# train_cmd.cpp

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    00001 /* $Id: train_cmd.cpp 18674 2009-12-31 10:41:03Z peter1138 $ */
    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 * 20 * _settings_game.vehicle.train_slope_steepness;
    00527     } else if (HasBit(u->flags, VRF_GOINGDOWN)) {
    00528       incl -= u->tcache.cached_veh_weight * 20 * _settings_game.vehicle.train_slope_steepness;
    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       if (w->tile == tile &&
    00769           w->IsFreeWagon() &&
    00770           w->engine_type == engine &&
    00771           w->First() != v &&
    00772           !(w->vehstatus & VS_CRASHED)) {
    00773         DoCommand(0, v->index | (w->Last()->index << 16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00774         break;
    00775       }
    00776     }
    00777   }
    00778
    00779   return value;
    00780 }
    00781
    00783 static void NormalizeTrainVehInDepot(const Train *u)
    00784 {
    00785   const Train *v;
    00786   FOR_ALL_TRAINS(v) {
    00787     if (v->IsFreeWagon() && v->tile == u->tile &&
    00788         v->track == TRACK_BIT_DEPOT) {
    00789       if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
    00790           CMD_MOVE_RAIL_VEHICLE)))
    00791         break;
    00792     }
    00793   }
    00794 }
    00795
    00796 static void AddRearEngineToMultiheadedTrain(Train *v)
    00797 {
    00798   Train *u = new Train();
    00799   v->value >>= 1;
    00800   u->value = v->value;
    00801   u->direction = v->direction;
    00802   u->owner = v->owner;
    00803   u->tile = v->tile;
    00804   u->x_pos = v->x_pos;
    00805   u->y_pos = v->y_pos;
    00806   u->z_pos = v->z_pos;
    00807   u->track = TRACK_BIT_DEPOT;
    00808   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00809 //  u->subtype = 0;
    00810   u->spritenum = v->spritenum + 1;
    00811   u->cargo_type = v->cargo_type;
    00812   u->cargo_subtype = v->cargo_subtype;
    00813   u->cargo_cap = v->cargo_cap;
    00814   u->railtype = v->railtype;
    00815   u->engine_type = v->engine_type;
    00816   u->build_year = v->build_year;
    00817   u->cur_image = SPR_IMG_QUERY;
    00818   u->random_bits = VehicleRandomBits();
    00819   v->SetMultiheaded();
    00820   u->SetMultiheaded();
    00821   v->SetNext(u);
    00822   VehicleMove(u, false);
    00823
    00824   /* Now we need to link the front and rear engines together */
    00825   v->other_multiheaded_part = u;
    00826   u->other_multiheaded_part = v;
    00827 }
    00828
    00837 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00838 {
    00839   /* Check if the engine-type is valid (for the company) */
    00840   if (!IsEngineBuildable(p1, VEH_TRAIN, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE);
    00841
    00842   const Engine *e = Engine::Get(p1);
    00843   const RailVehicleInfo *rvi = &e->u.rail;
    00844   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
    00845
    00846   /* Engines with CT_INVALID should not be available */
    00847   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
    00848
    00849   if (flags & DC_QUERY_COST) return value;
    00850
    00851   /* Check if the train is actually being built in a depot belonging
    00852    * to the company. Doesn't matter if only the cost is queried */
    00853   if (!IsRailDepotTile(tile)) return CMD_ERROR;
    00854   if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
    00855
    00856   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(p1, tile, flags);
    00857
    00858   uint num_vehicles =
    00859     (rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
    00860     CountArticulatedParts(p1, false);
    00861
    00862   /* Check if depot and new engine uses the same kind of tracks *
    00863    * We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
    00864   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00865
    00866   /* Allow for the dual-heads and the articulated parts */
    00867   if (!Vehicle::CanAllocateItem(num_vehicles)) {
    00868     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00869   }
    00870
    00871   UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
    00872   if (unit_num > _settings_game.vehicle.max_trains) {
    00873     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00874   }
    00875
    00876   if (flags & DC_EXEC) {
    00877     DiagDirection dir = GetRailDepotDirection(tile);
    00878     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00879     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00880
    00881     Train *v = new Train();
    00882     v->unitnumber = unit_num;
    00883     v->direction = DiagDirToDir(dir);
    00884     v->tile = tile;
    00885     v->owner = _current_company;
    00886     v->x_pos = x;
    00887     v->y_pos = y;
    00888     v->z_pos = GetSlopeZ(x, y);
    00889 //    v->running_ticks = 0;
    00890     v->track = TRACK_BIT_DEPOT;
    00891     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00892     v->spritenum = rvi->image_index;
    00893     v->cargo_type = e->GetDefaultCargoType();
    00894 //    v->cargo_subtype = 0;
    00895     v->cargo_cap = rvi->capacity;
    00896     v->max_speed = rvi->max_speed;
    00897     v->value = value.GetCost();
    00898     v->last_station_visited = INVALID_STATION;
    00899 //    v->dest_tile = 0;
    00900
    00901     v->engine_type = p1;
    00902     v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00903
    00904     v->reliability = e->reliability;
    00905     v->reliability_spd_dec = e->reliability_spd_dec;
    00906     v->max_age = e->GetLifeLengthInDays();
    00907
    00908     v->name = NULL;
    00909     v->railtype = rvi->railtype;
    00910     _new_vehicle_id = v->index;
    00911
    00912     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
    00913     v->date_of_last_service = _date;
    00914     v->build_year = _cur_year;
    00915     v->cur_image = SPR_IMG_QUERY;
    00916     v->random_bits = VehicleRandomBits();
    00917
    00918 //    v->vehicle_flags = 0;
    00919     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00920
    00921     v->group_id = DEFAULT_GROUP;
    00922
    00923 //    v->subtype = 0;
    00924     v->SetFrontEngine();
    00925     v->SetEngine();
    00926
    00927     VehicleMove(v, false);
    00928
    00929     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00930       AddRearEngineToMultiheadedTrain(v);
    00931     } else {
    00932       AddArticulatedParts(v);
    00933     }
    00934
    00935     TrainConsistChanged(v, false);
    00936     UpdateTrainGroupID(v);
    00937
    00938     if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00939       NormalizeTrainVehInDepot(v);
    00940     }
    00941
    00942     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00943     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    00944     SetWindowDirty(WC_COMPANY, v->owner);
    00945     if (IsLocalCompany()) {
    00946       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
    00947     }
    00948
    00949     Company::Get(_current_company)->num_engines[p1]++;
    00950
    00951     CheckConsistencyOfArticulatedVehicle(v);
    00952   }
    00953
    00954   return value;
    00955 }
    00956
    00957
    00958 bool Train::IsInDepot() const
    00959 {
    00960   /* Is the front engine stationary in the depot? */
    00961   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
    00962
    00963   /* Check whether the rest is also already trying to enter the depot. */
    00964   for (const Train *v = this; v != NULL; v = v->Next()) {
    00965     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
    00966   }
    00967
    00968   return true;
    00969 }
    00970
    00971 bool Train::IsStoppedInDepot() const
    00972 {
    00973   /* Are we stopped? Ofcourse wagons don't really care... */
    00974   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
    00975   return this->IsInDepot();
    00976 }
    00977
    00978 static Train *FindGoodVehiclePos(const Train *src)
    00979 {
    00980   EngineID eng = src->engine_type;
    00981   TileIndex tile = src->tile;
    00982
    00983   Train *dst;
    00984   FOR_ALL_TRAINS(dst) {
    00985     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00986       /* check so all vehicles in the line have the same engine. */
    00987       Train *t = dst;
    00988       while (t->engine_type == eng) {
    00989         t = t->Next();
    00990         if (t == NULL) return dst;
    00991       }
    00992     }
    00993   }
    00994
    00995   return NULL;
    00996 }
    00997
    00999 typedef SmallVector<Train *, 16> TrainList;
    01000
    01006 static void MakeTrainBackup(TrainList &list, Train *t)
    01007 {
    01008   for (; t != NULL; t = t->Next()) *list.Append() = t;
    01009 }
    01010
    01015 static void RestoreTrainBackup(TrainList &list)
    01016 {
    01017   /* No train, nothing to do. */
    01018   if (list.Length() == 0) return;
    01019
    01020   Train *prev = NULL;
    01021   /* Iterate over the list and rebuild it. */
    01022   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    01023     Train *t = *iter;
    01024     if (prev != NULL) {
    01025       prev->SetNext(t);
    01026     } else if (t->Previous() != NULL) {
    01027       /* Make sure the head of the train is always the first in the chain. */
    01028       t->Previous()->SetNext(NULL);
    01029     }
    01030     prev = t;
    01031   }
    01032 }
    01033
    01039 static void RemoveFromConsist(Train *part, bool chain = false)
    01040 {
    01041   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    01042
    01043   /* Unlink at the front, but make it point to the next
    01044    * vehicle after the to be remove part. */
    01045   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    01046
    01047   /* Unlink at the back */
    01048   tail->SetNext(NULL);
    01049 }
    01050
    01056 static void InsertInConsist(Train *dst, Train *chain)
    01057 {
    01058   /* We do not want to add something in the middle of an articulated part. */
    01059   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    01060
    01061   chain->Last()->SetNext(dst->Next());
    01062   dst->SetNext(chain);
    01063 }
    01064
    01070 static void NormaliseDualHeads(Train *t)
    01071 {
    01072   for (; t != NULL; t = t->GetNextVehicle()) {
    01073     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    01074
    01075     /* Make sure that there are no free cars before next engine */
    01076     Train *u;
    01077     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    01078
    01079     if (u == t->other_multiheaded_part) continue;
    01080
    01081     /* Remove the part from the 'wrong' train */
    01082     RemoveFromConsist(t->other_multiheaded_part);
    01083     /* And add it to the 'right' train */
    01084     InsertInConsist(u, t->other_multiheaded_part);
    01085   }
    01086 }
    01087
    01092 static void NormaliseSubtypes(Train *chain)
    01093 {
    01094   /* Nothing to do */
    01095   if (chain == NULL) return;
    01096
    01097   /* We must be the first in the chain. */
    01098   assert(chain->Previous() == NULL);
    01099
    01100   /* Set the appropirate bits for the first in the chain. */
    01101   if (chain->IsWagon()) {
    01102     chain->SetFreeWagon();
    01103   } else {
    01104     assert(chain->IsEngine());
    01105     chain->SetFrontEngine();
    01106   }
    01107
    01108   /* Now clear the bits for the rest of the chain */
    01109   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    01110     t->ClearFreeWagon();
    01111     t->ClearFrontEngine();
    01112   }
    01113 }
    01114
    01124 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    01125 {
    01126   /* Just add 'new' engines and substract the original ones.
    01127    * If that's less than or equal to 0 we can be sure we did
    01128    * not add any engines (read: trains) along the way. */
    01129   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    01130       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    01131       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    01132       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    01133     return CommandCost();
    01134   }
    01135
    01136   /* Get a free unit number and check whether it's within the bounds.
    01137    * There will always be a maximum of one new train. */
    01138   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    01139
    01140   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    01141 }
    01142
    01148 static CommandCost CheckTrainAttachment(Train *t)
    01149 {
    01150   /* No multi-part train, no need to check. */
    01151   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    01152
    01153   /* The maximum length for a train. For each part we decrease this by one
    01154    * and if the result is negative the train is simply too long. */
    01155   int allowed_len = _settings_game.vehicle.mammoth_trains ? 100 : 10;
    01156
    01157   Train *head = t;
    01158   Train *prev = t;
    01159
    01160   /* Break the prev -> t link so it always holds within the loop. */
    01161   t = t->Next();
    01162   allowed_len--;
    01163   prev->SetNext(NULL);
    01164
    01165   /* Make sure the cache is cleared. */
    01166   head->InvalidateNewGRFCache();
    01167
    01168   while (t != NULL) {
    01169     Train *next = t->Next();
    01170
    01171     /* Unlink the to-be-added piece; it is already unlinked from the previous
    01172      * part due to the fact that the prev -> t link is broken. */
    01173     t->SetNext(NULL);
    01174
    01175     /* Don't check callback for articulated or rear dual headed parts */
    01176     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    01177       allowed_len--; // We do not count articulated parts and rear heads either.
