# train_cmd.cpp

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    00001 /* $Id: train_cmd.cpp 22152 2011-02-26 20:13:14Z rubidium $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "gui.h"
    00014 #include "articulated_vehicles.h"
    00015 #include "command_func.h"
    00016 #include "pathfinder/npf/npf_func.h"
    00017 #include "pathfinder/yapf/yapf.hpp"
    00018 #include "news_func.h"
    00019 #include "company_func.h"
    00020 #include "vehicle_gui.h"
    00021 #include "newgrf_sound.h"
    00022 #include "newgrf_text.h"
    00023 #include "group.h"
    00024 #include "strings_func.h"
    00025 #include "viewport_func.h"
    00026 #include "window_func.h"
    00027 #include "vehicle_func.h"
    00028 #include "sound_func.h"
    00029 #include "ai/ai.hpp"
    00030 #include "newgrf_station.h"
    00031 #include "effectvehicle_func.h"
    00032 #include "gamelog.h"
    00033 #include "network/network.h"
    00034 #include "spritecache.h"
    00035 #include "core/random_func.hpp"
    00036 #include "company_base.h"
    00037 #include "newgrf.h"
    00038 #include "order_backup.h"
    00039
    00040 #include "table/strings.h"
    00041 #include "table/train_cmd.h"
    00042
    00043 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
    00044 static bool TrainCheckIfLineEnds(Train *v);
    00045 static void TrainController(Train *v, Vehicle *nomove);
    00046 static TileIndex TrainApproachingCrossingTile(const Train *v);
    00047 static void CheckIfTrainNeedsService(Train *v);
    00048 static void CheckNextTrainTile(Train *v);
    00049
    00050 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
    00051 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
    00052
    00053
    00061 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
    00062 {
    00063   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
    00064
    00065   DiagDirection diagdir = DirToDiagDir(direction);
    00066
    00067   /* Determine the diagonal direction in which we will exit this tile */
    00068   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
    00069     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
    00070   }
    00071
    00072   return diagdir;
    00073 }
    00074
    00075
    00081 byte FreightWagonMult(CargoID cargo)
    00082 {
    00083   if (!CargoSpec::Get(cargo)->is_freight) return 1;
    00084   return _settings_game.vehicle.freight_trains;
    00085 }
    00086
    00092 static void RailVehicleLengthChanged(const Train *u)
    00093 {
    00094   /* show a warning once for each engine in whole game and once for each GRF after each game load */
    00095   const Engine *engine = Engine::Get(u->engine_type);
    00096   uint32 grfid = engine->grf_prop.grffile->grfid;
    00097   GRFConfig *grfconfig = GetGRFConfig(grfid);
    00098   if (GamelogGRFBugReverse(grfid, engine->grf_prop.local_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
    00099     ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
    00100   }
    00101 }
    00102
    00104 void CheckTrainsLengths()
    00105 {
    00106   const Train *v;
    00107   bool first = true;
    00108
    00109   FOR_ALL_TRAINS(v) {
    00110     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
    00111       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
    00112         if (u->track != TRACK_BIT_DEPOT) {
    00113           if ((w->track != TRACK_BIT_DEPOT &&
    00114               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->gcache.cached_veh_length) ||
    00115               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
    00116             SetDParam(0, v->index);
    00117             SetDParam(1, v->owner);
    00118             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
    00119
    00120             if (!_networking && first) {
    00121               first = false;
    00122               DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
    00123             }
    00124             /* Break so we warn only once for each train. */
    00125             break;
    00126           }
    00127         }
    00128       }
    00129     }
    00130   }
    00131 }
    00132
    00137 void Train::RailtypeChanged()
    00138 {
    00139   for (Train *u = this; u != NULL; u = u->Next()) {
    00140     /* The wagon-is-powered-state should not change, so the weight does not change. */
    00141     u->UpdateVisualEffect(false);
    00142   }
    00143   this->PowerChanged();
    00144   if (this->IsFrontEngine()) this->UpdateAcceleration();
    00145 }
    00146
    00153 void Train::ConsistChanged(bool same_length)
    00154 {
    00155   uint16 max_speed = UINT16_MAX;
    00156
    00157   assert(this->IsFrontEngine() || this->IsFreeWagon());
    00158
    00159   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
    00160   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
    00161   this->gcache.cached_total_length = 0;
    00162   this->compatible_railtypes = RAILTYPES_NONE;
    00163
    00164   bool train_can_tilt = true;
    00165
    00166   for (Train *u = this; u != NULL; u = u->Next()) {
    00167     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00168
    00169     /* Check the this->first cache. */
    00170     assert(u->First() == this);
    00171
    00172     /* update the 'first engine' */
    00173     u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
    00174     u->railtype = rvi_u->railtype;
    00175
    00176     if (u->IsEngine()) first_engine = u->engine_type;
    00177
    00178     /* Set user defined data to its default value */
    00179     u->tcache.user_def_data = rvi_u->user_def_data;
    00180     this->InvalidateNewGRFCache();
    00181     u->InvalidateNewGRFCache();
    00182   }
    00183
    00184   for (Train *u = this; u != NULL; u = u->Next()) {
    00185     /* Update user defined data (must be done before other properties) */
    00186     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
    00187     this->InvalidateNewGRFCache();
    00188     u->InvalidateNewGRFCache();
    00189   }
    00190
    00191   for (Train *u = this; u != NULL; u = u->Next()) {
    00192     const Engine *e_u = Engine::Get(u->engine_type);
    00193     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00194
    00195     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00196
    00197     /* Cache wagon override sprite group. NULL is returned if there is none */
    00198     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
    00199
    00200     /* Reset colour map */
    00201     u->colourmap = PAL_NONE;
    00202
    00203     /* Update powered-wagon-status and visual effect */
    00204     u->UpdateVisualEffect(true);
    00205
    00206     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00207         UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
    00208       /* wagon is powered */
    00209       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
    00210     } else {
    00211       ClrBit(u->flags, VRF_POWEREDWAGON);
    00212     }
    00213
    00214     if (!u->IsArticulatedPart()) {
    00215       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00216          have railtype normal */
    00217       if (rvi_u->power > 0) {
    00218         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
    00219       }
    00220
    00221       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00222        * existing electric engines when elrails are disabled and then re-enabled */
    00223       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00224         u->railtype = RAILTYPE_RAIL;
    00225         u->compatible_railtypes |= RAILTYPES_RAIL;
    00226       }
    00227
    00228       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00229       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00230         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
    00231         if (speed != 0) max_speed = min(speed, max_speed);
    00232       }
    00233     }
    00234
    00235     u->cargo_cap = GetVehicleCapacity(u);
    00236
    00237     /* check the vehicle length (callback) */
    00238     uint16 veh_len = CALLBACK_FAILED;
    00239     if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
    00240       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00241     }
    00242     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00243     veh_len = 8 - Clamp(veh_len, 0, 7);
    00244
    00245     /* verify length hasn't changed */
    00246     if (same_length && veh_len != u->gcache.cached_veh_length) RailVehicleLengthChanged(u);
    00247
    00248     /* update vehicle length? */
    00249     if (!same_length) u->gcache.cached_veh_length = veh_len;
    00250
    00251     this->gcache.cached_total_length += u->gcache.cached_veh_length;
    00252     this->InvalidateNewGRFCache();
    00253     u->InvalidateNewGRFCache();
    00254   }
    00255
    00256   /* store consist weight/max speed in cache */
    00257   this->vcache.cached_max_speed = max_speed;
    00258   this->tcache.cached_tilt = train_can_tilt;
    00259   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
    00260
    00261   /* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
    00262   this->CargoChanged();
    00263
    00264   if (this->IsFrontEngine()) {
    00265     this->UpdateAcceleration();
    00266     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    00267     InvalidateWindowData(WC_VEHICLE_REFIT, this->index); // Important, do not invalidate immediately. The refit window tests commands.
