetWindowClassesDirty(WC_TRAINS_LIST);
    04201     }
    04202   } else if (this->IsEngine()) {
    04203     /* Also age engines that aren't front engines */
    04204     AgeVehicle(this);
    04205   }
    04206 }
    04207
    04208 Trackdir Train::GetVehicleTrackdir() const
    04209 {
    04210   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    04211
    04212   if (this->track == TRACK_BIT_DEPOT) {
    04213     /* We'll assume the train is facing outwards */
    04214     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    04215   }
    04216
    04217   if (this->track == TRACK_BIT_WORMHOLE) {
    04218     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    04219     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    04220   }
    04221
    04222   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    04223 }