    01178
    01179       /* Back up and clear the first_engine data to avoid using wagon override group */
    01180       EngineID first_engine = t->tcache.first_engine;
    01181       t->tcache.first_engine = INVALID_ENGINE;
    01182
    01183       /* We don't want the cache to interfere. head's cache is cleared before
    01184        * the loop and after each callback does not need to be cleared here. */
    01185       t->InvalidateNewGRFCache();
    01186
    01187       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    01188
    01189       /* Restore original first_engine data */
    01190       t->tcache.first_engine = first_engine;
    01191
    01192       /* We do not want to remember any cached variables from the test run */
    01193       t->InvalidateNewGRFCache();
    01194       head->InvalidateNewGRFCache();
    01195
    01196       if (callback != CALLBACK_FAILED) {
    01197         /* A failing callback means everything is okay */
    01198         StringID error = STR_NULL;
    01199
    01200         if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    01201         if (callback  < 0xFD) error = GetGRFStringID(GetEngineGRFID(head->engine_type), 0xD000 + callback);
    01202
    01203         if (error != STR_NULL) return_cmd_error(error);
    01204       }
    01205     }
    01206
    01207     /* And link it to the new part. */
    01208     prev->SetNext(t);
    01209     prev = t;
    01210     t = next;
    01211   }
    01212
    01213   if (allowed_len <= 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    01214   return CommandCost();
    01215 }
    01216
    01226 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src)
    01227 {
    01228   /* Check whether we may actually construct the trains. */
    01229   CommandCost ret = CheckTrainAttachment(src);
    01230   if (ret.Failed()) return ret;
    01231   ret = CheckTrainAttachment(dst);
    01232   if (ret.Failed()) return ret;
    01233
    01234   /* Check whether we need to build a new train. */
    01235   return CheckNewTrain(original_dst, dst, original_src, src);
    01236 }
    01237
    01246 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01247 {
    01248   /* First determine the front of the two resulting trains */
    01249   if (*src_head == *dst_head) {
    01250     /* If we aren't moving part(s) to a new train, we are just moving the
    01251      * front back and there is not destination head. */
    01252     *dst_head = NULL;
    01253   } else if (*dst_head == NULL) {
    01254     /* If we are moving to a new train the head of the move train would become
    01255      * the head of the new vehicle. */
    01256     *dst_head = src;
    01257   }
    01258
    01259   if (src == *src_head) {
    01260     /* If we are moving the front of a train then we are, in effect, creating
    01261      * a new head for the train. Point to that. Unless we are moving the whole
    01262      * train in which case there is not 'source' train anymore.
    01263      * In case we are a multiheaded part we want the complete thing to come
    01264      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01265      * that is followed by a rear multihead we do not want to include that. */
    01266     *src_head = move_chain ? NULL :
    01267         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01268   }
    01269
    01270   /* Now it's just simply removing the part that we are going to move from the
    01271    * source train and *if* the destination is a not a new train add the chain
    01272    * at the destination location. */
    01273   RemoveFromConsist(src, move_chain);
    01274   if (*dst_head != src) InsertInConsist(dst, src);
    01275
    01276   /* Now normalise the dual heads, that is move the dual heads around in such
    01277    * a way that the head and rear of a dual head are in the same train */
    01278   NormaliseDualHeads(*src_head);
    01279   NormaliseDualHeads(*dst_head);
    01280 }
    01281
    01287 static void NormaliseTrainHead(Train *head)
    01288 {
    01289   /* Not much to do! */
    01290   if (head == NULL) return;
    01291
    01292   /* Tell the 'world' the train changed. */
    01293   TrainConsistChanged(head, false);
    01294   UpdateTrainGroupID(head);
    01295
    01296   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01297   if (!head->IsFrontEngine()) return;
    01298
    01299   /* Update the refit button and window */
    01300   SetWindowDirty(WC_VEHICLE_REFIT, head->index);
    01301   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
    01302
    01303   /* If we don't have a unit number yet, set one. */
    01304   if (head->unitnumber != 0) return;
    01305   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01306 }
    01307
    01319 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01320 {
    01321   VehicleID s = GB(p1, 0, 16);
    01322   VehicleID d = GB(p1, 16, 16);
    01323   bool move_chain = HasBit(p2, 0);
    01324
    01325   Train *src = Train::GetIfValid(s);
    01326   if (src == NULL || !CheckOwnership(src->owner)) return CMD_ERROR;
    01327
    01328   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01329   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01330
    01331   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01332   Train *dst;
    01333   if (d == INVALID_VEHICLE) {
    01334     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01335   } else {
    01336     dst = Train::GetIfValid(d);
    01337     if (dst == NULL || !CheckOwnership(dst->owner)) return CMD_ERROR;
    01338
    01339     /* Do not allow appending to crashed vehicles, too */
    01340     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01341   }
    01342
    01343   /* if an articulated part is being handled, deal with its parent vehicle */
    01344   src = src->GetFirstEnginePart();
    01345   if (dst != NULL) {
    01346     dst = dst->GetFirstEnginePart();
    01347   }
    01348
    01349   /* don't move the same vehicle.. */
    01350   if (src == dst) return CommandCost();
    01351
    01352   /* locate the head of the two chains */
    01353   Train *src_head = src->First();
    01354   Train *dst_head;
    01355   if (dst != NULL) {
    01356     dst_head = dst->First();
    01357     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01358     /* Now deal with articulated part of destination wagon */
    01359     dst = dst->GetLastEnginePart();
    01360   } else {
    01361     dst_head = NULL;
    01362   }
    01363
    01364   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01365
    01366   /* When moving all wagons, we can't have the same src_head and dst_head */
    01367   if (move_chain && src_head == dst_head) return CommandCost();
    01368
    01369   /* When moving a multiheaded part to be place after itself, bail out. */
    01370   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01371
    01372   /* Check if all vehicles in the source train are stopped inside a depot. */
    01373   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01374
    01375   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01376   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01377
    01378   /* First make a backup of the order of the trains. That way we can do
    01379    * whatever we want with the order and later on easily revert. */
    01380   TrainList original_src;
    01381   TrainList original_dst;
    01382
    01383   MakeTrainBackup(original_src, src_head);
    01384   MakeTrainBackup(original_dst, dst_head);
    01385
    01386   /* Also make backup of the original heads as ArrangeTrains can change them.
    01387    * For the destination head we do not care if it is the same as the source
    01388    * head because in that case it's just a copy. */
    01389   Train *original_src_head = src_head;
    01390   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01391
    01392   /* (Re)arrange the trains in the wanted arrangement. */
    01393   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01394
    01395   if ((flags & DC_AUTOREPLACE) == 0) {
    01396     /* If the autoreplace flag is set we do not need to test for the validity
    01397      * because we are going to revert the train to its original state. As we
    01398      * assume the original state was correct autoreplace can skip this. */
    01399     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head);
    01400     if (ret.Failed()) {
    01401       /* Restore the train we had. */
    01402       RestoreTrainBackup(original_src);
    01403       RestoreTrainBackup(original_dst);
    01404       return ret;
    01405     }
    01406   }
    01407
    01408   /* do it? */
    01409   if (flags & DC_EXEC) {
    01410     /* First normalise the sub types of the chains. */
    01411     NormaliseSubtypes(src_head);
    01412     NormaliseSubtypes(dst_head);
    01413
    01414     /* There are 14 different cases:
    01415      *  1) front engine gets moved to a new train, it stays a front engine.
    01416      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
    01417      *     b) the 'next' part is an engine, that becomes a front engine.
    01418      *     c) there is no 'next' part, nothing else happens
    01419      *  2) front engine gets moved to another train, it is not a front engine anymore
    01420      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
    01421      *     b) the 'next' part is an engine, that becomes a front engine.
    01422      *     c) there is no 'next' part, nothing else happens
    01423      *  3) front engine gets moved to later in the current train, it is not an engine anymore.
    01424      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
    01425      *     b) the 'next' part is an engine, that becomes a front engine.
    01426      *  4) free wagon gets moved
    01427      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
    01428      *     b) the 'next' part is an engine, that becomes a front engine.
    01429      *     c) there is no 'next' part, nothing else happens
    01430      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01431      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01432      *  7) wagon gets moved, nothing happens
    01433      */
    01434     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01435       /* Cases #2 and #3: the front engine gets trashed. */
    01436       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01437       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01438       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01439       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01440       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01441
    01442       /* We are going to be move to another train. So we
    01443        * are no part of this group anymore. In case we
    01444        * are not moving group... well, then we do not need
    01445        * to move.
    01446        * Or we are moving to later in the train and our
    01447        * new head isn't a front engine anymore.
    01448        */
    01449       if (dst_head != NULL ? dst_head != src : !src_head->IsFrontEngine()) {
    01450         DecreaseGroupNumVehicle(src->group_id);
    01451       }
    01452
    01453       /* Delete orders, group stuff and the unit number as we're not the
    01454        * front of any vehicle anymore. */
    01455       DeleteVehicleOrders(src);
    01456       RemoveVehicleFromGroup(src);
    01457       src->unitnumber = 0;
    01458     }
    01459
    01460     /* We weren't a front engine but are becoming one. So
    01461      * we should be put in the default group. */
    01462     if (original_src_head != src && dst_head == src) {
    01463       SetTrainGroupID(src, DEFAULT_GROUP);
    01464     }
    01465
    01466     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01467     NormaliseTrainHead(src_head);
    01468     NormaliseTrainHead(dst_head);
    01469
    01470     /* We are undoubtedly changing something in the depot and train list. */
    01471     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01472     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01473   } else {
    01474     /* We don't want to execute what we're just tried. */
    01475     RestoreTrainBackup(original_src);
    01476     RestoreTrainBackup(original_dst);
    01477   }
    01478
    01479   return CommandCost();
    01480 }
    01481
    01493 CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01494 {
    01495   /* Check if we deleted a vehicle window */
    01496   Window *w = NULL;
    01497
    01498   Train *v = Train::GetIfValid(p1);
    01499   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
    01500
    01501   /* Sell a chain of vehicles or not? */
    01502   bool sell_chain = HasBit(p2, 0);
    01503
    01504   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_SELL_DESTROYED_VEHICLE);
    01505
    01506   v = v->GetFirstEnginePart();
    01507   Train *first = v->First();
    01508
    01509   /* make sure the vehicle is stopped in the depot */
    01510   if (!first->IsStoppedInDepot()) {
    01511     return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01512   }
    01513
    01514   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01515
    01516   /* First make a backup of the order of the train. That way we can do
    01517    * whatever we want with the order and later on easily revert. */
    01518   TrainList original;
    01519   MakeTrainBackup(original, first);
    01520
    01521   /* We need to keep track of the new head and the head of what we're going to sell. */
    01522   Train *new_head = first;
    01523   Train *sell_head = NULL;
    01524
    01525   /* Split the train in the wanted way. */
    01526   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01527
    01528   /* We don't need to validate the second train; it's going to be sold. */
    01529   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head);
    01530   if (ret.Failed()) {
    01531     /* Restore the train we had. */
    01532     RestoreTrainBackup(original);
    01533     return ret;
    01534   }
    01535
    01536   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01537   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01538
    01539   /* do it? */
    01540   if (flags & DC_EXEC) {
    01541     /* First normalise the sub types of the chain. */
    01542     NormaliseSubtypes(new_head);
    01543
    01544     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01545       /* We are selling the front engine. In this case we want to
    01546        * 'give' the order, unitnumber and such to the new head. */
    01547       new_head->orders.list = first->orders.list;
    01548       new_head->AddToShared(first);
    01549       DeleteVehicleOrders(first);
    01550
    01551       /* Copy other important data from the front engine */
    01552       new_head->CopyVehicleConfigAndStatistics(first);
    01553       IncreaseGroupNumVehicle(new_head->group_id);
    01554
    01555       /* If we deleted a window then open a new one for the 'new' train */
    01556       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
    01557     }
    01558
    01559     /* We need to update the information about the train. */
    01560     NormaliseTrainHead(new_head);
    01561
    01562     /* We are undoubtedly changing something in the depot and train list. */
    01563     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01564     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01565
    01566     /* Actually delete the sold 'goods' */
    01567     delete sell_head;
    01568   } else {
    01569     /* We don't want to execute what we're just tried. */