    00268   }
    00269 }
    00270
    00281 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
    00282 {
    00283   const Station *st = Station::Get(station_id);
    00284   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
    00285   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
    00286
    00287   /* Default to the middle of the station for stations stops that are not in
    00288    * the order list like intermediate stations when non-stop is disabled */
    00289   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
    00290   if (v->gcache.cached_total_length >= *station_length) {
    00291     /* The train is longer than the station, make it stop at the far end of the platform */
    00292     osl = OSL_PLATFORM_FAR_END;
    00293   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
    00294     osl = v->current_order.GetStopLocation();
    00295   }
    00296
    00297   /* The stop location of the FRONT! of the train */
    00298   int stop;
    00299   switch (osl) {
    00300     default: NOT_REACHED();
    00301
    00302     case OSL_PLATFORM_NEAR_END:
    00303       stop = v->gcache.cached_total_length;
    00304       break;
    00305
    00306     case OSL_PLATFORM_MIDDLE:
    00307       stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
    00308       break;
    00309
    00310     case OSL_PLATFORM_FAR_END:
    00311       stop = *station_length;
    00312       break;
    00313   }
    00314
    00315   /* Subtract half the front vehicle length of the train so we get the real
    00316    * stop location of the train. */
    00317   return stop - (v->gcache.cached_veh_length + 1) / 2;
    00318 }
    00319
    00320
    00325 int Train::GetCurveSpeedLimit() const
    00326 {
    00327   assert(this->First() == this);
    00328
    00329   static const int absolute_max_speed = UINT16_MAX;
    00330   int max_speed = absolute_max_speed;
    00331
    00332   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
    00333
    00334   int curvecount[2] = {0, 0};
    00335
    00336   /* first find the curve speed limit */
    00337   int numcurve = 0;
    00338   int sum = 0;
    00339   int pos = 0;
    00340   int lastpos = -1;
    00341   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
    00342     Direction this_dir = u->direction;
    00343     Direction next_dir = u->Next()->direction;
    00344
    00345     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00346     if (dirdiff == DIRDIFF_SAME) continue;
    00347
    00348     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00349     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00350     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00351       if (lastpos != -1) {
    00352         numcurve++;
    00353         sum += pos - lastpos;
    00354         if (pos - lastpos == 1) {
    00355           max_speed = 88;
    00356         }
    00357       }
    00358       lastpos = pos;
    00359     }
    00360
    00361     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00362     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00363       max_speed = 61;
    00364     }
    00365   }
    00366
    00367   if (numcurve > 0 && max_speed > 88) {
    00368     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00369       max_speed = absolute_max_speed;
    00370     } else {
    00371       sum /= numcurve;
    00372       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00373     }
    00374   }
    00375
    00376   if (max_speed != absolute_max_speed) {
    00377     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00378     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
    00379     max_speed += (max_speed / 2) * rti->curve_speed;
    00380
    00381     if (this->tcache.cached_tilt) {
    00382       /* Apply max_speed bonus of 20% for a tilting train */
    00383       max_speed += max_speed / 5;
    00384     }
    00385   }
    00386
    00387   return max_speed;
    00388 }
    00389
    00394 int Train::GetCurrentMaxSpeed() const
    00395 {
    00396   int max_speed = this->tcache.cached_max_curve_speed;
    00397   assert(max_speed == this->GetCurveSpeedLimit());
    00398
    00399   if (IsRailStationTile(this->tile)) {
    00400     StationID sid = GetStationIndex(this->tile);
    00401     if (this->current_order.ShouldStopAtStation(this, sid)) {
    00402       int station_ahead;
    00403       int station_length;
    00404       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
    00405
    00406       /* The distance to go is whatever is still ahead of the train minus the
    00407        * distance from the train's stop location to the end of the platform */
    00408       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
    00409
    00410       if (distance_to_go > 0) {
    00411         int st_max_speed = 120;
    00412
    00413         int delta_v = this->cur_speed / (distance_to_go + 1);
    00414         if (max_speed > (this->cur_speed - delta_v)) {
    00415           st_max_speed = this->cur_speed - (delta_v / 10);
    00416         }
    00417
    00418         st_max_speed = max(st_max_speed, 25 * distance_to_go);
    00419         max_speed = min(max_speed, st_max_speed);
    00420       }
    00421     }
    00422   }
    00423
    00424   for (const Train *u = this; u != NULL; u = u->Next()) {
    00425     if (u->track == TRACK_BIT_DEPOT) {
    00426       max_speed = min(max_speed, 61);
    00427       break;
    00428     }
    00429   }
    00430
    00431   return min(max_speed, this->gcache.cached_max_track_speed);
    00432 }
    00433
    00434 void Train::UpdateAcceleration()
    00435 {
    00436   assert(this->IsFrontEngine());
    00437
    00438   uint power = this->gcache.cached_power;
    00439   uint weight = this->gcache.cached_weight;
    00440   assert(weight != 0);
    00441   this->acceleration = Clamp(power / weight * 4, 1, 255);
    00442 }
    00443
    00449 int Train::GetDisplayImageWidth(Point *offset) const
    00450 {
    00451   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
    00452   int vehicle_pitch = 0;
    00453
    00454   const Engine *e = Engine::Get(this->engine_type);
    00455   if (e->grf_prop.grffile != NULL && is_custom_sprite(e->u.rail.image_index)) {
    00456     reference_width = e->grf_prop.grffile->traininfo_vehicle_width;
    00457     vehicle_pitch = e->grf_prop.grffile->traininfo_vehicle_pitch;
    00458   }
    00459
    00460   if (offset != NULL) {
    00461     offset->x = reference_width / 2;
    00462     offset->y = vehicle_pitch;
    00463   }
    00464   return this->gcache.cached_veh_length * reference_width / 8;
    00465 }
    00466
    00467 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
    00468 {
    00469   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00470 }
    00471
    00472 SpriteID Train::GetImage(Direction direction) const
    00473 {
    00474   uint8 spritenum = this->spritenum;
    00475   SpriteID sprite;
    00476
    00477   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00478
    00479   if (is_custom_sprite(spritenum)) {
    00480     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
    00481     if (sprite != 0) return sprite;
    00482
    00483     spritenum = Engine::Get(this->engine_type)->original_image_index;
    00484   }
    00485
    00486   sprite = GetDefaultTrainSprite(spritenum, direction);
    00487
    00488   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00489
    00490   return sprite;
    00491 }
    00492
    00493 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
    00494 {
    00495   const Engine *e = Engine::Get(engine);
    00496   Direction dir = rear_head ? DIR_E : DIR_W;
    00497   uint8 spritenum = e->u.rail.image_index;
    00498
    00499   if (is_custom_sprite(spritenum)) {
    00500     SpriteID sprite = GetCustomVehicleIcon(engine, dir);
    00501     if (sprite != 0) {
    00502       if (e->grf_prop.grffile != NULL) {
    00503         y += e->grf_prop.grffile->traininfo_vehicle_pitch;
    00504       }
    00505       return sprite;
    00506     }
    00507
    00508     spritenum = Engine::Get(engine)->original_image_index;
    00509   }
    00510
    00511   if (rear_head) spritenum++;
    00512
    00513   return GetDefaultTrainSprite(spritenum, DIR_W);
    00514 }
    00515
    00516 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
    00517 {
    00518   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00519     int yf = y;
    00520     int yr = y;
    00521
    00522     SpriteID spritef = GetRailIcon(engine, false, yf);
    00523     SpriteID spriter = GetRailIcon(engine, true, yr);
    00524     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
    00525     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
    00526
    00527     preferred_x = Clamp(preferred_x, left - real_spritef->x_offs + 14, right - real_spriter->width - real_spriter->x_offs - 15);
    00528
    00529     DrawSprite(spritef, pal, preferred_x - 14, yf);
    00530     DrawSprite(spriter, pal, preferred_x + 15, yr);
    00531   } else {
    00532     SpriteID sprite = GetRailIcon(engine, false, y);
    00533     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00534     preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
    00535     DrawSprite(sprite, pal, preferred_x, y);
    00536   }
    00537 }
    00538
    00547 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
    00548 {
    00549   const RailVehicleInfo *rvi = &e->u.rail;
    00550
    00551   /* Check that the wagon can drive on the track in question */
    00552   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00553
    00554   if (flags & DC_EXEC) {
    00555     Train *v = new Train();
    00556     *ret = v;
    00557     v->spritenum = rvi->image_index;
    00558
    00559     v->engine_type = e->index;
    00560     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00561
    00562     DiagDirection dir = GetRailDepotDirection(tile);
    00563
    00564     v->direction = DiagDirToDir(dir);
    00565     v->tile = tile;
    00566
    00567     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00568     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00569
    00570     v->x_pos = x;
    00571     v->y_pos = y;
    00572     v->z_pos = GetSlopeZ(x, y);
    00573     v->owner = _current_company;
    00574     v->track = TRACK_BIT_DEPOT;
    00575     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00576
    00577     v->SetWagon();
    00578
    00579     v->SetFreeWagon();
    00580     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00581
    00582     v->cargo_type = e->GetDefaultCargoType();
    00583     v->cargo_cap = rvi->capacity;
    00584
    00585     v->railtype = rvi->railtype;
    00586
    00587     v->build_year = _cur_year;
    00588     v->cur_image = SPR_IMG_QUERY;
    00589     v->random_bits = VehicleRandomBits();
    00590
    00591     v->group_id = DEFAULT_GROUP;
    00592
    00593     AddArticulatedParts(v);
    00594
    00595     _new_vehicle_id = v->index;
    00596
    00597     VehicleMove(v, false);
    00598     v->First()->ConsistChanged(false);
    00599     UpdateTrainGroupID(v->First());
    00600
    00601     CheckConsistencyOfArticulatedVehicle(v);
    00602
    00603     /* Try to connect the vehicle to one of free chains of wagons. */
    00604     Train *w;
    00605     FOR_ALL_TRAINS(w) {
    00606       if (w->tile == tile &&
    00607           w->IsFreeWagon() &&
    00608           w->engine_type == e->index &&
    00609           w->First() != v &&
    00610           !(w->vehstatus & VS_CRASHED)) {
    00611         DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00612         break;
    00613       }
    00614     }
    00615   }
    00616
    00617   return CommandCost();
    00618 }
    00619
    00621 static void NormalizeTrainVehInDepot(const Train *u)
    00622 {
    00623   const Train *v;
    00624   FOR_ALL_TRAINS(v) {
    00625     if (v->IsFreeWagon() && v->tile == u->tile &&
    00626         v->track == TRACK_BIT_DEPOT) {
    00627       if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
    00628           CMD_MOVE_RAIL_VEHICLE).Failed())
    00629         break;
    00630     }
    00631   }
    00632 }
    00633
    00634 static void AddRearEngineToMultiheadedTrain(Train *v)
    00635 {
    00636   Train *u = new Train();
    00637   v->value >>= 1;
    00638   u->value = v->value;
    00639   u->direction = v->direction;
    00640   u->owner = v->owner;
    00641   u->tile = v->tile;
    00642   u->x_pos = v->x_pos;
    00643   u->y_pos = v->y_pos;
    00644   u->z_pos = v->z_pos;
    00645   u->track = TRACK_BIT_DEPOT;
    00646   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00647   u->spritenum = v->spritenum + 1;
    00648   u->cargo_type = v->cargo_type;
    00649   u->cargo_subtype = v->cargo_subtype;
    00650   u->cargo_cap = v->cargo_cap;
    00651   u->railtype = v->railtype;
    00652   u->engine_type = v->engine_type;
    00653   u->build_year = v->build_year;
    00654   u->cur_image = SPR_IMG_QUERY;
    00655   u->random_bits = VehicleRandomBits();
    00656   v->SetMultiheaded();
    00657   u->SetMultiheaded();
    00658   v->SetNext(u);
    00659   VehicleMove(u, false);
    00660
    00661   /* Now we need to link the front and rear engines together */
    00662   v->other_multiheaded_part = u;
    00663   u->other_multiheaded_part = v;
    00664 }
    00665
    00675 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
    00676 {
    00677   const RailVehicleInfo *rvi = &e->u.rail;
    00678
    00679   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
    00680
    00681   /* Check if depot and new engine uses the same kind of tracks *
    00682    * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
    00683   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00684
    00685   if (flags & DC_EXEC) {
    00686     DiagDirection dir = GetRailDepotDirection(tile);
    00687     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00688     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00689
    00690     Train *v = new Train();
    00691     *ret = v;
    00692     v->direction = DiagDirToDir(dir);
    00693     v->tile = tile;
    00694     v->owner = _current_company;
    00695     v->x_pos = x;
    00696     v->y_pos = y;
    00697     v->z_pos = GetSlopeZ(x, y);
    00698     v->track = TRACK_BIT_DEPOT;
    00699     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00700     v->spritenum = rvi->image_index;
    00701     v->cargo_type = e->GetDefaultCargoType();
    00702     v->cargo_cap = rvi->capacity;
    00703     v->last_station_visited = INVALID_STATION;
    00704
    00705     v->engine_type = e->index;
    00706     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00707
    00708     v->reliability = e->reliability;
    00709     v->reliability_spd_dec = e->reliability_spd_dec;
    00710     v->max_age = e->GetLifeLengthInDays();
    00711
    00712     v->railtype = rvi->railtype;
    00713     _new_vehicle_id = v->index;
    00714
    00715     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
    00716     v->date_of_last_service = _date;
    00717     v->build_year = _cur_year;
    00718     v->cur_image = SPR_IMG_QUERY;
    00719     v->random_bits = VehicleRandomBits();
    00720
    00721     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00722
    00723     v->group_id = DEFAULT_GROUP;
    00724
    00725     v->SetFrontEngine();
    00726     v->SetEngine();
    00727
    00728     VehicleMove(v, false);
    00729
    00730     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00731       AddRearEngineToMultiheadedTrain(v);
    00732     } else {
    00733       AddArticulatedParts(v);
    00734     }
    00735
    00736     v->ConsistChanged(false);
    00737     UpdateTrainGroupID(v);
    00738
    00739     if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00740       NormalizeTrainVehInDepot(v);
    00741     }
    00742
    00743     CheckConsistencyOfArticulatedVehicle(v);
    00744   }
    00745
    00746   return CommandCost();
    00747 }
    00748
    00749
    00750 bool Train::IsInDepot() const
    00751 {
    00752   /* Is the front engine stationary in the depot? */
    00753   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
    00754
    00755   /* Check whether the rest is also already trying to enter the depot. */
    00756   for (const Train *v = this; v != NULL; v = v->Next()) {
    00757     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
    00758   }
    00759
    00760   return true;
    00761 }
    00762
    00763 bool Train::IsStoppedInDepot() const
    00764 {
    00765   /* Are we stopped? Of course wagons don't really care... */
    00766   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
    00767   return this->IsInDepot();
    00768 }
    00769
    00770 static Train *FindGoodVehiclePos(const Train *src)
    00771 {
    00772   EngineID eng = src->engine_type;
    00773   TileIndex tile = src->tile;
    00774
    00775   Train *dst;
    00776   FOR_ALL_TRAINS(dst) {
    00777     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00778       /* check so all vehicles in the line have the same engine. */
    00779       Train *t = dst;
    00780       while (t->engine_type == eng) {
    00781         t = t->Next();
    00782         if (t == NULL) return dst;
    00783       }
    00784     }
    00785   }
    00786
    00787   return NULL;
    00788 }
    00789
    00791 typedef SmallVector<Train *, 16> TrainList;
    00792
    00798 static void MakeTrainBackup(TrainList &list, Train *t)
    00799 {
    00800   for (; t != NULL; t = t->Next()) *list.Append() = t;
    00801 }
    00802
    00807 static void RestoreTrainBackup(TrainList &list)
    00808 {
    00809   /* No train, nothing to do. */
    00810   if (list.Length() == 0) return;
    00811
    00812   Train *prev = NULL;
    00813   /* Iterate over the list and rebuild it. */
    00814   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    00815     Train *t = *iter;
    00816     if (prev != NULL) {
    00817       prev->SetNext(t);
    00818     } else if (t->Previous() != NULL) {
    00819       /* Make sure the head of the train is always the first in the chain. */
    00820       t->Previous()->SetNext(NULL);
    00821     }
    00822     prev = t;
    00823   }
    00824 }
    00825
    00831 static void RemoveFromConsist(Train *part, bool chain = false)
    00832 {
    00833   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    00834
    00835   /* Unlink at the front, but make it point to the next
    00836    * vehicle after the to be remove part. */
    00837   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    00838
    00839   /* Unlink at the back */
    00840   tail->SetNext(NULL);
    00841 }
    00842
    00848 static void InsertInConsist(Train *dst, Train *chain)
    00849 {
    00850   /* We do not want to add something in the middle of an articulated part. */
    00851   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    00852
    00853   chain->Last()->SetNext(dst->Next());
    00854   dst->SetNext(chain);
    00855 }
    00856
    00862 static void NormaliseDualHeads(Train *t)
    00863 {
    00864   for (; t != NULL; t = t->GetNextVehicle()) {
    00865     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    00866
    00867     /* Make sure that there are no free cars before next engine */
    00868     Train *u;
    00869     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    00870
    00871     if (u == t->other_multiheaded_part) continue;
    00872
    00873     /* Remove the part from the 'wrong' train */
    00874     RemoveFromConsist(t->other_multiheaded_part);
    00875     /* And add it to the 'right' train */
    00876     InsertInConsist(u, t->other_multiheaded_part);
    00877   }
    00878 }
    00879
    00884 static void NormaliseSubtypes(Train *chain)
    00885 {
    00886   /* Nothing to do */
    00887   if (chain == NULL) return;
    00888
    00889   /* We must be the first in the chain. */
    00890   assert(chain->Previous() == NULL);
    00891
    00892   /* Set the appropriate bits for the first in the chain. */
    00893   if (chain->IsWagon()) {
    00894     chain->SetFreeWagon();
    00895   } else {
    00896     assert(chain->IsEngine());
    00897     chain->SetFrontEngine();
    00898   }
    00899
    00900   /* Now clear the bits for the rest of the chain */
    00901   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    00902     t->ClearFreeWagon();
    00903     t->ClearFrontEngine();
    00904   }
    00905 }
    00906
    00916 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    00917 {
    00918   /* Just add 'new' engines and subtract the original ones.
    00919    * If that's less than or equal to 0 we can be sure we did
    00920    * not add any engines (read: trains) along the way. */
    00921   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    00922       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    00923       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    00924       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    00925     return CommandCost();
    00926   }
    00927
    00928   /* Get a free unit number and check whether it's within the bounds.
    00929    * There will always be a maximum of one new train. */
    00930   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    00931
    00932   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00933 }
    00934
    00940 static CommandCost CheckTrainAttachment(Train *t)
    00941 {
    00942   /* No multi-part train, no need to check. */
    00943   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    00944
    00945   /* The maximum length for a train. For each part we decrease this by one
    00946    * and if the result is negative the train is simply too long. */
    00947   int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
    00948
    00949   Train *head = t;
    00950   Train *prev = t;
    00951
    00952   /* Break the prev -> t link so it always holds within the loop. */
    00953   t = t->Next();
    00954   prev->SetNext(NULL);
    00955
    00956   /* Make sure the cache is cleared. */
    00957   head->InvalidateNewGRFCache();
    00958
    00959   while (t != NULL) {
    00960     allowed_len -= t->gcache.cached_veh_length;
    00961
    00962     Train *next = t->Next();
    00963
    00964     /* Unlink the to-be-added piece; it is already unlinked from the previous
    00965      * part due to the fact that the prev -> t link is broken. */
    00966     t->SetNext(NULL);
    00967
    00968     /* Don't check callback for articulated or rear dual headed parts */
    00969     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    00970       /* Back up and clear the first_engine data to avoid using wagon override group */
    00971       EngineID first_engine = t->gcache.first_engine;
    00972       t->gcache.first_engine = INVALID_ENGINE;
    00973
    00974       /* We don't want the cache to interfere. head's cache is cleared before
    00975        * the loop and after each callback does not need to be cleared here. */
    00976       t->InvalidateNewGRFCache();
    00977
    00978       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    00979
    00980       /* Restore original first_engine data */
    00981       t->gcache.first_engine = first_engine;
    00982
    00983       /* We do not want to remember any cached variables from the test run */
    00984       t->InvalidateNewGRFCache();
    00985       head->InvalidateNewGRFCache();
    00986
    00987       if (callback != CALLBACK_FAILED) {
    00988         /* A failing callback means everything is okay */
    00989         StringID error = STR_NULL;
    00990
    00991         if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    00992         if (callback  < 0xFD) error = GetGRFStringID(GetEngineGRFID(head->engine_type), 0xD000 + callback);
    00993
    00994         if (error != STR_NULL) return_cmd_error(error);
    00995       }
    00996     }
    00997
    00998     /* And link it to the new part. */
    00999     prev->SetNext(t);
    01000     prev = t;
    01001     t = next;
    01002   }
    01003
    01004   if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    01005   return CommandCost();
    01006 }
    01007
    01018 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
    01019 {
    01020   /* Check whether we may actually construct the trains. */
    01021   CommandCost ret = CheckTrainAttachment(src);
    01022   if (ret.Failed()) return ret;
    01023   ret = CheckTrainAttachment(dst);
    01024   if (ret.Failed()) return ret;
    01025
    01026   /* Check whether we need to build a new train. */
    01027   return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
    01028 }
    01029
    01038 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01039 {
    01040   /* First determine the front of the two resulting trains */
    01041   if (*src_head == *dst_head) {
    01042     /* If we aren't moving part(s) to a new train, we are just moving the
    01043      * front back and there is not destination head. */
    01044     *dst_head = NULL;
    01045   } else if (*dst_head == NULL) {
    01046     /* If we are moving to a new train the head of the move train would become
    01047      * the head of the new vehicle. */
    01048     *dst_head = src;
    01049   }
    01050
    01051   if (src == *src_head) {
    01052     /* If we are moving the front of a train then we are, in effect, creating
    01053      * a new head for the train. Point to that. Unless we are moving the whole
    01054      * train in which case there is not 'source' train anymore.