    01570     RestoreTrainBackup(original);
    01571   }
    01572
    01573   return cost;
    01574 }
    01575
    01576 void Train::UpdateDeltaXY(Direction direction)
    01577 {
    01578 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
    01579   static const uint32 _delta_xy_table[8] = {
    01580     MKIT(3, 3, -1, -1),
    01581     MKIT(3, 7, -1, -3),
    01582     MKIT(3, 3, -1, -1),
    01583     MKIT(7, 3, -3, -1),
    01584     MKIT(3, 3, -1, -1),
    01585     MKIT(3, 7, -1, -3),
    01586     MKIT(3, 3, -1, -1),
    01587     MKIT(7, 3, -3, -1),
    01588   };
    01589 #undef MKIT
    01590
    01591   uint32 x = _delta_xy_table[direction];
    01592   this->x_offs        = GB(x,  0, 8);
    01593   this->y_offs        = GB(x,  8, 8);
    01594   this->x_extent      = GB(x, 16, 8);
    01595   this->y_extent      = GB(x, 24, 8);
    01596   this->z_extent      = 6;
    01597 }
    01598
    01599 static inline void SetLastSpeed(Train *v, int spd)
    01600 {
    01601   int old = v->tcache.last_speed;
    01602   if (spd != old) {
    01603     v->tcache.last_speed = spd;
    01604     if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) {
    01605       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01606     }
    01607   }
    01608 }
    01609
    01611 static void MarkTrainAsStuck(Train *v)
    01612 {
    01613   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01614     /* It is the first time the problem occured, set the "train stuck" flag. */
    01615     SetBit(v->flags, VRF_TRAIN_STUCK);
    01616
    01617     /* When loading the vehicle is already stopped. No need to change that. */
    01618     if (v->current_order.IsType(OT_LOADING)) return;
    01619
    01620     v->time_counter = 0;
    01621
    01622     /* Stop train */
    01623     v->cur_speed = 0;
    01624     v->subspeed = 0;
    01625     SetLastSpeed(v, 0);
    01626
    01627     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01628   }
    01629 }
    01630
    01631 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01632 {
    01633   uint16 flag1 = *swap_flag1;
    01634   uint16 flag2 = *swap_flag2;
    01635
    01636   /* Clear the flags */
    01637   ClrBit(*swap_flag1, VRF_GOINGUP);
    01638   ClrBit(*swap_flag1, VRF_GOINGDOWN);
    01639   ClrBit(*swap_flag2, VRF_GOINGUP);
    01640   ClrBit(*swap_flag2, VRF_GOINGDOWN);
    01641
    01642   /* Reverse the rail-flags (if needed) */
    01643   if (HasBit(flag1, VRF_GOINGUP)) {
    01644     SetBit(*swap_flag2, VRF_GOINGDOWN);
    01645   } else if (HasBit(flag1, VRF_GOINGDOWN)) {
    01646     SetBit(*swap_flag2, VRF_GOINGUP);
    01647   }
    01648   if (HasBit(flag2, VRF_GOINGUP)) {
    01649     SetBit(*swap_flag1, VRF_GOINGDOWN);
    01650   } else if (HasBit(flag2, VRF_GOINGDOWN)) {
    01651     SetBit(*swap_flag1, VRF_GOINGUP);
    01652   }
    01653 }
    01654
    01655 static void ReverseTrainSwapVeh(Train *v, int l, int r)
    01656 {
    01657   Train *a, *b;
    01658
    01659   /* locate vehicles to swap */
    01660   for (a = v; l != 0; l--) a = a->Next();
    01661   for (b = v; r != 0; r--) b = b->Next();
    01662
    01663   if (a != b) {
    01664     /* swap the hidden bits */
    01665     {
    01666       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
    01667       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
    01668       a->vehstatus = tmp;
    01669     }
    01670
    01671     Swap(a->track, b->track);
    01672     Swap(a->direction,    b->direction);
    01673
    01674     /* toggle direction */
    01675     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
    01676     if (b->track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
    01677
    01678     Swap(a->x_pos, b->x_pos);
    01679     Swap(a->y_pos, b->y_pos);
    01680     Swap(a->tile,  b->tile);
    01681     Swap(a->z_pos, b->z_pos);
    01682
    01683     SwapTrainFlags(&a->flags, &b->flags);
    01684
    01685     /* update other vars */
    01686     a->UpdateViewport(true, true);
    01687     b->UpdateViewport(true, true);
    01688
    01689     /* call the proper EnterTile function unless we are in a wormhole */
    01690     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
    01691     if (b->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
    01692   } else {
    01693     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
    01694     a->UpdateViewport(true, true);
    01695
    01696     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
    01697   }
    01698
    01699   /* Update train's power incase tiles were different rail type */
    01700   TrainPowerChanged(v);
    01701 }
    01702
    01703
    01709 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01710 {
    01711   return (v->type == VEH_TRAIN) ? v : NULL;
    01712 }
    01713
    01714
    01721 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01722 {
    01723   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01724
    01725   Train *t = Train::From(v);
    01726   if (!t->IsFrontEngine()) return NULL;
    01727
    01728   TileIndex tile = *(TileIndex *)data;
    01729
    01730   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01731
    01732   return t;
    01733 }
    01734
    01735
    01742 static bool TrainApproachingCrossing(TileIndex tile)
    01743 {
    01744   assert(IsLevelCrossingTile(tile));
    01745
    01746   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01747   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01748
    01749   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01750
    01751   dir = ReverseDiagDir(dir);
    01752   tile_from = tile + TileOffsByDiagDir(dir);
    01753
    01754   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01755 }
    01756
    01757
    01764 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01765 {
    01766   assert(IsLevelCrossingTile(tile));
    01767
    01768   /* train on crossing || train approaching crossing || reserved */
    01769   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
    01770
    01771   if (new_state != IsCrossingBarred(tile)) {
    01772     if (new_state && sound) {
    01773       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01774     }
    01775     SetCrossingBarred(tile, new_state);
    01776     MarkTileDirtyByTile(tile);
    01777   }
    01778 }
    01779
    01780
    01786 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01787 {
    01788   if (!IsCrossingBarred(tile)) {
    01789     BarCrossing(tile);
    01790     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01791     MarkTileDirtyByTile(tile);
    01792   }
    01793 }
    01794
    01795
    01801 static void AdvanceWagonsBeforeSwap(Train *v)
    01802 {
    01803   Train *base = v;
    01804   Train *first = base; // first vehicle to move
    01805   Train *last = v->Last(); // last vehicle to move
    01806   uint length = CountVehiclesInChain(v);
    01807
    01808   while (length > 2) {
    01809     last = last->Previous();
    01810     first = first->Next();
    01811
    01812     int differential = base->tcache.cached_veh_length - last->tcache.cached_veh_length;
    01813
    01814     /* do not update images now
    01815      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01816     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01817
    01818     base = first; // == base->Next()
    01819     length -= 2;
    01820   }
    01821 }
    01822
    01823
    01829 static void AdvanceWagonsAfterSwap(Train *v)
    01830 {
    01831   /* first of all, fix the situation when the train was entering a depot */
    01832   Train *dep = v; // last vehicle in front of just left depot
    01833   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01834     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01835   }
    01836
    01837   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01838
    01839   if (leave != NULL) {
    01840     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01841     int d = TicksToLeaveDepot(dep);
    01842
    01843     if (d <= 0) {
    01844       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01845       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01846       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01847     }
    01848   } else {
    01849     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01850   }
    01851
    01852   Train *base = v;
    01853   Train *first = base; // first vehicle to move
    01854   Train *last = v->Last(); // last vehicle to move
    01855   uint length = CountVehiclesInChain(v);
    01856
    01857   /* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
    01858    * they have already correct spacing, so we have to make sure they are moved how they should */
    01859   bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
    01860
    01861   while (length > 2) {
    01862     /* we reached vehicle (originally) in front of a depot, stop now
    01863      * (we would move wagons that are alredy moved with new wagon length) */
    01864     if (base == dep) break;
    01865
    01866     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01867     if (last == dep) nomove = true;
    01868
    01869     last = last->Previous();
    01870     first = first->Next();
    01871
    01872     int differential = last->tcache.cached_veh_length - base->tcache.cached_veh_length;
    01873
    01874     /* do not update images now */
    01875     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01876
    01877     base = first; // == base->Next()
    01878     length -= 2;
    01879   }
    01880 }
    01881
    01882
    01883 static void ReverseTrainDirection(Train *v)
    01884 {
    01885   if (IsRailDepotTile(v->tile)) {
    01886     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01887   }
    01888
    01889   /* Clear path reservation in front if train is not stuck. */
    01890   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01891
    01892   /* Check if we were approaching a rail/road-crossing */
    01893   TileIndex crossing = TrainApproachingCrossingTile(v);
    01894
    01895   /* count number of vehicles */
    01896   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01897
    01898   AdvanceWagonsBeforeSwap(v);
    01899
    01900   /* swap start<>end, start+1<>end-1, ... */
    01901   int l = 0;
    01902   do {
    01903     ReverseTrainSwapVeh(v, l++, r--);
    01904   } while (l <= r);
    01905
    01906   AdvanceWagonsAfterSwap(v);
    01907
    01908   if (IsRailDepotTile(v->tile)) {
    01909     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01910   }
    01911
    01912   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01913
    01914   ClrBit(v->flags, VRF_REVERSING);
    01915
    01916   /* recalculate cached data */
    01917   TrainConsistChanged(v, true);
    01918
    01919   /* update all images */
    01920   for (Vehicle *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01921
    01922   /* update crossing we were approaching */
    01923   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01924
    01925   /* maybe we are approaching crossing now, after reversal */
    01926   crossing = TrainApproachingCrossingTile(v);
    01927   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01928
    01929   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01930   if (v->track == TRACK_BIT_DEPOT) {
    01931     /* Can't be stuck here as inside a depot is always a safe tile. */
    01932     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01933     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01934     return;
    01935   }
    01936
    01937   /* TrainExitDir does not always produce the desired dir for depots and
    01938    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01939   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01940   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01941
    01942   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01943     /* If we are currently on a tile with conventional signals, we can't treat the
    01944      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01945     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01946       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01947       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01948
    01949     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01950     if (TryPathReserve(v, false, first_tile_okay)) {
    01951       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01952       CheckNextTrainTile(v);
    01953     } else if (v->current_order.GetType() != OT_LOADING) {
    01954       /* Do not wait for a way out when we're still loading */
    01955       MarkTrainAsStuck(v);
    01956     }
    01957   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01958     /* A train not inside a PBS block can't be stuck. */
    01959     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01960     v->time_counter = 0;
    01961   }
    01962 }
    01963
    01972 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01973 {
    01974   Train *v = Train::GetIfValid(p1);
    01975   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
    01976
    01977   if (p2 != 0) {
    01978     /* turn a single unit around */
    01979
    01980     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01981       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01982     }
    01983
    01984     Train *front = v->First();
    01985     /* make sure the vehicle is stopped in the depot */
    01986     if (!front->IsStoppedInDepot()) {
    01987       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01988     }
    01989
    01990     if (flags & DC_EXEC) {
    01991       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01992       SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    01993       SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    01994       /* We cancel any 'skip signal at dangers' here */
    01995       v->force_proceed = 0;
    01996       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01997     }
    01998   } else {
    01999     /* turn the whole train around */
    02000     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
    02001
    02002     if (flags & DC_EXEC) {
    02003       /* Properly leave the station if we are loading and won't be loading anymore */
    02004       if (v->current_order.IsType(OT_LOADING)) {
    02005         const Vehicle *last = v;
    02006         while (last->Next() != NULL) last = last->Next();
    02007
    02008         /* not a station || different station --> leave the station */
    02009         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    02010           v->LeaveStation();
    02011         }
    02012       }
    02013
    02014       /* We cancel any 'skip signal at dangers' here */
    02015       v->force_proceed = 0;
    02016       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02017
    02018       if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && v->cur_speed != 0) {
    02019         ToggleBit(v->flags, VRF_REVERSING);
    02020       } else {
    02021         v->cur_speed = 0;
    02022         SetLastSpeed(v, 0);
    02023         HideFillingPercent(&v->fill_percent_te_id);
    02024         ReverseTrainDirection(v);
    02025       }
    02026     }
    02027   }
    02028   return CommandCost();
    02029 }
    02030
    02039 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02040 {
    02041   Train *t = Train::GetIfValid(p1);
    02042   if (t == NULL || !CheckOwnership(t->owner)) return CMD_ERROR;
    02043
    02044   if (flags & DC_EXEC) {
    02045     /* If we are forced to proceed, cancel that order.