    01055      * In case we are a multiheaded part we want the complete thing to come
    01056      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01057      * that is followed by a rear multihead we do not want to include that. */
    01058     *src_head = move_chain ? NULL :
    01059         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01060   }
    01061
    01062   /* Now it's just simply removing the part that we are going to move from the
    01063    * source train and *if* the destination is a not a new train add the chain
    01064    * at the destination location. */
    01065   RemoveFromConsist(src, move_chain);
    01066   if (*dst_head != src) InsertInConsist(dst, src);
    01067
    01068   /* Now normalise the dual heads, that is move the dual heads around in such
    01069    * a way that the head and rear of a dual head are in the same train */
    01070   NormaliseDualHeads(*src_head);
    01071   NormaliseDualHeads(*dst_head);
    01072 }
    01073
    01079 static void NormaliseTrainHead(Train *head)
    01080 {
    01081   /* Not much to do! */
    01082   if (head == NULL) return;
    01083
    01084   /* Tell the 'world' the train changed. */
    01085   head->ConsistChanged(false);
    01086   UpdateTrainGroupID(head);
    01087
    01088   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01089   if (!head->IsFrontEngine()) return;
    01090
    01091   /* Update the refit button and window */
    01092   InvalidateWindowData(WC_VEHICLE_REFIT, head->index); // Important, do not invalidate immediately. The refit window tests commands.
    01093   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
    01094
    01095   /* If we don't have a unit number yet, set one. */
    01096   if (head->unitnumber != 0) return;
    01097   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01098 }
    01099
    01112 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01113 {
    01114   VehicleID s = GB(p1, 0, 20);
    01115   VehicleID d = GB(p2, 0, 20);
    01116   bool move_chain = HasBit(p1, 20);
    01117
    01118   Train *src = Train::GetIfValid(s);
    01119   if (src == NULL) return CMD_ERROR;
    01120
    01121   CommandCost ret = CheckOwnership(src->owner);
    01122   if (ret.Failed()) return ret;
    01123
    01124   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01125   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01126
    01127   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01128   Train *dst;
    01129   if (d == INVALID_VEHICLE) {
    01130     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01131   } else {
    01132     dst = Train::GetIfValid(d);
    01133     if (dst == NULL) return CMD_ERROR;
    01134
    01135     CommandCost ret = CheckOwnership(dst->owner);
    01136     if (ret.Failed()) return ret;
    01137
    01138     /* Do not allow appending to crashed vehicles, too */
    01139     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01140   }
    01141
    01142   /* if an articulated part is being handled, deal with its parent vehicle */
    01143   src = src->GetFirstEnginePart();
    01144   if (dst != NULL) {
    01145     dst = dst->GetFirstEnginePart();
    01146   }
    01147
    01148   /* don't move the same vehicle.. */
    01149   if (src == dst) return CommandCost();
    01150
    01151   /* locate the head of the two chains */
    01152   Train *src_head = src->First();
    01153   Train *dst_head;
    01154   if (dst != NULL) {
    01155     dst_head = dst->First();
    01156     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01157     /* Now deal with articulated part of destination wagon */
    01158     dst = dst->GetLastEnginePart();
    01159   } else {
    01160     dst_head = NULL;
    01161   }
    01162
    01163   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01164
    01165   /* When moving all wagons, we can't have the same src_head and dst_head */
    01166   if (move_chain && src_head == dst_head) return CommandCost();
    01167
    01168   /* When moving a multiheaded part to be place after itself, bail out. */
    01169   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01170
    01171   /* Check if all vehicles in the source train are stopped inside a depot. */
    01172   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01173
    01174   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01175   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01176
    01177   /* First make a backup of the order of the trains. That way we can do
    01178    * whatever we want with the order and later on easily revert. */
    01179   TrainList original_src;
    01180   TrainList original_dst;
    01181
    01182   MakeTrainBackup(original_src, src_head);
    01183   MakeTrainBackup(original_dst, dst_head);
    01184
    01185   /* Also make backup of the original heads as ArrangeTrains can change them.
    01186    * For the destination head we do not care if it is the same as the source
    01187    * head because in that case it's just a copy. */
    01188   Train *original_src_head = src_head;
    01189   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01190
    01191   /* (Re)arrange the trains in the wanted arrangement. */
    01192   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01193
    01194   if ((flags & DC_AUTOREPLACE) == 0) {
    01195     /* If the autoreplace flag is set we do not need to test for the validity
    01196      * because we are going to revert the train to its original state. As we
    01197      * assume the original state was correct autoreplace can skip this. */
    01198     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
    01199     if (ret.Failed()) {
    01200       /* Restore the train we had. */
    01201       RestoreTrainBackup(original_src);
    01202       RestoreTrainBackup(original_dst);
    01203       return ret;
    01204     }
    01205   }
    01206
    01207   /* do it? */
    01208   if (flags & DC_EXEC) {
    01209     /* First normalise the sub types of the chains. */
    01210     NormaliseSubtypes(src_head);
    01211     NormaliseSubtypes(dst_head);
    01212
    01213     /* There are 14 different cases:
    01214      *  1) front engine gets moved to a new train, it stays a front engine.
    01215      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01216      *     b) the 'next' part is an engine that becomes a front engine.
    01217      *     c) there is no 'next' part, nothing else happens
    01218      *  2) front engine gets moved to another train, it is not a front engine anymore
    01219      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01220      *     b) the 'next' part is an engine that becomes a front engine.
    01221      *     c) there is no 'next' part, nothing else happens
    01222      *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
    01223      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01224      *     b) the 'next' part is an engine that becomes a front engine.
    01225      *  4) free wagon gets moved
    01226      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01227      *     b) the 'next' part is an engine that becomes a front engine.
    01228      *     c) there is no 'next' part, nothing else happens
    01229      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01230      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01231      *  7) wagon gets moved, nothing happens
    01232      */
    01233     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01234       /* Cases #2 and #3: the front engine gets trashed. */
    01235       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01236       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01237       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01238       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01239       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01240
    01241       /* We are going to be moved to a different train, and
    01242        * we were the front engine of the original train. */
    01243       if (dst_head != NULL && dst_head != src && (src_head == NULL || !src_head->IsFrontEngine())) {
    01244         DecreaseGroupNumVehicle(src->group_id);
    01245       }
    01246
    01247       /* The front engine is going to be moved later in the
    01248        * current train, and it will not be a train anymore. */
    01249       if (dst_head == NULL && !src_head->IsFrontEngine()) {
    01250         DecreaseGroupNumVehicle(src->group_id);
    01251       }
    01252
    01253       /* Delete orders, group stuff and the unit number as we're not the
    01254        * front of any vehicle anymore. */
    01255       DeleteVehicleOrders(src);
    01256       RemoveVehicleFromGroup(src);
    01257       src->unitnumber = 0;
    01258     }
    01259
    01260     /* We were a front engine and we are becoming one for a different train.