    02046      * If we are marked stuck we would want to force the train
    02047      * to proceed to the next signal. In the other cases we
    02048      * would like to pass the signal at danger and run till the
    02049      * next signal we encounter. */
    02050     t->force_proceed = t->force_proceed == 2 ? 0 : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? 1 : 2;
    02051     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    02052   }
    02053
    02054   return CommandCost();
    02055 }
    02056
    02068 CommandCost CmdRefitRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02069 {
    02070   CargoID new_cid = GB(p2, 0, 8);
    02071   byte new_subtype = GB(p2, 8, 8);
    02072   bool only_this = HasBit(p2, 16);
    02073
    02074   Train *v = Train::GetIfValid(p1);
    02075   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
    02076
    02077   if (!v->IsStoppedInDepot()) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
    02078   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_REFIT_DESTROYED_VEHICLE);
    02079
    02080   /* Check cargo */
    02081   if (new_cid >= NUM_CARGO) return CMD_ERROR;
    02082
    02083   CommandCost cost = RefitVehicle(v, only_this, new_cid, new_subtype, flags);
    02084
    02085   /* Update the train's cached variables */
    02086   if (flags & DC_EXEC) {
    02087     Train *front = v->First();
    02088     TrainConsistChanged(front, false);
    02089     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    02090     SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    02091     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    02092   } else {
    02093     v->InvalidateNewGRFCacheOfChain(); // always invalidate; querycost might have filled it
    02094   }
    02095
    02096   return cost;
    02097 }
    02098
    02101 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    02102 {
    02103   assert(!(v->vehstatus & VS_CRASHED));
    02104
    02105   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    02106
    02107   PBSTileInfo origin = FollowTrainReservation(v);
    02108   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    02109
    02110   switch (_settings_game.pf.pathfinder_for_trains) {
    02111     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    02112     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    02113
    02114     default: NOT_REACHED();
    02115   }
    02116 }
    02117
    02118 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    02119 {
    02120   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    02121   if (tfdd.best_length == UINT_MAX) return false;
    02122
    02123   if (location    != NULL) *location    = tfdd.tile;
    02124   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    02125   if (reverse     != NULL) *reverse     = tfdd.reverse;
    02126
    02127   return true;
    02128 }
    02129
    02140 CommandCost CmdSendTrainToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02141 {
    02142   if (p2 & DEPOT_MASS_SEND) {
    02143     /* Mass goto depot requested */
    02144     if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
    02145     return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
    02146   }
    02147
    02148   Train *v = Train::GetIfValid(p1);
    02149   if (v == NULL) return CMD_ERROR;
    02150
    02151   return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
    02152 }
    02153
    02154 static const int8 _vehicle_smoke_pos[8] = {
    02155   1, 1, 1, 0, -1, -1, -1, 0
    02156 };
    02157
    02158 static void HandleLocomotiveSmokeCloud(const Train *v)
    02159 {
    02160   bool sound = false;
    02161
    02162   if ((v->vehstatus & VS_TRAIN_SLOWING) || v->cur_speed < 2) {
    02163     return;
    02164   }
    02165
    02166   const Train *u = v;
    02167
    02168   do {
    02169     const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
    02170     int effect_offset = GB(v->tcache.cached_vis_effect, 0, 4) - 8;
    02171     byte effect_type = GB(v->tcache.cached_vis_effect, 4, 2);
    02172     bool disable_effect = HasBit(v->tcache.cached_vis_effect, 6);
    02173
    02174     /* no smoke? */
    02175     if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
    02176         disable_effect ||
    02177         v->vehstatus & VS_HIDDEN) {
    02178       continue;
    02179     }
    02180
    02181     /* No smoke in depots or tunnels */
    02182     if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
    02183
    02184     /* No sparks for electric vehicles on nonelectrified tracks */
    02185     if (!HasPowerOnRail(v->railtype, GetTileRailType(v->tile))) continue;
    02186
    02187     if (effect_type == 0) {
    02188       /* Use default effect type for engine class. */
    02189       effect_type = rvi->engclass;
    02190     } else {
    02191       effect_type--;
    02192     }
    02193
    02194     int x = _vehicle_smoke_pos[v->direction] * effect_offset;
    02195     int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
    02196
    02197     if (HasBit(v->flags, VRF_REVERSE_DIRECTION)) {
    02198       x = -x;
    02199       y = -y;
    02200     }
    02201
    02202     switch (effect_type) {
    02203       case 0:
    02204         /* steam smoke. */
    02205         if (GB(v->tick_counter, 0, 4) == 0) {
    02206           CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
    02207           sound = true;
    02208         }
    02209         break;
    02210
    02211       case 1:
    02212         /* diesel smoke */
    02213         if (u->cur_speed <= 40 && Chance16(15, 128)) {
    02214           CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
    02215           sound = true;
    02216         }
    02217         break;
    02218
    02219       case 2:
    02220         /* blue spark */
    02221         if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
    02222           CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
    02223           sound = true;
    02224         }
    02225         break;
    02226
    02227       default:
    02228         break;
    02229     }
    02230   } while ((v = v->Next()) != NULL);
    02231
    02232   if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
    02233 }
    02234
    02235 void Train::PlayLeaveStationSound() const
    02236 {
    02237   static const SoundFx sfx[] = {
    02238     SND_04_TRAIN,
    02239     SND_0A_TRAIN_HORN,
    02240     SND_0A_TRAIN_HORN,
    02241     SND_47_MAGLEV_2,
    02242     SND_41_MAGLEV
    02243   };
    02244
    02245   if (PlayVehicleSound(this, VSE_START)) return;
    02246
    02247   EngineID engtype = this->engine_type;
    02248   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    02249 }
    02250
    02252 static void CheckNextTrainTile(Train *v)
    02253 {
    02254   /* Don't do any look-ahead if path_backoff_interval is 255. */
    02255   if (_settings_game.pf.path_backoff_interval == 255) return;
    02256
    02257   /* Exit if we reached our destination depot or are inside a depot. */
    02258   if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || v->track == TRACK_BIT_DEPOT) return;
    02259   /* Exit if we are on a station tile and are going to stop. */
    02260   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    02261   /* Exit if the current order doesn't have a destination, but the train has orders. */
    02262   if ((v->current_order.IsType(OT_NOTHING) || v->current_order.IsType(OT_LEAVESTATION) || v->current_order.IsType(OT_LOADING)) && v->GetNumOrders() > 0) return;
    02263
    02264   Trackdir td = v->GetVehicleTrackdir();
    02265
    02266   /* On a tile with a red non-pbs signal, don't look ahead. */
    02267   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    02268       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    02269       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    02270
    02271   CFollowTrackRail ft(v);
    02272   if (!ft.Follow(v->tile, td)) return;
    02273
    02274   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    02275     /* Next tile is not reserved. */
    02276     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02277       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    02278         /* If the next tile is a PBS signal, try to make a reservation. */
    02279         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02280         if (_settings_game.pf.forbid_90_deg) {
    02281           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    02282         }
    02283         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    02284       }
    02285     }
    02286   }
    02287 }
    02288
    02289 static bool CheckTrainStayInDepot(Train *v)
    02290 {
    02291   /* bail out if not all wagons are in the same depot or not in a depot at all */
    02292   for (const Train *u = v; u != NULL; u = u->Next()) {
    02293     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    02294   }
    02295
    02296   /* if the train got no power, then keep it in the depot */
    02297   if (v->tcache.cached_power == 0) {
    02298     v->vehstatus |= VS_STOPPED;
    02299     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    02300     return true;
    02301   }
    02302
    02303   SigSegState seg_state;
    02304
    02305   if (v->force_proceed == 0) {
    02306     /* force proceed was not pressed */
    02307     if (++v->time_counter < 37) {
    02308       SetWindowClassesDirty(WC_TRAINS_LIST);
    02309       return true;
    02310     }
    02311
    02312     v->time_counter = 0;
    02313
    02314     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02315     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02316       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02317       SetWindowClassesDirty(WC_TRAINS_LIST);
    02318       return true;
    02319     }
    02320   } else {
    02321     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02322   }
    02323
    02324   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02325   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02326     /* We need to have a reservation for this to work. */
    02327     if (HasDepotReservation(v->tile)) return true;
    02328     SetDepotReservation(v->tile, true);
    02329     VehicleEnterDepot(v);
    02330     return true;
    02331   }
    02332
    02333   /* Only leave when we can reserve a path to our destination. */
    02334   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == 0) {
    02335     /* No path and no force proceed. */
    02336     SetWindowClassesDirty(WC_TRAINS_LIST);
    02337     MarkTrainAsStuck(v);
    02338     return true;
    02339   }
    02340
    02341   SetDepotReservation(v->tile, true);
    02342   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02343
    02344   VehicleServiceInDepot(v);
    02345   SetWindowClassesDirty(WC_TRAINS_LIST);
    02346   v->PlayLeaveStationSound();
    02347
    02348   v->track = TRACK_BIT_X;
    02349   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02350
    02351   v->vehstatus &= ~VS_HIDDEN;
    02352   v->cur_speed = 0;
    02353
    02354   v->UpdateDeltaXY(v->direction);
    02355   v->cur_image = v->GetImage(v->direction);
    02356   VehicleMove(v, false);
    02357   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02358   UpdateTrainAcceleration(v);
    02359   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02360
    02361   return false;
    02362 }
    02363
    02365 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02366 {
    02367   DiagDirection dir = TrackdirToExitdir(track_dir);
    02368
    02369   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02370     /* Are we just leaving a tunnel/bridge? */
    02371     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02372       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02373
    02374       if (!HasVehicleOnTunnelBridge(tile, end, v)) {
    02375         /* Free the reservation only if no other train is on the tiles. */
    02376         SetTunnelBridgeReservation(tile, false);
    02377         SetTunnelBridgeReservation(end, false);
    02378
    02379         if (_settings_client.gui.show_track_reservation) {
    02380           MarkTileDirtyByTile(tile);
    02381           MarkTileDirtyByTile(end);
    02382         }
    02383       }
    02384     }
    02385   } else if (IsRailStationTile(tile)) {
    02386     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02387     /* If the new tile is not a further tile of the same station, we
    02388      * clear the reservation for the whole platform. */
    02389     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02390       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02391     }
    02392   } else {
    02393     /* Any other tile */
    02394     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02395   }
    02396 }
    02397
    02399 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02400 {
    02401   assert(v->IsFrontEngine());
    02402
    02403   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02404   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02405   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02406   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02407
    02408   /* Don't free reservation if it's not ours. */
    02409   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02410
    02411   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02412   while (ft.Follow(tile, td)) {
    02413     tile = ft.m_new_tile;
    02414     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02415     td = RemoveFirstTrackdir(&bits);
    02416     assert(bits == TRACKDIR_BIT_NONE);
    02417
    02418     if (!IsValidTrackdir(td)) break;
    02419
    02420     if (IsTileType(tile, MP_RAILWAY)) {
    02421       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02422         /* Conventional signal along trackdir: remove reservation and stop. */
    02423         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02424         break;
    02425       }
    02426       if (HasPbsSignalOnTrackdir(tile, td)) {
    02427         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02428           /* Red PBS signal? Can't be our reservation, would be green then. */
    02429           break;
    02430         } else {
    02431           /* Turn the signal back to red. */
    02432           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02433           MarkTileDirtyByTile(tile);
    02434         }
    02435       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02436         break;
    02437       }
    02438     }
    02439
    02440     /* Don't free first station/bridge/tunnel if we are on it. */
    02441     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);
    02442
    02443     free_tile = true;
    02444   }
    02445 }
    02446
    02447 static const byte _initial_tile_subcoord[6][4][3] = {
    02448 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02449 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02450 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02451 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02452 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02453 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02454 };
    02455
    02468 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
    02469 {
    02470   switch (_settings_game.pf.pathfinder_for_trains) {
    02471     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
    02472     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
    02473
    02474     default: NOT_REACHED();
    02475   }
    02476 }
    02477
    02483 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02484 {
    02485   PBSTileInfo origin = FollowTrainReservation(v);
    02486
    02487   CFollowTrackRail ft(v);
    02488
    02489   TileIndex tile = origin.tile;
    02490   Trackdir  cur_td = origin.trackdir;
    02491   while (ft.Follow(tile, cur_td)) {
    02492     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02493       /* Possible signal tile. */
    02494       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02495     }
    02496
    02497     if (_settings_game.pf.forbid_90_deg) {
    02498       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02499       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02500     }
    02501
    02502     /* Station, depot or waypoint are a possible target. */
    02503     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02504     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02505       /* Choice found or possible target encountered.
    02506        * On finding a possible target, we need to stop and let the pathfinder handle the
    02507        * remaining path. This is because we don't know if this target is in one of our
    02508        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02509        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02510        * a wrong path not leading to our next destination. */
    02511       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02512
    02513       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02514        * actually starts its search at the first unreserved tile. */
    02515       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02516
    02517       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02518       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02519       if (enterdir) *enterdir = ft.m_exitdir;
    02520       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02521     }
    02522
    02523     tile = ft.m_new_tile;
    02524     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02525
    02526     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02527       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02528       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02529       /* Safe position is all good, path valid and okay. */
    02530       return PBSTileInfo(tile, cur_td, true);
    02531     }
    02532
    02533     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02534   }
    02535
    02536   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02537     /* End of line, path valid and okay. */
    02538     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02539   }
    02540
    02541   /* Sorry, can't reserve path, back out. */
    02542   tile = origin.tile;
    02543   cur_td = origin.trackdir;
    02544   TileIndex stopped = ft.m_old_tile;
    02545   Trackdir  stopped_td = ft.m_old_td;
    02546   while (tile != stopped || cur_td != stopped_td) {
    02547     if (!ft.Follow(tile, cur_td)) break;
    02548
    02549     if (_settings_game.pf.forbid_90_deg) {
    02550       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02551       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02552     }
    02553     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02554
    02555     tile = ft.m_new_tile;
    02556     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02557
    02558     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02559   }
    02560
    02561   /* Path invalid. */
    02562   return PBSTileInfo();
    02563 }
    02564
    02575 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02576 {
    02577   switch (_settings_game.pf.pathfinder_for_trains) {
    02578     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02579     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02580
    02581     default: NOT_REACHED();
    02582   }
    02583 }
    02584
    02586 class VehicleOrderSaver
    02587 {
    02588 private:
    02589   Vehicle        *v;
    02590   Order          old_order;
    02591   TileIndex      old_dest_tile;
    02592   StationID      old_last_station_visited;
    02593   VehicleOrderID index;
    02594
    02595 public:
    02596   VehicleOrderSaver(Vehicle *_v) :
    02597     v(_v),
    02598     old_order(_v->current_order),
    02599     old_dest_tile(_v->dest_tile),
    02600     old_last_station_visited(_v->last_station_visited),
    02601     index(_v->cur_order_index)
    02602   {
    02603   }
    02604
    02605   ~VehicleOrderSaver()
    02606   {
    02607     this->v->current_order = this->old_order;
    02608     this->v->dest_tile = this->old_dest_tile;
    02609     this->v->last_station_visited = this->old_last_station_visited;
    02610   }
    02611
    02617   bool SwitchToNextOrder(bool skip_first)
    02618   {
    02619     if (this->v->GetNumOrders() == 0) return false;
    02620
    02621     if (skip_first) ++this->index;
    02622
    02623     int conditional_depth = 0;
    02624
    02625     do {
    02626       /* Wrap around. */
    02627       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02628
    02629       Order *order = this->v->GetOrder(this->index);
    02630       assert(order != NULL);
    02631
    02632       switch (order->GetType()) {
    02633         case OT_GOTO_DEPOT:
    02634           /* Skip service in depot orders when the train doesn't need service. */
    02635           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02636         case OT_GOTO_STATION:
    02637         case OT_GOTO_WAYPOINT:
    02638           this->v->current_order = *order;
    02639           UpdateOrderDest(this->v, order);
    02640           return true;
    02641         case OT_CONDITIONAL: {
    02642           if (conditional_depth > this->v->GetNumOrders()) return false;
    02643           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02644           if (next != INVALID_VEH_ORDER_ID) {
    02645             conditional_depth++;
    02646             this->index = next;
    02647             /* Don't increment next, so no break here. */
    02648             continue;
    02649           }
    02650           break;
    02651         }
    02652         default:
    02653           break;
    02654       }
    02655       /* Don't increment inside the while because otherwise conditional
    02656        * orders can lead to an infinite loop. */
    02657       ++this->index;
    02658     } while (this->index != this->v->cur_order_index);
    02659
    02660     return false;
    02661   }
    02662 };
    02663
    02664 /* choose a track */
    02665 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02666 {
    02667   Track best_track = INVALID_TRACK;
    02668   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02669   bool changed_signal = false;
    02670
    02671   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02672
    02673   if (got_reservation != NULL) *got_reservation = false;
    02674
    02675   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02676   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02677   /* Do we have a suitable reserved track? */
    02678   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02679
    02680   /* Quick return in case only one possible track is available */
    02681   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02682     Track track = FindFirstTrack(tracks);
    02683     /* We need to check for signals only here, as a junction tile can't have signals. */
    02684     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02685       do_track_reservation = true;
    02686       changed_signal = true;
    02687       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02688     } else if (!do_track_reservation) {
    02689       return track;
    02690     }
    02691     best_track = track;
    02692   }
    02693
    02694   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02695   DiagDirection dest_enterdir = enterdir;
    02696   if (do_track_reservation) {
    02697     /* Check if the train needs service here, so it has a chance to always find a depot.
    02698      * Also check if the current order is a service order so we don't reserve a path to
    02699      * the destination but instead to the next one if service isn't needed. */
    02700     CheckIfTrainNeedsService(v);
    02701     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02702
    02703     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02704     if (res_dest.tile == INVALID_TILE) {
    02705       /* Reservation failed? */
    02706       if (mark_stuck) MarkTrainAsStuck(v);
    02707       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02708       return FindFirstTrack(tracks);
    02709     }
    02710   }
    02711
    02712   /* Save the current train order. The destructor will restore the old order on function exit. */
    02713   VehicleOrderSaver orders(v);
    02714
    02715   /* If the current tile is the destination of the current order and
    02716    * a reservation was requested, advance to the next order.
    02717    * Don't advance on a depot order as depots are always safe end points
    02718    * for a path and no look-ahead is necessary. This also avoids a
    02719    * problem with depot orders not part of the order list when the
    02720    * order list itself is empty. */
    02721   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02722     orders.SwitchToNextOrder(false);
    02723   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02724       v->current_order.IsType(OT_GOTO_STATION) ?
    02725       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02726       v->tile == v->dest_tile))) {
    02727     orders.SwitchToNextOrder(true);
    02728   }
    02729
    02730   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02731     /* Pathfinders are able to tell that route was only 'guessed'. */
    02732     bool      path_not_found = false;
    02733     TileIndex new_tile = res_dest.tile;
    02734
    02735     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest);
    02736     if (new_tile == tile) best_track = next_track;
    02737
    02738     /* handle "path not found" state */
    02739     if (path_not_found) {
    02740       /* PF didn't find the route */
    02741       if (!HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
    02742         /* it is first time the problem occurred, set the "path not found" flag */
    02743         SetBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
    02744         /* and notify user about the event */
    02745         AI::NewEvent(v->owner, new AIEventVehicleLost(v->index));
    02746         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
    02747           SetDParam(0, v->index);
    02748           AddVehicleNewsItem(
    02749             STR_NEWS_TRAIN_IS_LOST,
    02750             NS_ADVICE,
    02751             v->index
    02752           );
    02753         }
    02754       }
    02755     } else {
    02756       /* route found, is the train marked with "path not found" flag? */
    02757       if (HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
    02758         /* clear the flag as the PF's problem was solved */
    02759         ClrBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
    02760         /* can we also delete the "News" item somehow? */
    02761       }
    02762     }
    02763   }
    02764
    02765   /* No track reservation requested -> finished. */
    02766   if (!do_track_reservation) return best_track;
    02767
    02768   /* A path was found, but could not be reserved. */
    02769   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02770     if (mark_stuck) MarkTrainAsStuck(v);
    02771     FreeTrainTrackReservation(v);
    02772     return best_track;
    02773   }
    02774
    02775   /* No possible reservation target found, we are probably lost. */
    02776   if (res_dest.tile == INVALID_TILE) {
    02777     /* Try to find any safe destination. */
    02778     PBSTileInfo origin = FollowTrainReservation(v);
    02779     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02780       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02781       best_track = FindFirstTrack(res);
    02782       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02783       if (got_reservation != NULL) *got_reservation = true;
    02784       if (changed_signal) MarkTileDirtyByTile(tile);
    02785     } else {
    02786       FreeTrainTrackReservation(v);
    02787       if (mark_stuck) MarkTrainAsStuck(v);
    02788     }
    02789     return best_track;
    02790   }
    02791
    02792   if (got_reservation != NULL) *got_reservation = true;
    02793
    02794   /* Reservation target found and free, check if it is safe. */
    02795   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02796     /* Extend reservation until we have found a safe position. */
    02797     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02798     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02799     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02800     if (_settings_game.pf.forbid_90_deg) {
    02801       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02802     }
    02803
    02804     /* Get next order with destination. */
    02805     if (orders.SwitchToNextOrder(true)) {
    02806       PBSTileInfo cur_dest;
    02807       DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, true, &cur_dest);
    02808       if (cur_dest.tile != INVALID_TILE) {
    02809         res_dest = cur_dest;
    02810         if (res_dest.okay) continue;
    02811         /* Path found, but could not be reserved. */
    02812         FreeTrainTrackReservation(v);
    02813         if (mark_stuck) MarkTrainAsStuck(v);
    02814         if (got_reservation != NULL) *got_reservation = false;
    02815         changed_signal = false;
    02816         break;
    02817       }
    02818     }
    02819     /* No order or no safe position found, try any position. */
    02820     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02821       FreeTrainTrackReservation(v);
    02822       if (mark_stuck) MarkTrainAsStuck(v);
    02823       if (got_reservation != NULL) *got_reservation = false;
    02824       changed_signal = false;
    02825     }
    02826     break;
    02827   }
    02828
    02829   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02830
    02831   if (changed_signal) MarkTileDirtyByTile(tile);
    02832
    02833   return best_track;
    02834 }
    02835
    02844 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02845 {
    02846   assert(v->IsFrontEngine());
    02847
    02848   /* We have to handle depots specially as the track follower won't look
    02849    * at the depot tile itself but starts from the next tile. If we are still
    02850    * inside the depot, a depot reservation can never be ours. */
    02851   if (v->track == TRACK_BIT_DEPOT) {
    02852     if (HasDepotReservation(v->tile)) {
    02853       if (mark_as_stuck) MarkTrainAsStuck(v);
    02854       return false;
    02855     } else {
    02856       /* Depot not reserved, but the next tile might be. */
    02857       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02858       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02859     }
    02860   }
    02861
    02862   /* Special check if we are in front of a two-sided conventional signal. */
    02863   DiagDirection dir = TrainExitDir(v->direction, v->track);
    02864   TileIndex next_tile = TileAddByDiagDir(v->tile, dir);
    02865   if (IsTileType(next_tile, MP_RAILWAY) && HasReservedTracks(next_tile, DiagdirReachesTracks(dir))) {
    02866     /* Can have only one reserved trackdir. */
    02867     Trackdir td = FindFirstTrackdir(TrackBitsToTrackdirBits(GetReservedTrackbits(next_tile)) & DiagdirReachesTrackdirs(dir));
    02868     if (HasSignalOnTrackdir(next_tile, td) && HasSignalOnTrackdir(next_tile, ReverseTrackdir(td)) &&
    02869         !IsPbsSignal(GetSignalType(next_tile, TrackdirToTrack(td)))) {
    02870       /* Signal already reserved, is not ours. */
    02871       if (mark_as_stuck) MarkTrainAsStuck(v);
    02872       return false;
    02873     }
    02874   }
    02875
    02876   Vehicle *other_train = NULL;
    02877   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02878   /* The path we are driving on is alread blocked by some other train.
    02879    * This can only happen in certain situations when mixing path and
    02880    * block signals or when changing tracks and/or signals.