    01261      * Increase the group counter accordingly. */
    01262     if (original_src_head == src && dst_head == src) {
    01263       IncreaseGroupNumVehicle(src->group_id);
    01264     }
    01265
    01266     /* We weren't a front engine but are becoming one. So
    01267      * we should be put in the default group. */
    01268     if (original_src_head != src && dst_head == src) {
    01269       SetTrainGroupID(src, DEFAULT_GROUP);
    01270     }
    01271
    01272     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01273     NormaliseTrainHead(src_head);
    01274     NormaliseTrainHead(dst_head);
    01275
    01276     /* We are undoubtedly changing something in the depot and train list. */
    01277     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01278     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01279   } else {
    01280     /* We don't want to execute what we're just tried. */
    01281     RestoreTrainBackup(original_src);
    01282     RestoreTrainBackup(original_dst);
    01283   }
    01284
    01285   return CommandCost();
    01286 }
    01287
    01299 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
    01300 {
    01301   /* Check if we deleted a vehicle window */
    01302   Window *w = NULL;
    01303
    01304   /* Sell a chain of vehicles or not? */
    01305   bool sell_chain = HasBit(data, 0);
    01306
    01307   Train *v = Train::From(t)->GetFirstEnginePart();
    01308   Train *first = v->First();
    01309
    01310   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01311
    01312   /* First make a backup of the order of the train. That way we can do
    01313    * whatever we want with the order and later on easily revert. */
    01314   TrainList original;
    01315   MakeTrainBackup(original, first);
    01316
    01317   /* We need to keep track of the new head and the head of what we're going to sell. */
    01318   Train *new_head = first;
    01319   Train *sell_head = NULL;
    01320
    01321   /* Split the train in the wanted way. */
    01322   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01323
    01324   /* We don't need to validate the second train; it's going to be sold. */
    01325   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
    01326   if (ret.Failed()) {
    01327     /* Restore the train we had. */
    01328     RestoreTrainBackup(original);
    01329     return ret;
    01330   }
    01331
    01332   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01333   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01334
    01335   if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
    01336     return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
    01337   }
    01338
    01339   /* do it? */
    01340   if (flags & DC_EXEC) {
    01341     /* First normalise the sub types of the chain. */
    01342     NormaliseSubtypes(new_head);
    01343
    01344     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01345       /* We are selling the front engine. In this case we want to
    01346        * 'give' the order, unit number and such to the new head. */
    01347       new_head->orders.list = first->orders.list;
    01348       new_head->AddToShared(first);
    01349       DeleteVehicleOrders(first);
    01350
    01351       /* Copy other important data from the front engine */
    01352       new_head->CopyVehicleConfigAndStatistics(first);
    01353       IncreaseGroupNumVehicle(new_head->group_id);
    01354
    01355       /* If we deleted a window then open a new one for the 'new' train */
    01356       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
    01357     } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
    01358       OrderBackup::Backup(v, user);
    01359     }
    01360
    01361     /* We need to update the information about the train. */
    01362     NormaliseTrainHead(new_head);
    01363
    01364     /* We are undoubtedly changing something in the depot and train list. */
    01365     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01366     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01367
    01368     /* Actually delete the sold 'goods' */
    01369     delete sell_head;
    01370   } else {
    01371     /* We don't want to execute what we're just tried. */
    01372     RestoreTrainBackup(original);
    01373   }
    01374
    01375   return cost;
    01376 }
    01377
    01378 void Train::UpdateDeltaXY(Direction direction)
    01379 {
    01380 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
    01381   static const uint32 _delta_xy_table[8] = {
    01382     MKIT(3, 3, -1, -1),
    01383     MKIT(3, 7, -1, -3),
    01384     MKIT(3, 3, -1, -1),
    01385     MKIT(7, 3, -3, -1),
    01386     MKIT(3, 3, -1, -1),
    01387     MKIT(3, 7, -1, -3),
    01388     MKIT(3, 3, -1, -1),
    01389     MKIT(7, 3, -3, -1),
    01390   };
    01391 #undef MKIT
    01392
    01393   uint32 x = _delta_xy_table[direction];
    01394   this->x_offs        = GB(x,  0, 8);
    01395   this->y_offs        = GB(x,  8, 8);
    01396   this->x_extent      = GB(x, 16, 8);
    01397   this->y_extent      = GB(x, 24, 8);
    01398   this->z_extent      = 6;
    01399 }
    01400
    01402 static void MarkTrainAsStuck(Train *v)
    01403 {
    01404   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01405     /* It is the first time the problem occurred, set the "train stuck" flag. */
    01406     SetBit(v->flags, VRF_TRAIN_STUCK);
    01407
    01408     v->wait_counter = 0;
    01409
    01410     /* Stop train */
    01411     v->cur_speed = 0;
    01412     v->subspeed = 0;
    01413     v->SetLastSpeed();
    01414
    01415     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01416   }
    01417 }
    01418
    01419 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01420 {
    01421   uint16 flag1 = *swap_flag1;
    01422   uint16 flag2 = *swap_flag2;
    01423
    01424   /* Clear the flags */
    01425   ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
    01426   ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01427   ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
    01428   ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01429
    01430   /* Reverse the rail-flags (if needed) */
    01431   if (HasBit(flag1, GVF_GOINGUP_BIT)) {
    01432     SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01433   } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
    01434     SetBit(*swap_flag2, GVF_GOINGUP_BIT);
    01435   }
    01436   if (HasBit(flag2, GVF_GOINGUP_BIT)) {
    01437     SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01438   } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
    01439     SetBit(*swap_flag1, GVF_GOINGUP_BIT);
    01440   }
    01441 }
    01442
    01447 static void UpdateStatusAfterSwap(Train *v)
    01448 {
    01449   /* Reverse the direction. */
    01450   if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
    01451
    01452   /* Call the proper EnterTile function unless we are in a wormhole. */
    01453   if (v->track != TRACK_BIT_WORMHOLE) {
    01454     VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
    01455   } else {
    01456     /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
    01457      * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
    01458      * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
    01459      * when we shouldn't have. Check if this is the case. */
    01460     TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
    01461     if (IsTileType(vt, MP_TUNNELBRIDGE)) {
    01462       VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
    01463       if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
    01464         /* We have just left the wormhole, possibly set the
    01465          * "goingdown" bit. UpdateInclination() can be used
    01466          * because we are at the border of the tile. */
    01467         v->UpdateInclination(true, true);
    01468         return;
    01469       }
    01470     }
    01471   }
    01472
    01473   v->UpdateViewport(true, true);
    01474 }
    01475
    01476 static void ReverseTrainSwapVeh(Train *v, int l, int r)
    01477 {
    01478   Train *a, *b;
    01479
    01480   /* locate vehicles to swap */
    01481   for (a = v; l != 0; l--) a = a->Next();
    01482   for (b = v; r != 0; r--) b = b->Next();
    01483
    01484   if (a != b) {
    01485     /* swap the hidden bits */
    01486     {
    01487       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
    01488       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
    01489       a->vehstatus = tmp;
    01490     }
    01491
    01492     Swap(a->track, b->track);
    01493     Swap(a->direction, b->direction);
    01494     Swap(a->x_pos, b->x_pos);
    01495     Swap(a->y_pos, b->y_pos);
    01496     Swap(a->tile,  b->tile);
    01497     Swap(a->z_pos, b->z_pos);
    01498
    01499     SwapTrainFlags(&a->gv_flags, &b->gv_flags);
    01500
    01501     UpdateStatusAfterSwap(a);
    01502     UpdateStatusAfterSwap(b);
    01503   } else {
    01504     /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
    01505      * This is a little bit redundant way, a->gv_flags will
    01506      * be (re)set twice, but it reduces code duplication */
    01507     SwapTrainFlags(&a->gv_flags, &a->gv_flags);
    01508     UpdateStatusAfterSwap(a);
    01509   }
    01510
    01511   /* Update power of the train in case tiles were different rail type. */
    01512   v->RailtypeChanged();
    01513 }
    01514
    01515
    01521 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01522 {
    01523   return (v->type == VEH_TRAIN) ? v : NULL;
    01524 }
    01525
    01526
    01533 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01534 {
    01535   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01536
    01537   Train *t = Train::From(v);
    01538   if (!t->IsFrontEngine()) return NULL;
    01539
    01540   TileIndex tile = *(TileIndex *)data;
    01541
    01542   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01543
    01544   return t;
    01545 }
    01546
    01547
    01554 static bool TrainApproachingCrossing(TileIndex tile)
    01555 {
    01556   assert(IsLevelCrossingTile(tile));
    01557
    01558   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01559   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01560
    01561   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01562
    01563   dir = ReverseDiagDir(dir);
    01564   tile_from = tile + TileOffsByDiagDir(dir);
    01565
    01566   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01567 }
    01568
    01569
    01576 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01577 {
    01578   assert(IsLevelCrossingTile(tile));
    01579
    01580   /* train on crossing || train approaching crossing || reserved */
    01581   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
    01582
    01583   if (new_state != IsCrossingBarred(tile)) {
    01584     if (new_state && sound) {
    01585       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01586     }
    01587     SetCrossingBarred(tile, new_state);
    01588     MarkTileDirtyByTile(tile);
    01589   }
    01590 }
    01591
    01592
    01598 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01599 {
    01600   if (!IsCrossingBarred(tile)) {
    01601     BarCrossing(tile);
    01602     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01603     MarkTileDirtyByTile(tile);
    01604   }
    01605 }
    01606
    01607
    01613 static void AdvanceWagonsBeforeSwap(Train *v)
    01614 {
    01615   Train *base = v;
    01616   Train *first = base; // first vehicle to move
    01617   Train *last = v->Last(); // last vehicle to move
    01618   uint length = CountVehiclesInChain(v);
    01619
    01620   while (length > 2) {
    01621     last = last->Previous();
    01622     first = first->Next();
    01623
    01624     int differential = base->gcache.cached_veh_length - last->gcache.cached_veh_length;
    01625
    01626     /* do not update images now
    01627      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01628     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01629
    01630     base = first; // == base->Next()
    01631     length -= 2;
    01632   }
    01633 }
    01634
    01635
    01641 static void AdvanceWagonsAfterSwap(Train *v)
    01642 {
    01643   /* first of all, fix the situation when the train was entering a depot */
    01644   Train *dep = v; // last vehicle in front of just left depot
    01645   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01646     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01647   }
    01648
    01649   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01650
    01651   if (leave != NULL) {
    01652     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01653     int d = TicksToLeaveDepot(dep);
    01654
    01655     if (d <= 0) {
    01656       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01657       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01658       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01659     }
    01660   } else {
    01661     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01662   }
    01663
    01664   Train *base = v;
    01665   Train *first = base; // first vehicle to move
    01666   Train *last = v->Last(); // last vehicle to move
    01667   uint length = CountVehiclesInChain(v);
    01668
    01669   /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
    01670    * they have already correct spacing, so we have to make sure they are moved how they should */
    01671   bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
    01672
    01673   while (length > 2) {
    01674     /* we reached vehicle (originally) in front of a depot, stop now
    01675      * (we would move wagons that are already moved with new wagon length). */
    01676     if (base == dep) break;
    01677
    01678     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01679     if (last == dep) nomove = true;
    01680
    01681     last = last->Previous();
    01682     first = first->Next();
    01683
    01684     int differential = last->gcache.cached_veh_length - base->gcache.cached_veh_length;
    01685
    01686     /* do not update images now */
    01687     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01688
    01689     base = first; // == base->Next()
    01690     length -= 2;
    01691   }
    01692 }
    01693
    01694
    01695 static void ReverseTrainDirection(Train *v)
    01696 {
    01697   if (IsRailDepotTile(v->tile)) {
    01698     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01699   }
    01700
    01701   /* Clear path reservation in front if train is not stuck. */
    01702   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01703
    01704   /* Check if we were approaching a rail/road-crossing */
    01705   TileIndex crossing = TrainApproachingCrossingTile(v);
    01706
    01707   /* count number of vehicles */
    01708   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01709
    01710   AdvanceWagonsBeforeSwap(v);
    01711
    01712   /* swap start<>end, start+1<>end-1, ... */
    01713   int l = 0;
    01714   do {
    01715     ReverseTrainSwapVeh(v, l++, r--);
    01716   } while (l <= r);
    01717
    01718   AdvanceWagonsAfterSwap(v);
    01719
    01720   if (IsRailDepotTile(v->tile)) {
    01721     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01722   }
    01723
    01724   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01725
    01726   ClrBit(v->flags, VRF_REVERSING);
    01727
    01728   /* recalculate cached data */
    01729   v->ConsistChanged(true);
    01730
    01731   /* update all images */
    01732   for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01733
    01734   /* update crossing we were approaching */
    01735   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01736
    01737   /* maybe we are approaching crossing now, after reversal */
    01738   crossing = TrainApproachingCrossingTile(v);
    01739   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01740
    01741   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01742   if (v->track == TRACK_BIT_DEPOT) {
    01743     /* Can't be stuck here as inside a depot is always a safe tile. */
    01744     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01745     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01746     return;
    01747   }
    01748
    01749   /* TrainExitDir does not always produce the desired dir for depots and