    02881    * Exit here as doing any further reservations will probably just
    02882    * make matters worse. */
    02883   if (other_train != NULL && other_train->index != v->index) {
    02884     if (mark_as_stuck) MarkTrainAsStuck(v);
    02885     return false;
    02886   }
    02887   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02888   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02889     /* Can't be stuck then. */
    02890     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    02891     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02892     return true;
    02893   }
    02894
    02895   /* If we are in a depot, tentativly reserve the depot. */
    02896   if (v->track == TRACK_BIT_DEPOT) {
    02897     SetDepotReservation(v->tile, true);
    02898     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02899   }
    02900
    02901   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02902   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02903   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02904
    02905   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02906
    02907   bool res_made = false;
    02908   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02909
    02910   if (!res_made) {
    02911     /* Free the depot reservation as well. */
    02912     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02913     return false;
    02914   }
    02915
    02916   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02917     /* This might be called when a train is loading. At that time the counter
    02918      * is (mis)used (or rather PBS misuses it) for determining how long to wait
    02919      * till going to the next load cycle. If that number is set to 0 the wait
    02920      * for loading will be 65535 ticks, which is not what we want. Actually, We
    02921      * do not want to reset the waiting period during loading in any case. */
    02922     if (!v->current_order.IsType(OT_LOADING)) v->time_counter = 0;
    02923     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    02924   }
    02925   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02926   return true;
    02927 }
    02928
    02929
    02930 static bool CheckReverseTrain(const Train *v)
    02931 {
    02932   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02933       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02934       !(v->direction & 1)) {
    02935     return false;
    02936   }
    02937
    02938   assert(v->track != TRACK_BIT_NONE);
    02939
    02940   switch (_settings_game.pf.pathfinder_for_trains) {
    02941     case VPF_NPF: return NPFTrainCheckReverse(v);
    02942     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02943
    02944     default: NOT_REACHED();
    02945   }
    02946 }
    02947
    02948 TileIndex Train::GetOrderStationLocation(StationID station)
    02949 {
    02950   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02951
    02952   const Station *st = Station::Get(station);
    02953   if (!(st->facilities & FACIL_TRAIN)) {
    02954     /* The destination station has no trainstation tiles. */
    02955     this->IncrementOrderIndex();
    02956     return 0;
    02957   }
    02958
    02959   return st->xy;
    02960 }
    02961
    02962 void Train::MarkDirty()
    02963 {
    02964   Vehicle *v = this;
    02965   do {
    02966     v->UpdateViewport(false, false);
    02967   } while ((v = v->Next()) != NULL);
    02968
    02969   /* need to update acceleration and cached values since the goods on the train changed. */
    02970   TrainCargoChanged(this);
    02971   UpdateTrainAcceleration(this);
    02972 }
    02973
    02984 static int UpdateTrainSpeed(Train *v)
    02985 {
    02986   uint accel;
    02987
    02988   if ((v->vehstatus & VS_STOPPED) || HasBit(v->flags, VRF_REVERSING) || HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02989     switch (_settings_game.vehicle.train_acceleration_model) {
    02990       default: NOT_REACHED();
    02991       case TAM_ORIGINAL:  accel = v->acceleration * -4; break;
    02992       case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_BRAKE); break;
    02993     }
    02994   } else {
    02995     switch (_settings_game.vehicle.train_acceleration_model) {
    02996       default: NOT_REACHED();
    02997       case TAM_ORIGINAL:  accel = v->acceleration * 2; break;
    02998       case TAM_REALISTIC: accel = GetTrainAcceleration(v, AM_ACCEL); break;
    02999     }
    03000   }
    03001
    03002   uint spd = v->subspeed + accel;
    03003   v->subspeed = (byte)spd;
    03004   {
    03005     int tempmax = v->max_speed;
    03006     if (v->cur_speed > v->max_speed)
    03007       tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
    03008     v->cur_speed = spd = Clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
    03009   }
    03010
    03011   /* Scale speed by 3/4. Previously this was only done when the train was
    03012    * facing diagonally and would apply to however many moves the train made
    03013    * regardless the of direction actually moved in. Now it is always scaled,
    03014    * 256 spd is used to go straight and 192 is used to go diagonally
    03015    * (3/4 of 256). This results in the same effect, but without the error the
    03016    * previous method caused.
    03017    *
    03018    * The scaling is done in this direction and not by multiplying the amount
    03019    * to be subtracted by 4/3 so that the leftover speed can be saved in a
    03020    * byte in v->progress.
    03021    */
    03022   int scaled_spd = spd * 3 >> 2;
    03023
    03024   scaled_spd += v->progress;
    03025   v->progress = 0; // set later in TrainLocoHandler or TrainController
    03026   return scaled_spd;
    03027 }
    03028
    03029 static void TrainEnterStation(Train *v, StationID station)
    03030 {
    03031   v->last_station_visited = station;
    03032
    03033   /* check if a train ever visited this station before */
    03034   Station *st = Station::Get(station);
    03035   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    03036     st->had_vehicle_of_type |= HVOT_TRAIN;
    03037     SetDParam(0, st->index);
    03038     AddVehicleNewsItem(
    03039       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    03040       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
    03041       v->index,
    03042       st->index
    03043     );
    03044     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
    03045   }
    03046
    03047   v->BeginLoading();
    03048
    03049   StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
    03050 }
    03051
    03052 static byte AfterSetTrainPos(Train *v, bool new_tile)
    03053 {
    03054   byte old_z = v->z_pos;
    03055   v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
    03056
    03057   if (new_tile) {
    03058     ClrBit(v->flags, VRF_GOINGUP);
    03059     ClrBit(v->flags, VRF_GOINGDOWN);
    03060
    03061     if (v->track == TRACK_BIT_X || v->track == TRACK_BIT_Y) {
    03062       /* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
    03063        * To check whether the current tile is sloped, and in which
    03064        * direction it is sloped, we get the 'z' at the center of
    03065        * the tile (middle_z) and the edge of the tile (old_z),
    03066        * which we then can compare. */
    03067       static const int HALF_TILE_SIZE = TILE_SIZE / 2;
    03068       static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
    03069
    03070       byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
    03071
    03072       if (middle_z != v->z_pos) {
    03073         SetBit(v->flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
    03074       }
    03075     }
    03076   }
    03077
    03078   VehicleMove(v, true);
    03079   return old_z;
    03080 }
    03081
    03082 /* Check if the vehicle is compatible with the specified tile */
    03083 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    03084 {
    03085   return
    03086     IsTileOwner(tile, v->owner) && (
    03087       !v->IsFrontEngine() ||
    03088       HasBit(v->compatible_railtypes, GetRailType(tile))
    03089     );
    03090 }
    03091
    03092 struct RailtypeSlowdownParams {
    03093   byte small_turn, large_turn;
    03094   byte z_up; // fraction to remove when moving up
    03095   byte z_down; // fraction to remove when moving down
    03096 };
    03097
    03098 static const RailtypeSlowdownParams _railtype_slowdown[] = {
    03099   /* normal accel */
    03100   {256 / 4, 256 / 2, 256 / 4, 2},
    03101   {256 / 4, 256 / 2, 256 / 4, 2},
    03102   {256 / 4, 256 / 2, 256 / 4, 2},
    03103   {0,       256 / 2, 256 / 4, 2},
    03104 };
    03105
    03107 static inline void AffectSpeedByZChange(Train *v, byte old_z)
    03108 {
    03109   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
    03110
    03111   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    03112
    03113   if (old_z < v->z_pos) {
    03114     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
    03115   } else {
    03116     uint16 spd = v->cur_speed + rsp->z_down;
    03117     if (spd <= v->max_speed) v->cur_speed = spd;
    03118   }
    03119 }
    03120
    03121 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    03122 {
    03123   if (IsTileType(tile, MP_RAILWAY) &&
    03124       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    03125     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    03126     Trackdir trackdir = FindFirstTrackdir(tracks);
    03127     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    03128       /* A PBS block with a non-PBS signal facing us? */
    03129       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    03130     }
    03131   }
    03132   return false;
    03133 }
    03134
    03138 void Train::ReserveTrackUnderConsist() const
    03139 {
    03140   for (const Train *u = this; u != NULL; u = u->Next()) {
    03141     switch (u->track) {
    03142       case TRACK_BIT_WORMHOLE:
    03143         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    03144         break;
    03145       case TRACK_BIT_DEPOT:
    03146         break;
    03147       default:
    03148         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    03149         break;
    03150     }
    03151   }
    03152 }
    03153
    03154 uint Train::Crash(bool flooded)
    03155 {
    03156   uint pass = 0;
    03157   if (this->IsFrontEngine()) {
    03158     pass += 4; // driver
    03159
    03160     /* Remove the reserved path in front of the train if it is not stuck.
    03161      * Also clear all reserved tracks the train is currently on. */
    03162     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    03163     for (const Train *v = this; v != NULL; v = v->Next()) {
    03164       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03165       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    03166         /* ClearPathReservation will not free the wormhole exit
    03167          * if the train has just entered the wormhole. */
    03168         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    03169       }
    03170     }
    03171
    03172     /* we may need to update crossing we were approaching,
    03173     * but must be updated after the train has been marked crashed */
    03174     TileIndex crossing = TrainApproachingCrossingTile(this);
    03175     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    03176   }
    03177
    03178   pass += Vehicle::Crash(flooded);
    03179
    03180   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    03181   return pass;
    03182 }
    03183
    03190 static uint TrainCrashed(Train *v)
    03191 {
    03192   uint num = 0;
    03193
    03194   /* do not crash train twice */
    03195   if (!(v->vehstatus & VS_CRASHED)) {
    03196     num = v->Crash();
    03197     AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
    03198   }
    03199
    03200   /* Try to re-reserve track under already crashed train too.
    03201    * SetVehicleCrashed() clears the reservation! */
    03202   v->ReserveTrackUnderConsist();
    03203
    03204   return num;
    03205 }
    03206
    03207 struct TrainCollideChecker {
    03208   Train *v;
    03209   uint num;
    03210 };
    03211
    03212 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    03213 {
    03214   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    03215
    03216   /* not a train or in depot */
    03217   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    03218
    03219   /* get first vehicle now to make most usual checks faster */
    03220   Train *coll = Train::From(v)->First();
    03221
    03222   /* can't collide with own wagons */
    03223   if (coll == tcc->v) return NULL;
    03224
    03225   int x_diff = v->x_pos - tcc->v->x_pos;
    03226   int y_diff = v->y_pos - tcc->v->y_pos;
    03227
    03228   /* Do fast calculation to check whether trains are not in close vicinity
    03229    * and quickly reject trains distant enough for any collision.
    03230    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    03231    * Differences are then ORed and then we check for any higher bits */
    03232   uint hash = (y_diff + 7) | (x_diff + 7);
    03233   if (hash & ~15) return NULL;
    03234
    03235   /* Slower check using multiplication */
    03236   if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
    03237
    03238   /* Happens when there is a train under bridge next to bridge head */
    03239   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    03240
    03241   /* crash both trains */
    03242   tcc->num += TrainCrashed(tcc->v);
    03243   tcc->num += TrainCrashed(coll);
    03244
    03245   return NULL; // continue searching
    03246 }
    03247
    03254 static bool CheckTrainCollision(Train *v)
    03255 {
    03256   /* can't collide in depot */
    03257   if (v->track == TRACK_BIT_DEPOT) return false;
    03258
    03259   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    03260
    03261   TrainCollideChecker tcc;
    03262   tcc.v = v;
    03263   tcc.num = 0;
    03264
    03265   /* find colliding vehicles */
    03266   if (v->track == TRACK_BIT_WORMHOLE) {
    03267     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    03268     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    03269   } else {
    03270     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    03271   }
    03272
    03273   /* any dead -> no crash */
    03274   if (tcc.num == 0) return false;
    03275
    03276   SetDParam(0, tcc.num);
    03277   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
    03278     NS_ACCIDENT,
    03279     v->index
    03280   );
    03281
    03282   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    03283   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    03284   return true;
    03285 }
    03286
    03287 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    03288 {
    03289   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    03290
    03291   Train *t = Train::From(v);
    03292   DiagDirection exitdir = *(DiagDirection *)data;
    03293
    03294   /* not front engine of a train, inside wormhole or depot, crashed */
    03295   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    03296
    03297   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    03298
    03299   return t;
    03300 }
    03301
    03302 static void TrainController(Train *v, Vehicle *nomove)
    03303 {
    03304   Train *first = v->First();
    03305   Train *prev;
    03306   bool direction_changed = false; // has direction of any part changed?
    03307
    03308   /* For every vehicle after and including the given vehicle */
    03309   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    03310     DiagDirection enterdir = DIAGDIR_BEGIN;
    03311     bool update_signals_crossing = false; // will we update signals or crossing state?
    03312
    03313     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    03314     if (v->track != TRACK_BIT_WORMHOLE) {
    03315       /* Not inside tunnel */
    03316       if (gp.old_tile == gp.new_tile) {
    03317         /* Staying in the old tile */
    03318         if (v->track == TRACK_BIT_DEPOT) {
    03319           /* Inside depot */
    03320           gp.x = v->x_pos;
    03321           gp.y = v->y_pos;
    03322         } else {
    03323           /* Not inside depot */
    03324
    03325           /* Reverse when we are at the end of the track already, do not move to the new position */
    03326           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
    03327
    03328           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03329           if (HasBit(r, VETS_CANNOT_ENTER)) {
    03330             goto invalid_rail;
    03331           }
    03332           if (HasBit(r, VETS_ENTERED_STATION)) {
    03333             /* The new position is the end of the platform */
    03334             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03335           }
    03336         }
    03337       } else {
    03338         /* A new tile is about to be entered. */
    03339
    03340         /* Determine what direction we're entering the new tile from */
    03341         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    03342         assert(IsValidDiagDirection(enterdir));
    03343
    03344         /* Get the status of the tracks in the new tile and mask
    03345          * away the bits that aren't reachable. */
    03346         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    03347         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    03348
    03349         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03350         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    03351
    03352         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03353         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    03354           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    03355            * can be switched on halfway a turn */
    03356           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03357         }
    03358
    03359         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    03360
    03361         /* Check if the new tile contrains tracks that are compatible
    03362          * with the current train, if not, bail out. */
    03363         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    03364
    03365         TrackBits chosen_track;
    03366         if (prev == NULL) {
    03367           /* Currently the locomotive is active. Determine which one of the
    03368            * available tracks to choose */
    03369           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    03370           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    03371
    03372           if (v->force_proceed != 0 && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    03373             /* For each signal we find decrease the counter by one.
    03374              * We start at two, so the first signal we pass decreases
    03375              * this to one, then if we reach the next signal it is
    03376              * decreased to zero and we won't pass that new signal. */
    03377             Trackdir dir = FindFirstTrackdir(trackdirbits);
    03378             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
    03379                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
    03380               /* However, we do not want to be stopped by PBS signals
    03381                * entered via the back. */
    03382               v->force_proceed--;
    03383               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03384             }
    03385           }
    03386
    03387           /* Check if it's a red signal and that force proceed is not clicked. */
    03388           if ((red_signals & chosen_track) && v->force_proceed == 0) {
    03389             /* In front of a red signal */
    03390             Trackdir i = FindFirstTrackdir(trackdirbits);
    03391
    03392             /* Don't handle stuck trains here. */
    03393             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
    03394
    03395             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03396               v->cur_speed = 0;
    03397               v->subspeed = 0;
    03398               v->progress = 255 - 100;
    03399               if (_settings_game.pf.wait_oneway_signal == 255 || ++v->time_counter < _settings_game.pf.wait_oneway_signal * 20) return;
    03400             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03401               v->cur_speed = 0;
    03402               v->subspeed = 0;
    03403               v->progress = 255 - 10;
    03404               if (_settings_game.pf.wait_twoway_signal == 255 || ++v->time_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03405                 DiagDirection exitdir = TrackdirToExitdir(i);
    03406                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03407
    03408                 exitdir = ReverseDiagDir(exitdir);
    03409
    03410                 /* check if a train is waiting on the other side */
    03411                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
    03412               }
    03413             }
    03414
    03415             /* If we would reverse but are currently in a PBS block and
    03416              * reversing of stuck trains is disabled, don't reverse. */
    03417             if (_settings_game.pf.wait_for_pbs_path == 255 && UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03418               v->time_counter = 0;
    03419               return;
    03420             }
    03421             goto reverse_train_direction;
    03422           } else {
    03423             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
    03424           }
    03425         } else {
    03426           /* The wagon is active, simply follow the prev vehicle. */
    03427           if (prev->tile == gp.new_tile) {
    03428             /* Choose the same track as prev */
    03429             if (prev->track == TRACK_BIT_WORMHOLE) {
    03430               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03431                * However, just choose the track into the wormhole. */
    03432               assert(IsTunnel(prev->tile));
    03433               chosen_track = bits;
    03434             } else {
    03435               chosen_track = prev->track;
    03436             }
    03437           } else {
    03438             /* Choose the track that leads to the tile where prev is.
    03439              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03440              * I.e. when the tile between them has only space for a single vehicle like
    03441              *  1) horizontal/vertical track tiles and
    03442              *  2) some orientations of tunnelentries, where the vehicle is already inside the wormhole at 8/16 from the tileedge.
    03443              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnelentry.
    03444              */
    03445             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03446               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03447               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03448               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03449               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03450             };
    03451             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03452             assert(IsValidDiagDirection(exitdir));
    03453             chosen_track = _connecting_track[enterdir][exitdir];
    03454           }
    03455           chosen_track &= bits;
    03456         }
    03457
    03458         /* Make sure chosen track is a valid track */
    03459         assert(
    03460             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03461             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03462             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03463
    03464         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03465         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03466         gp.x = (gp.x & ~0xF) | b[0];
    03467         gp.y = (gp.y & ~0xF) | b[1];
    03468         Direction chosen_dir = (Direction)b[2];
    03469
    03470         /* Call the landscape function and tell it that the vehicle entered the tile */
    03471         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03472         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03473           goto invalid_rail;
    03474         }
    03475
    03476         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03477           Track track = FindFirstTrack(chosen_track);
    03478           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03479           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03480             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03481             MarkTileDirtyByTile(gp.new_tile);
    03482           }
    03483
    03484           /* Clear any track reservation when the last vehicle leaves the tile */
    03485           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03486
    03487           v->tile = gp.new_tile;
    03488
    03489           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03490             TrainPowerChanged(v->First());
    03491           }
    03492
    03493           v->track = chosen_track;
    03494           assert(v->track);
    03495         }
    03496
    03497         /* We need to update signal status, but after the vehicle position hash
    03498          * has been updated by AfterSetTrainPos() */
    03499         update_signals_crossing = true;
    03500
    03501         if (chosen_dir != v->direction) {
    03502           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == TAM_ORIGINAL) {
    03503             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    03504             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03505             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
    03506           }
    03507           direction_changed = true;
    03508           v->direction = chosen_dir;
    03509         }
    03510
    03511         if (v->IsFrontEngine()) {
    03512           v->time_counter = 0;
    03513
    03514           /* If we are approching a crossing that is reserved, play the sound now. */
    03515           TileIndex crossing = TrainApproachingCrossingTile(v);
    03516           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03517
    03518           /* Always try to extend the reservation when entering a tile. */
    03519           CheckNextTrainTile(v);
    03520         }
    03521
    03522         if (HasBit(r, VETS_ENTERED_STATION)) {
    03523           /* The new position is the location where we want to stop */
    03524           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03525         }
    03526       }
    03527     } else {
    03528       /* In a tunnel or on a bridge
    03529        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
    03530        * - for bridges, only the middle part - without the bridge heads */
    03531       if (!(v->vehstatus & VS_HIDDEN)) {
    03532         v->cur_speed =
    03533           min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
    03534       }
    03535
    03536       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03537         /* Perform look-ahead on tunnel exit. */
    03538         if (v->IsFrontEngine()) {
    03539           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03540           CheckNextTrainTile(v);
    03541         }
    03542       } else {
    03543         v->x_pos = gp.x;
    03544         v->y_pos = gp.y;
    03545         VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
    03546         continue;
    03547       }
    03548     }
    03549
    03550     /* update image of train, as well as delta XY */
    03551     v->UpdateDeltaXY(v->direction);
    03552
    03553     v->x_pos = gp.x;
    03554     v->y_pos = gp.y;
    03555
    03556     /* update the Z position of the vehicle */
    03557     byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
    03558
    03559     if (prev == NULL) {
    03560       /* This is the first vehicle in the train */
    03561       AffectSpeedByZChange(v, old_z);
    03562     }
    03563
    03564     if (update_signals_crossing) {
    03565       if (v->IsFrontEngine()) {
    03566         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03567           /* We are entering a block with PBS signals right now, but
    03568            * not through a PBS signal. This means we don't have a
    03569            * reservation right now. As a conventional signal will only
    03570            * ever be green if no other train is in the block, getting
    03571            * a path should always be possible. If the player built
    03572            * such a strange network that it is not possible, the train
    03573            * will be marked as stuck and the player has to deal with
    03574            * the problem. */
    03575           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03576               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03577               !TryPathReserve(v)) {
    03578             MarkTrainAsStuck(v);
    03579           }
    03580         }
    03581       }
    03582
    03583       /* Signals can only change when the first
    03584        * (above) or the last vehicle moves. */
    03585       if (v->Next() == NULL) {
    03586         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03587         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03588       }
    03589     }
    03590
    03591     /* Do not check on every tick to save some computing time. */
    03592     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03593   }
    03594
    03595   if (direction_changed) first->tcache.cached_max_curve_speed = GetTrainCurveSpeedLimit(first);
    03596
    03597   return;
    03598
    03599 invalid_rail:
    03600   /* We've reached end of line?? */
    03601   if (prev != NULL) error("Disconnecting train");
    03602
    03603 reverse_train_direction:
    03604   v->time_counter = 0;
    03605   v->cur_speed = 0;
    03606   v->subspeed = 0;
    03607   ReverseTrainDirection(v);
    03608 }
    03609
    03615 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03616 {
    03617   TrackBits *trackbits = (TrackBits *)data;
    03618
    03619   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03620     if (Train::From(v)->track == TRACK_BIT_WORMHOLE) {
    03621       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03622       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03623     } else {
    03624       *trackbits |= Train::From(v)->track;
    03625     }
    03626   }
    03627
    03628   return NULL;
    03629 }
    03630
    03638 static void DeleteLastWagon(Train *v)
    03639 {
    03640   Train *first = v->First();
    03641
    03642   /* Go to the last wagon and delete the link pointing there
    03643    * *u is then the one-before-last wagon, and *v the last
    03644    * one which will physicially be removed */
    03645   Train *u = v;
    03646   for (; v->Next() != NULL; v = v->Next()) u = v;
    03647   u->SetNext(NULL);
    03648
    03649   if (first != v) {
    03650     /* Recalculate cached train properties */
    03651     TrainConsistChanged(first, false);
    03652     /* Update the depot window if the first vehicle is in depot -
    03653      * if v == first, then it is updated in PreDestructor() */
    03654     if (first->track == TRACK_BIT_DEPOT) {
    03655       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03656     }
    03657   }
    03658
    03659   /* 'v' shouldn't be accessed after it has been deleted */
    03660   TrackBits trackbits = v->track;
    03661   TileIndex tile = v->tile;
    03662   Owner owner = v->owner;
    03663
    03664   delete v;
    03665   v = NULL; // make sure nobody will try to read 'v' anymore
    03666
    03667   if (trackbits == TRACK_BIT_WORMHOLE) {
    03668     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03669     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03670   }
    03671
    03672   Track track = TrackBitsToTrack(trackbits);
    03673   if (HasReservedTracks(tile, trackbits)) {
    03674     UnreserveRailTrack(tile, track);
    03675
    03676     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03677     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03678     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03679
    03680     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03681     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03682     for (Track t = TRACK_BEGIN; t < TRACK_END; t++) {
    03683       if (HasBit(remaining_trackbits, t)) {
    03684         TryReserveRailTrack(tile, t);
    03685       }
    03686     }
    03687   }
    03688
    03689   /* check if the wagon was on a road/rail-crossing */
    03690   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03691
    03692   /* Update signals */
    03693   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03694     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03695   } else {
    03696     SetSignalsOnBothDir(tile, track, owner);
    03697   }
    03698 }
    03699
    03700 static void ChangeTrainDirRandomly(Train *v)
    03701 {
    03702   static const DirDiff delta[] = {
    03703     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03704   };
    03705
    03706   do {
    03707     /* We don't need to twist around vehicles if they're not visible */
    03708     if (!(v->vehstatus & VS_HIDDEN)) {
    03709       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03710       v->UpdateDeltaXY(v->direction);
    03711       v->cur_image = v->GetImage(v->direction);
    03712       /* Refrain from updating the z position of the vehicle when on
    03713        * a bridge, because AfterSetTrainPos will put the vehicle under
    03714        * the bridge in that case */
    03715       if (v->track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
    03716     }
    03717   } while ((v = v->Next()) != NULL);
    03718 }
    03719
    03720 static bool HandleCrashedTrain(Train *v)
    03721 {
    03722   int state = ++v->crash_anim_pos;
    03723
    03724   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03725     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03726   }
    03727
    03728   uint32 r;
    03729   if (state <= 200 && Chance16R(1, 7, r)) {
    03730     int index = (r * 10 >> 16);
    03731
    03732     Vehicle *u = v;
    03733     do {
    03734       if (--index < 0) {
    03735         r = Random();
    03736
    03737         CreateEffectVehicleRel(u,
    03738           GB(r,  8, 3) + 2,
    03739           GB(r, 16, 3) + 2,
    03740           GB(r,  0, 3) + 5,
    03741           EV_EXPLOSION_SMALL);
    03742         break;
    03743       }
    03744     } while ((u = u->Next()) != NULL);
    03745   }
    03746
    03747   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03748
    03749   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03750     bool ret = v->Next() != NULL;
    03751     DeleteLastWagon(v);
    03752     return ret;
    03753   }
    03754
    03755   return true;
    03756 }
    03757
    03758 static void HandleBrokenTrain(Train *v)