    01750    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01751   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01752   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01753
    01754   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01755     /* If we are currently on a tile with conventional signals, we can't treat the
    01756      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01757     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01758       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01759       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01760
    01761     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01762     if (TryPathReserve(v, false, first_tile_okay)) {
    01763       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01764       CheckNextTrainTile(v);
    01765     } else if (v->current_order.GetType() != OT_LOADING) {
    01766       /* Do not wait for a way out when we're still loading */
    01767       MarkTrainAsStuck(v);
    01768     }
    01769   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01770     /* A train not inside a PBS block can't be stuck. */
    01771     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01772     v->wait_counter = 0;
    01773   }
    01774 }
    01775
    01785 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01786 {
    01787   Train *v = Train::GetIfValid(p1);
    01788   if (v == NULL) return CMD_ERROR;
    01789
    01790   CommandCost ret = CheckOwnership(v->owner);
    01791   if (ret.Failed()) return ret;
    01792
    01793   if (p2 != 0) {
    01794     /* turn a single unit around */
    01795
    01796     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01797       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01798     }
    01799     if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
    01800
    01801     Train *front = v->First();
    01802     /* make sure the vehicle is stopped in the depot */
    01803     if (!front->IsStoppedInDepot()) {
    01804       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01805     }
    01806
    01807     if (flags & DC_EXEC) {
    01808       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01809
    01810       front->ConsistChanged(false);
    01811       SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    01812       SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01813       SetWindowDirty(WC_VEHICLE_VIEW, front->index);
    01814       SetWindowClassesDirty(WC_TRAINS_LIST);
    01815     }
    01816   } else {
    01817     /* turn the whole train around */
    01818     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
    01819
    01820     if (flags & DC_EXEC) {
    01821       /* Properly leave the station if we are loading and won't be loading anymore */
    01822       if (v->current_order.IsType(OT_LOADING)) {
    01823         const Vehicle *last = v;
    01824         while (last->Next() != NULL) last = last->Next();
    01825
    01826         /* not a station || different station --> leave the station */
    01827         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    01828           v->LeaveStation();
    01829         }
    01830       }
    01831
    01832       /* We cancel any 'skip signal at dangers' here */
    01833       v->force_proceed = TFP_NONE;
    01834       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01835
    01836       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
    01837         ToggleBit(v->flags, VRF_REVERSING);
    01838       } else {
    01839         v->cur_speed = 0;
    01840         v->SetLastSpeed();
    01841         HideFillingPercent(&v->fill_percent_te_id);
    01842         ReverseTrainDirection(v);
    01843       }
    01844     }
    01845   }
    01846   return CommandCost();
    01847 }
    01848
    01858 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01859 {
    01860   Train *t = Train::GetIfValid(p1);
    01861   if (t == NULL) return CMD_ERROR;
    01862
    01863   CommandCost ret = CheckOwnership(t->owner);
    01864   if (ret.Failed()) return ret;
    01865
    01866
    01867   if (flags & DC_EXEC) {
    01868     /* If we are forced to proceed, cancel that order.
    01869      * If we are marked stuck we would want to force the train
    01870      * to proceed to the next signal. In the other cases we
    01871      * would like to pass the signal at danger and run till the
    01872      * next signal we encounter. */
    01873     t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? TFP_STUCK : TFP_SIGNAL;
    01874     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    01875   }
    01876
    01877   return CommandCost();
    01878 }
    01879
    01884 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    01885 {
    01886   assert(!(v->vehstatus & VS_CRASHED));
    01887
    01888   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    01889
    01890   PBSTileInfo origin = FollowTrainReservation(v);
    01891   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    01892
    01893   switch (_settings_game.pf.pathfinder_for_trains) {
    01894     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    01895     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    01896
    01897     default: NOT_REACHED();
    01898   }
    01899 }
    01900
    01901 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    01902 {
    01903   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    01904   if (tfdd.best_length == UINT_MAX) return false;
    01905
    01906   if (location    != NULL) *location    = tfdd.tile;
    01907   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    01908   if (reverse     != NULL) *reverse     = tfdd.reverse;
    01909
    01910   return true;
    01911 }
    01912
    01913 void Train::PlayLeaveStationSound() const
    01914 {
    01915   static const SoundFx sfx[] = {
    01916     SND_04_TRAIN,
    01917     SND_0A_TRAIN_HORN,
    01918     SND_0A_TRAIN_HORN,
    01919     SND_47_MAGLEV_2,
    01920     SND_41_MAGLEV
    01921   };
    01922
    01923   if (PlayVehicleSound(this, VSE_START)) return;
    01924
    01925   EngineID engtype = this->engine_type;
    01926   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    01927 }
    01928
    01930 static void CheckNextTrainTile(Train *v)
    01931 {
    01932   /* Don't do any look-ahead if path_backoff_interval is 255. */
    01933   if (_settings_game.pf.path_backoff_interval == 255) return;
    01934
    01935   /* Exit if we are inside a depot. */
    01936   if (v->track == TRACK_BIT_DEPOT) return;
    01937
    01938   switch (v->current_order.GetType()) {
    01939     /* Exit if we reached our destination depot. */
    01940     case OT_GOTO_DEPOT:
    01941       if (v->tile == v->dest_tile) return;
    01942       break;
    01943
    01944     case OT_GOTO_WAYPOINT:
    01945       /* If we reached our waypoint, make sure we see that. */
    01946       if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
    01947       break;
    01948
    01949     case OT_NOTHING:
    01950     case OT_LEAVESTATION:
    01951     case OT_LOADING:
    01952       /* Exit if the current order doesn't have a destination, but the train has orders. */
    01953       if (v->GetNumOrders() > 0) return;
    01954       break;
    01955
    01956     default:
    01957       break;
    01958   }
    01959   /* Exit if we are on a station tile and are going to stop. */
    01960   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    01961
    01962   Trackdir td = v->GetVehicleTrackdir();
    01963
    01964   /* On a tile with a red non-pbs signal, don't look ahead. */
    01965   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    01966       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    01967       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    01968
    01969   CFollowTrackRail ft(v);
    01970   if (!ft.Follow(v->tile, td)) return;
    01971
    01972   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    01973     /* Next tile is not reserved. */
    01974     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    01975       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    01976         /* If the next tile is a PBS signal, try to make a reservation. */
    01977         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    01978         if (_settings_game.pf.forbid_90_deg) {
    01979           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    01980         }
    01981         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    01982       }
    01983     }
    01984   }
    01985 }
    01986
    01987 static bool CheckTrainStayInDepot(Train *v)
    01988 {
    01989   /* bail out if not all wagons are in the same depot or not in a depot at all */
    01990   for (const Train *u = v; u != NULL; u = u->Next()) {
    01991     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    01992   }
    01993
    01994   /* if the train got no power, then keep it in the depot */
    01995   if (v->gcache.cached_power == 0) {
    01996     v->vehstatus |= VS_STOPPED;
    01997     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    01998     return true;
    01999   }
    02000
    02001   SigSegState seg_state;
    02002
    02003   if (v->force_proceed == TFP_NONE) {
    02004     /* force proceed was not pressed */
    02005     if (++v->wait_counter < 37) {
    02006       SetWindowClassesDirty(WC_TRAINS_LIST);
    02007       return true;
    02008     }
    02009
    02010     v->wait_counter = 0;
    02011
    02012     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02013     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02014       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02015       SetWindowClassesDirty(WC_TRAINS_LIST);
    02016       return true;
    02017     }
    02018   } else {
    02019     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02020   }
    02021
    02022   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02023   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02024     /* We need to have a reservation for this to work. */
    02025     if (HasDepotReservation(v->tile)) return true;
    02026     SetDepotReservation(v->tile, true);
    02027     VehicleEnterDepot(v);
    02028     return true;
    02029   }
    02030
    02031   /* Only leave when we can reserve a path to our destination. */
    02032   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
    02033     /* No path and no force proceed. */
    02034     SetWindowClassesDirty(WC_TRAINS_LIST);
    02035     MarkTrainAsStuck(v);
    02036     return true;
    02037   }
    02038
    02039   SetDepotReservation(v->tile, true);
    02040   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02041
    02042   VehicleServiceInDepot(v);
    02043   SetWindowClassesDirty(WC_TRAINS_LIST);
    02044   v->PlayLeaveStationSound();
    02045
    02046   v->track = TRACK_BIT_X;
    02047   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02048
    02049   v->vehstatus &= ~VS_HIDDEN;
    02050   v->cur_speed = 0;
    02051
    02052   v->UpdateDeltaXY(v->direction);
    02053   v->cur_image = v->GetImage(v->direction);
    02054   VehicleMove(v, false);
    02055   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02056   v->UpdateAcceleration();
    02057   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02058
    02059   return false;
    02060 }
    02061
    02063 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02064 {
    02065   DiagDirection dir = TrackdirToExitdir(track_dir);
    02066
    02067   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02068     /* Are we just leaving a tunnel/bridge? */
    02069     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02070       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02071
    02072       if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
    02073         /* Free the reservation only if no other train is on the tiles. */
    02074         SetTunnelBridgeReservation(tile, false);
    02075         SetTunnelBridgeReservation(end, false);
    02076
    02077         if (_settings_client.gui.show_track_reservation) {
    02078           MarkTileDirtyByTile(tile);
    02079           MarkTileDirtyByTile(end);
    02080         }
    02081       }
    02082     }
    02083   } else if (IsRailStationTile(tile)) {
    02084     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02085     /* If the new tile is not a further tile of the same station, we
    02086      * clear the reservation for the whole platform. */
    02087     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02088       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02089     }
    02090   } else {
    02091     /* Any other tile */
    02092     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02093   }
    02094 }
    02095
    02097 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02098 {
    02099   assert(v->IsFrontEngine());
    02100
    02101   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02102   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02103   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02104   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02105
    02106   /* Don't free reservation if it's not ours. */
    02107   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02108
    02109   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02110   while (ft.Follow(tile, td)) {
    02111     tile = ft.m_new_tile;
    02112     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02113     td = RemoveFirstTrackdir(&bits);
    02114     assert(bits == TRACKDIR_BIT_NONE);
    02115
    02116     if (!IsValidTrackdir(td)) break;
    02117
    02118     if (IsTileType(tile, MP_RAILWAY)) {
    02119       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02120         /* Conventional signal along trackdir: remove reservation and stop. */
    02121         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02122         break;
    02123       }
    02124       if (HasPbsSignalOnTrackdir(tile, td)) {
    02125         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02126           /* Red PBS signal? Can't be our reservation, would be green then. */
    02127           break;
    02128         } else {
    02129           /* Turn the signal back to red. */
    02130           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02131           MarkTileDirtyByTile(tile);
    02132         }
    02133       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02134         break;
    02135       }
    02136     }
    02137
    02138     /* Don't free first station/bridge/tunnel if we are on it. */
    02139     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);
    02140
    02141     free_tile = true;
    02142   }
    02143 }
    02144
    02145 static const byte _initial_tile_subcoord[6][4][3] = {
    02146 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02147 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02148 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02149 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02150 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02151 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02152 };
    02153
    02166 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
    02167 {
    02168   switch (_settings_game.pf.pathfinder_for_trains) {
    02169     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02170     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02171
    02172     default: NOT_REACHED();
    02173   }
    02174 }
    02175
    02181 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02182 {
    02183   PBSTileInfo origin = FollowTrainReservation(v);
    02184
    02185   CFollowTrackRail ft(v);
    02186
    02187   TileIndex tile = origin.tile;
    02188   Trackdir  cur_td = origin.trackdir;
    02189   while (ft.Follow(tile, cur_td)) {
    02190     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02191       /* Possible signal tile. */
    02192       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02193     }
    02194
    02195     if (_settings_game.pf.forbid_90_deg) {
    02196       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02197       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02198     }
    02199
    02200     /* Station, depot or waypoint are a possible target. */
    02201     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02202     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02203       /* Choice found or possible target encountered.
    02204        * On finding a possible target, we need to stop and let the pathfinder handle the
    02205        * remaining path. This is because we don't know if this target is in one of our
    02206        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02207        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02208        * a wrong path not leading to our next destination. */
    02209       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02210
    02211       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02212        * actually starts its search at the first unreserved tile. */
    02213       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02214
    02215       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02216       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02217       if (enterdir) *enterdir = ft.m_exitdir;
    02218       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02219     }
    02220
    02221     tile = ft.m_new_tile;
    02222     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02223
    02224     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02225       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02226       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02227       /* Safe position is all good, path valid and okay. */
    02228       return PBSTileInfo(tile, cur_td, true);
    02229     }
    02230
    02231     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02232   }
    02233
    02234   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02235     /* End of line, path valid and okay. */
    02236     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02237   }
    02238
    02239   /* Sorry, can't reserve path, back out. */
    02240   tile = origin.tile;
    02241   cur_td = origin.trackdir;
    02242   TileIndex stopped = ft.m_old_tile;
    02243   Trackdir  stopped_td = ft.m_old_td;
    02244   while (tile != stopped || cur_td != stopped_td) {
    02245     if (!ft.Follow(tile, cur_td)) break;
    02246
    02247     if (_settings_game.pf.forbid_90_deg) {
    02248       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02249       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02250     }
    02251     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02252
    02253     tile = ft.m_new_tile;
    02254     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02255
    02256     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02257   }
    02258
    02259   /* Path invalid. */
    02260   return PBSTileInfo();
    02261 }
    02262
    02273 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02274 {
    02275   switch (_settings_game.pf.pathfinder_for_trains) {
    02276     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02277     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02278
    02279     default: NOT_REACHED();
    02280   }
    02281 }
    02282
    02284 class VehicleOrderSaver
    02285 {
    02286 private:
    02287   Vehicle        *v;
    02288   Order          old_order;
    02289   TileIndex      old_dest_tile;
    02290   StationID      old_last_station_visited;
    02291   VehicleOrderID index;
    02292
    02293 public:
    02294   VehicleOrderSaver(Vehicle *_v) :
    02295     v(_v),
    02296     old_order(_v->current_order),
    02297     old_dest_tile(_v->dest_tile),
    02298     old_last_station_visited(_v->last_station_visited),
    02299     index(_v->cur_real_order_index)
    02300   {
    02301   }
    02302
    02303   ~VehicleOrderSaver()
    02304   {
    02305     this->v->current_order = this->old_order;
    02306     this->v->dest_tile = this->old_dest_tile;
    02307     this->v->last_station_visited = this->old_last_station_visited;
    02308   }
    02309
    02315   bool SwitchToNextOrder(bool skip_first)
    02316   {
    02317     if (this->v->GetNumOrders() == 0) return false;
    02318
    02319     if (skip_first) ++this->index;
    02320
    02321     int conditional_depth = 0;
    02322
    02323     do {
    02324       /* Wrap around. */
    02325       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02326
    02327       Order *order = this->v->GetOrder(this->index);
    02328       assert(order != NULL);
    02329
    02330       switch (order->GetType()) {
    02331         case OT_GOTO_DEPOT:
    02332           /* Skip service in depot orders when the train doesn't need service. */
    02333           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02334         case OT_GOTO_STATION:
    02335         case OT_GOTO_WAYPOINT:
    02336           this->v->current_order = *order;
    02337           UpdateOrderDest(this->v, order);
    02338           return true;
    02339         case OT_CONDITIONAL: {
    02340           if (conditional_depth > this->v->GetNumOrders()) return false;
    02341           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02342           if (next != INVALID_VEH_ORDER_ID) {
    02343             conditional_depth++;
    02344             this->index = next;
    02345             /* Don't increment next, so no break here. */
    02346             continue;
    02347           }
    02348           break;
    02349         }
    02350         default:
    02351           break;
    02352       }
    02353       /* Don't increment inside the while because otherwise conditional
    02354        * orders can lead to an infinite loop. */
    02355       ++this->index;
    02356     } while (this->index != this->v->cur_real_order_index);
    02357
    02358     return false;
    02359   }
    02360 };
    02361
    02362 /* choose a track */
    02363 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02364 {
    02365   Track best_track = INVALID_TRACK;
    02366   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02367   bool changed_signal = false;
    02368
    02369   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02370
    02371   if (got_reservation != NULL) *got_reservation = false;
    02372
    02373   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02374   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02375   /* Do we have a suitable reserved track? */
    02376   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02377
    02378   /* Quick return in case only one possible track is available */
    02379   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02380     Track track = FindFirstTrack(tracks);
    02381     /* We need to check for signals only here, as a junction tile can't have signals. */
    02382     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02383       do_track_reservation = true;
    02384       changed_signal = true;
    02385       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02386     } else if (!do_track_reservation) {
    02387       return track;
    02388     }
    02389     best_track = track;
    02390   }
    02391
    02392   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02393   DiagDirection dest_enterdir = enterdir;
    02394   if (do_track_reservation) {
    02395     /* Check if the train needs service here, so it has a chance to always find a depot.
    02396      * Also check if the current order is a service order so we don't reserve a path to
    02397      * the destination but instead to the next one if service isn't needed. */
    02398     CheckIfTrainNeedsService(v);
    02399     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02400
    02401     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02402     if (res_dest.tile == INVALID_TILE) {
    02403       /* Reservation failed? */
    02404       if (mark_stuck) MarkTrainAsStuck(v);
    02405       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02406       return FindFirstTrack(tracks);
    02407     }
    02408   }
    02409
    02410   /* Save the current train order. The destructor will restore the old order on function exit. */
    02411   VehicleOrderSaver orders(v);
    02412
    02413   /* If the current tile is the destination of the current order and
    02414    * a reservation was requested, advance to the next order.
    02415    * Don't advance on a depot order as depots are always safe end points
    02416    * for a path and no look-ahead is necessary. This also avoids a
    02417    * problem with depot orders not part of the order list when the
    02418    * order list itself is empty. */
    02419   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02420     orders.SwitchToNextOrder(false);
    02421   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02422       v->current_order.IsType(OT_GOTO_STATION) ?