    03759 {
    03760   if (v->breakdown_ctr != 1) {
    03761     v->breakdown_ctr = 1;
    03762     v->cur_speed = 0;
    03763
    03764     if (v->breakdowns_since_last_service != 255)
    03765       v->breakdowns_since_last_service++;
    03766
    03767     v->MarkDirty();
    03768     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03769     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    03770
    03771     if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
    03772       SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
    03773         SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
    03774     }
    03775
    03776     if (!(v->vehstatus & VS_HIDDEN)) {
    03777       EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
    03778       if (u != NULL) u->animation_state = v->breakdown_delay * 2;
    03779     }
    03780   }
    03781
    03782   if (!(v->tick_counter & 3)) {
    03783     if (!--v->breakdown_delay) {
    03784       v->breakdown_ctr = 0;
    03785       v->MarkDirty();
    03786       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03787     }
    03788   }
    03789 }
    03790
    03792 static const uint16 _breakdown_speeds[16] = {
    03793   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03794 };
    03795
    03796
    03804 static bool TrainApproachingLineEnd(Train *v, bool signal)
    03805 {
    03806   /* Calc position within the current tile */
    03807   uint x = v->x_pos & 0xF;
    03808   uint y = v->y_pos & 0xF;
    03809
    03810   /* for diagonal directions, 'x' will be 0..15 -
    03811    * for other directions, it will be 1, 3, 5, ..., 15 */
    03812   switch (v->direction) {
    03813     case DIR_N : x = ~x + ~y + 25; break;
    03814     case DIR_NW: x = y;            // FALLTHROUGH
    03815     case DIR_NE: x = ~x + 16;      break;
    03816     case DIR_E : x = ~x + y + 9;   break;
    03817     case DIR_SE: x = y;            break;
    03818     case DIR_S : x = x + y - 7;    break;
    03819     case DIR_W : x = ~y + x + 9;   break;
    03820     default: break;
    03821   }
    03822
    03823   /* do not reverse when approaching red signal */
    03824   if (!signal && x + (v->tcache.cached_veh_length + 1) / 2 >= TILE_SIZE) {
    03825     /* we are too near the tile end, reverse now */
    03826     v->cur_speed = 0;
    03827     ReverseTrainDirection(v);
    03828     return false;
    03829   }
    03830
    03831   /* slow down */
    03832   v->vehstatus |= VS_TRAIN_SLOWING;
    03833   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03834   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03835
    03836   return true;
    03837 }
    03838
    03839
    03845 static bool TrainCanLeaveTile(const Train *v)
    03846 {
    03847   /* Exit if inside a tunnel/bridge or a depot */
    03848   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03849
    03850   TileIndex tile = v->tile;
    03851
    03852   /* entering a tunnel/bridge? */
    03853   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03854     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03855     if (DiagDirToDir(dir) == v->direction) return false;
    03856   }
    03857
    03858   /* entering a depot? */
    03859   if (IsRailDepotTile(tile)) {
    03860     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03861     if (DiagDirToDir(dir) == v->direction) return false;
    03862   }
    03863
    03864   return true;
    03865 }
    03866
    03867
    03875 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03876 {
    03877   assert(v->IsFrontEngine());
    03878   assert(!(v->vehstatus & VS_CRASHED));
    03879
    03880   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03881
    03882   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03883   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03884
    03885   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03886   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03887       !CheckCompatibleRail(v, tile)) {
    03888     return INVALID_TILE;
    03889   }
    03890
    03891   return tile;
    03892 }
    03893
    03894
    03901 static bool TrainCheckIfLineEnds(Train *v)
    03902 {
    03903   /* First, handle broken down train */
    03904
    03905   int t = v->breakdown_ctr;
    03906   if (t > 1) {
    03907     v->vehstatus |= VS_TRAIN_SLOWING;
    03908
    03909     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    03910     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03911   } else {
    03912     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03913   }
    03914
    03915   if (!TrainCanLeaveTile(v)) return true;
    03916
    03917   /* Determine the non-diagonal direction in which we will exit this tile */
    03918   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03919   /* Calculate next tile */
    03920   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03921
    03922   /* Determine the track status on the next tile */
    03923   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03924   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03925
    03926   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03927   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03928
    03929   /* We are sure the train is not entering a depot, it is detected above */
    03930
    03931   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03932   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03933   if (_settings_game.pf.forbid_90_deg) {
    03934     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03935   }
    03936
    03937   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03938   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03939     return TrainApproachingLineEnd(v, false);
    03940   }
    03941
    03942   /* approaching red signal */
    03943   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
    03944
    03945   /* approaching a rail/road crossing? then make it red */
    03946   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03947
    03948   return true;
    03949 }
    03950
    03951
    03952 static bool TrainLocoHandler(Train *v, bool mode)
    03953 {
    03954   /* train has crashed? */
    03955   if (v->vehstatus & VS_CRASHED) {
    03956     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03957   }
    03958
    03959   if (v->force_proceed != 0) {
    03960     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03961     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03962   }
    03963
    03964   /* train is broken down? */
    03965   if (v->breakdown_ctr != 0) {
    03966     if (v->breakdown_ctr <= 2) {
    03967       HandleBrokenTrain(v);
    03968       return true;
    03969     }
    03970     if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
    03971   }
    03972
    03973   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03974     ReverseTrainDirection(v);
    03975   }
    03976
    03977   /* exit if train is stopped */
    03978   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03979
    03980   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03981   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03982     v->time_counter = 0;
    03983     v->cur_speed = 0;
    03984     v->subspeed = 0;
    03985     ReverseTrainDirection(v);
    03986     return true;
    03987   }
    03988
    03989   v->HandleLoading(mode);
    03990
    03991   if (v->current_order.IsType(OT_LOADING)) return true;
    03992
    03993   if (CheckTrainStayInDepot(v)) return true;
    03994
    03995   if (!mode) HandleLocomotiveSmokeCloud(v);
    03996
    03997   /* We had no order but have an order now, do look ahead. */
    03998   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    03999     CheckNextTrainTile(v);
    04000   }
    04001
    04002   /* Handle stuck trains. */
    04003   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    04004     ++v->time_counter;
    04005
    04006     /* Should we try reversing this tick if still stuck? */
    04007     bool turn_around = v->time_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
    04008
    04009     if (!turn_around && v->time_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == 0) return true;
    04010     if (!TryPathReserve(v)) {
    04011       /* Still stuck. */
    04012       if (turn_around) ReverseTrainDirection(v);
    04013
    04014       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->time_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    04015         /* Show message to player. */
    04016         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
    04017           SetDParam(0, v->index);
    04018           AddVehicleNewsItem(
    04019             STR_NEWS_TRAIN_IS_STUCK,
    04020             NS_ADVICE,
    04021             v->index
    04022           );
    04023         }
    04024         v->time_counter = 0;
    04025       }
    04026       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    04027       if (v->force_proceed == 0) return true;
    04028       ClrBit(v->flags, VRF_TRAIN_STUCK);
    04029       v->time_counter = 0;
    04030       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04031     }
    04032   }
    04033
    04034   if (v->current_order.IsType(OT_LEAVESTATION)) {
    04035     v->current_order.Free();
    04036     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04037     return true;
    04038   }
    04039
    04040   int j = UpdateTrainSpeed(v);
    04041
    04042   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    04043   if (v->cur_speed == 0 && v->tcache.last_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    04044     /* If we manually stopped, we're not force-proceeding anymore. */
    04045     v->force_proceed = 0;
    04046     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04047   }
    04048
    04049   int adv_spd = (v->direction & 1) ? 192 : 256;
    04050   if (j < adv_spd) {
    04051     /* if the vehicle has speed 0, update the last_speed field. */
    04052     if (v->cur_speed == 0) SetLastSpeed(v, v->cur_speed);
    04053   } else {
    04054     TrainCheckIfLineEnds(v);
    04055     /* Loop until the train has finished moving. */
    04056     for (;;) {
    04057       j -= adv_spd;
    04058       TrainController(v, NULL);
    04059       /* Don't continue to move if the train crashed. */
    04060       if (CheckTrainCollision(v)) break;
    04061       /* 192 spd used for going straight, 256 for going diagonally. */
    04062       adv_spd = (v->direction & 1) ? 192 : 256;
    04063
    04064       /* No more moving this tick */
    04065       if (j < adv_spd || v->cur_speed == 0) break;
    04066
    04067       OrderType order_type = v->current_order.GetType();
    04068       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    04069       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    04070             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    04071             IsTileType(v->tile, MP_STATION) &&
    04072             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    04073         ProcessOrders(v);
    04074       }
    04075     }
    04076     SetLastSpeed(v, v->cur_speed);
    04077   }
    04078
    04079   for (Train *u = v; u != NULL; u = u->Next()) {
    04080     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    04081
    04082     u->UpdateViewport(false, false);
    04083   }
    04084
    04085   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    04086
    04087   return true;
    04088 }
    04089
    04090
    04091
    04092 Money Train::GetRunningCost() const
    04093 {
    04094   Money cost = 0;
    04095   const Train *v = this;
    04096
    04097   do {
    04098     const Engine *e = Engine::Get(v->engine_type);
    04099     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    04100
    04101     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    04102     if (cost_factor == 0) continue;
    04103
    04104     /* Halve running cost for multiheaded parts */
    04105     if (v->IsMultiheaded()) cost_factor /= 2;
    04106
    04107     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grffile);
    04108   } while ((v = v->GetNextVehicle()) != NULL);
    04109
    04110   return cost;
    04111 }
    04112
    04113
    04114 bool Train::Tick()
    04115 {
    04116   this->tick_counter++;
    04117
    04118   if (this->IsFrontEngine()) {
    04119     if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
    04120
    04121     this->current_order_time++;
    04122
    04123     if (!TrainLocoHandler(this, false)) return false;
    04124
    04125     return TrainLocoHandler(this, true);
    04126   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    04127     /* Delete flooded standalone wagon chain */
    04128     if (++this->crash_anim_pos >= 4400) {
    04129       delete this;
    04130       return false;
    04131     }
    04132   }
    04133
    04134   return true;
    04135 }
    04136
    04137 static void CheckIfTrainNeedsService(Train *v)
    04138 {
    04139   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    04140   if (v->IsInDepot()) {
    04141     VehicleServiceInDepot(v);
    04142     return;
    04143   }
    04144
    04145   uint max_penalty;
    04146   switch (_settings_game.pf.pathfinder_for_trains) {
    04147     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    04148     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    04149     default: NOT_REACHED();
    04150   }
    04151
    04152   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    04153   /* Only go to the depot if it is not too far out of our way. */
    04154   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    04155     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    04156       /* If we were already heading for a depot but it has
    04157        * suddenly moved farther away, we continue our normal
    04158        * schedule? */
    04159       v->current_order.MakeDummy();
    04160       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04161     }
    04162     return;
    04163   }
    04164
    04165   DepotID depot = GetDepotIndex(tfdd.tile);
    04166
    04167   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    04168       v->current_order.GetDestination() != depot &&
    04169       !Chance16(3, 16)) {
    04170     return;
    04171   }
    04172
    04173   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    04174   v->dest_tile = tfdd.tile;
    04175   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    04176 }
    04177
    04178 void Train::OnNewDay()
    04179 {
    04180   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    04181
    04182   if (this->IsFrontEngine()) {
    04183     CheckVehicleBreakdown(this);
    04184     AgeVehicle(this);
    04185
    04186     CheckIfTrainNeedsService(this);
    04187
    04188     CheckOrders(this);
    04189
    04190     /* update destination */
    04191     if (this->current_order.IsType(OT_GOTO_STATION)) {
    04192       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    04193       if (tile != INVALID_TILE) this->dest_tile = tile;
    04194     }
    04195
    04196     if (this->running_ticks != 0) {
    04197       /* running costs */
    04198       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    04199
    04200       this->profit_this_year -= cost.GetCost();
    04201       this->running_ticks = 0;
    04202
    04203       SubtractMoneyFromCompanyFract(this->owner, cost);
    04204
    04205       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    04206       SetWindowClassesDirty(WC_TRAINS_LIST);
    04207     }
    04208   } else if (this->IsEngine()) {
    04209     /* Also age engines that aren't front engines */
    04210     AgeVehicle(this);
    04211   }
    04212 }
    04213
    04214 Trackdir Train::GetVehicleTrackdir() const
    04215 {
    04216   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    04217
    04218   if (this->track == TRACK_BIT_DEPOT) {
    04219     /* We'll assume the train is facing outwards */
    04220     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    04221   }
    04222
    04223   if (this->track == TRACK_BIT_WORMHOLE) {
    04224     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    04225     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    04226   }
    04227
    04228   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    04229 }