    02423       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02424       v->tile == v->dest_tile))) {
    02425     orders.SwitchToNextOrder(true);
    02426   }
    02427
    02428   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02429     /* Pathfinders are able to tell that route was only 'guessed'. */
    02430     bool      path_found = true;
    02431     TileIndex new_tile = res_dest.tile;
    02432
    02433     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
    02434     if (new_tile == tile) best_track = next_track;
    02435     v->HandlePathfindingResult(path_found);
    02436   }
    02437
    02438   /* No track reservation requested -> finished. */
    02439   if (!do_track_reservation) return best_track;
    02440
    02441   /* A path was found, but could not be reserved. */
    02442   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02443     if (mark_stuck) MarkTrainAsStuck(v);
    02444     FreeTrainTrackReservation(v);
    02445     return best_track;
    02446   }
    02447
    02448   /* No possible reservation target found, we are probably lost. */
    02449   if (res_dest.tile == INVALID_TILE) {
    02450     /* Try to find any safe destination. */
    02451     PBSTileInfo origin = FollowTrainReservation(v);
    02452     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02453       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02454       best_track = FindFirstTrack(res);
    02455       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02456       if (got_reservation != NULL) *got_reservation = true;
    02457       if (changed_signal) MarkTileDirtyByTile(tile);
    02458     } else {
    02459       FreeTrainTrackReservation(v);
    02460       if (mark_stuck) MarkTrainAsStuck(v);
    02461     }
    02462     return best_track;
    02463   }
    02464
    02465   if (got_reservation != NULL) *got_reservation = true;
    02466
    02467   /* Reservation target found and free, check if it is safe. */
    02468   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02469     /* Extend reservation until we have found a safe position. */
    02470     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02471     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02472     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02473     if (_settings_game.pf.forbid_90_deg) {
    02474       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02475     }
    02476
    02477     /* Get next order with destination. */
    02478     if (orders.SwitchToNextOrder(true)) {
    02479       PBSTileInfo cur_dest;
    02480       bool path_found;
    02481       DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
    02482       if (cur_dest.tile != INVALID_TILE) {
    02483         res_dest = cur_dest;
    02484         if (res_dest.okay) continue;
    02485         /* Path found, but could not be reserved. */
    02486         FreeTrainTrackReservation(v);
    02487         if (mark_stuck) MarkTrainAsStuck(v);
    02488         if (got_reservation != NULL) *got_reservation = false;
    02489         changed_signal = false;
    02490         break;
    02491       }
    02492     }
    02493     /* No order or no safe position found, try any position. */
    02494     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02495       FreeTrainTrackReservation(v);
    02496       if (mark_stuck) MarkTrainAsStuck(v);
    02497       if (got_reservation != NULL) *got_reservation = false;
    02498       changed_signal = false;
    02499     }
    02500     break;
    02501   }
    02502
    02503   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02504
    02505   if (changed_signal) MarkTileDirtyByTile(tile);
    02506
    02507   return best_track;
    02508 }
    02509
    02518 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02519 {
    02520   assert(v->IsFrontEngine());
    02521
    02522   /* We have to handle depots specially as the track follower won't look
    02523    * at the depot tile itself but starts from the next tile. If we are still
    02524    * inside the depot, a depot reservation can never be ours. */
    02525   if (v->track == TRACK_BIT_DEPOT) {
    02526     if (HasDepotReservation(v->tile)) {
    02527       if (mark_as_stuck) MarkTrainAsStuck(v);
    02528       return false;
    02529     } else {
    02530       /* Depot not reserved, but the next tile might be. */
    02531       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02532       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02533     }
    02534   }
    02535
    02536   Vehicle *other_train = NULL;
    02537   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02538   /* The path we are driving on is already blocked by some other train.
    02539    * This can only happen in certain situations when mixing path and
    02540    * block signals or when changing tracks and/or signals.
    02541    * Exit here as doing any further reservations will probably just
    02542    * make matters worse. */
    02543   if (other_train != NULL && other_train->index != v->index) {
    02544     if (mark_as_stuck) MarkTrainAsStuck(v);
    02545     return false;
    02546   }
    02547   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02548   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02549     /* Can't be stuck then. */
    02550     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    02551     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02552     return true;
    02553   }
    02554
    02555   /* If we are in a depot, tentatively reserve the depot. */
    02556   if (v->track == TRACK_BIT_DEPOT) {
    02557     SetDepotReservation(v->tile, true);
    02558     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02559   }
    02560
    02561   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02562   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02563   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02564
    02565   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02566
    02567   bool res_made = false;
    02568   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02569
    02570   if (!res_made) {
    02571     /* Free the depot reservation as well. */
    02572     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02573     return false;
    02574   }
    02575
    02576   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02577     v->wait_counter = 0;
    02578     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    02579   }
    02580   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02581   return true;
    02582 }
    02583
    02584
    02585 static bool CheckReverseTrain(const Train *v)
    02586 {
    02587   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02588       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02589       !(v->direction & 1)) {
    02590     return false;
    02591   }
    02592
    02593   assert(v->track != TRACK_BIT_NONE);
    02594
    02595   switch (_settings_game.pf.pathfinder_for_trains) {
    02596     case VPF_NPF: return NPFTrainCheckReverse(v);
    02597     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02598
    02599     default: NOT_REACHED();
    02600   }
    02601 }
    02602
    02603 TileIndex Train::GetOrderStationLocation(StationID station)
    02604 {
    02605   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02606
    02607   const Station *st = Station::Get(station);
    02608   if (!(st->facilities & FACIL_TRAIN)) {
    02609     /* The destination station has no trainstation tiles. */
    02610     this->IncrementRealOrderIndex();
    02611     return 0;
    02612   }
    02613
    02614   return st->xy;
    02615 }
    02616
    02617 void Train::MarkDirty()
    02618 {
    02619   Train *v = this;
    02620   do {
    02621     v->UpdateViewport(false, false);
    02622   } while ((v = v->Next()) != NULL);
    02623
    02624   /* need to update acceleration and cached values since the goods on the train changed. */
    02625   this->CargoChanged();
    02626   this->UpdateAcceleration();
    02627 }
    02628
    02636 int Train::UpdateSpeed()
    02637 {
    02638   switch (_settings_game.vehicle.train_acceleration_model) {
    02639     default: NOT_REACHED();
    02640     case AM_ORIGINAL:
    02641       return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->gcache.cached_max_track_speed);
    02642
    02643     case AM_REALISTIC:
    02644       return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
    02645   }
    02646 }
    02647
    02653 static void TrainEnterStation(Train *v, StationID station)
    02654 {
    02655   v->last_station_visited = station;
    02656
    02657   /* check if a train ever visited this station before */
    02658   Station *st = Station::Get(station);
    02659   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    02660     st->had_vehicle_of_type |= HVOT_TRAIN;
    02661     SetDParam(0, st->index);
    02662     AddVehicleNewsItem(
    02663       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    02664       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
    02665       v->index,
    02666       st->index
    02667     );
    02668     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
    02669   }
    02670
    02671   v->force_proceed = TFP_NONE;
    02672   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02673
    02674   v->BeginLoading();
    02675
    02676   TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
    02677 }
    02678
    02679 /* Check if the vehicle is compatible with the specified tile */
    02680 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    02681 {
    02682   return IsTileOwner(tile, v->owner) &&
    02683       (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
    02684 }
    02685
    02686 struct RailtypeSlowdownParams {
    02687   byte small_turn, large_turn;
    02688   byte z_up; // fraction to remove when moving up
    02689   byte z_down; // fraction to remove when moving down
    02690 };
    02691
    02692 static const RailtypeSlowdownParams _railtype_slowdown[] = {
    02693   /* normal accel */
    02694   {256 / 4, 256 / 2, 256 / 4, 2},
    02695   {256 / 4, 256 / 2, 256 / 4, 2},
    02696   {256 / 4, 256 / 2, 256 / 4, 2},
    02697   {0,       256 / 2, 256 / 4, 2},
    02698 };
    02699
    02701 static inline void AffectSpeedByZChange(Train *v, byte old_z)
    02702 {
    02703   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
    02704
    02705   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    02706
    02707   if (old_z < v->z_pos) {
    02708     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
    02709   } else {
    02710     uint16 spd = v->cur_speed + rsp->z_down;
    02711     if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
    02712   }
    02713 }
    02714
    02715 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    02716 {
    02717   if (IsTileType(tile, MP_RAILWAY) &&
    02718       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    02719     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    02720     Trackdir trackdir = FindFirstTrackdir(tracks);
    02721     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    02722       /* A PBS block with a non-PBS signal facing us? */
    02723       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    02724     }
    02725   }
    02726   return false;
    02727 }
    02728
    02732 void Train::ReserveTrackUnderConsist() const
    02733 {
    02734   for (const Train *u = this; u != NULL; u = u->Next()) {
    02735     switch (u->track) {
    02736       case TRACK_BIT_WORMHOLE:
    02737         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    02738         break;
    02739       case TRACK_BIT_DEPOT:
    02740         break;
    02741       default:
    02742         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    02743         break;
    02744     }
    02745   }
    02746 }
    02747
    02748 uint Train::Crash(bool flooded)
    02749 {
    02750   uint pass = 0;
    02751   if (this->IsFrontEngine()) {
    02752     pass += 2; // driver
    02753
    02754     /* Remove the reserved path in front of the train if it is not stuck.
    02755      * Also clear all reserved tracks the train is currently on. */
    02756     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    02757     for (const Train *v = this; v != NULL; v = v->Next()) {
    02758       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    02759       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    02760         /* ClearPathReservation will not free the wormhole exit
    02761          * if the train has just entered the wormhole. */
    02762         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    02763       }
    02764     }
    02765
    02766     /* we may need to update crossing we were approaching,
    02767      * but must be updated after the train has been marked crashed */
    02768     TileIndex crossing = TrainApproachingCrossingTile(this);
    02769     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    02770
    02771     /* Remove the loading indicators (if any) */
    02772     HideFillingPercent(&this->fill_percent_te_id);
    02773   }
    02774
    02775   pass += this->GroundVehicleBase::Crash(flooded);
    02776
    02777   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    02778   return pass;
    02779 }
    02780
    02787 static uint TrainCrashed(Train *v)
    02788 {
    02789   uint num = 0;
    02790
    02791   /* do not crash train twice */
    02792   if (!(v->vehstatus & VS_CRASHED)) {
    02793     num = v->Crash();
    02794     AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
    02795   }
    02796
    02797   /* Try to re-reserve track under already crashed train too.
    02798    * Crash() clears the reservation! */
    02799   v->ReserveTrackUnderConsist();
    02800
    02801   return num;
    02802 }
    02803
    02804 struct TrainCollideChecker {
    02805   Train *v;
    02806   uint num;
    02807 };
    02808
    02809 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    02810 {
    02811   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    02812
    02813   /* not a train or in depot */
    02814   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    02815
    02816   /* do not crash into trains of another company. */
    02817   if (v->owner != tcc->v->owner) return NULL;
    02818
    02819   /* get first vehicle now to make most usual checks faster */
    02820   Train *coll = Train::From(v)->First();
    02821
    02822   /* can't collide with own wagons */
    02823   if (coll == tcc->v) return NULL;
    02824
    02825   int x_diff = v->x_pos - tcc->v->x_pos;
    02826   int y_diff = v->y_pos - tcc->v->y_pos;
    02827
    02828   /* Do fast calculation to check whether trains are not in close vicinity
    02829    * and quickly reject trains distant enough for any collision.
    02830    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    02831    * Differences are then ORed and then we check for any higher bits */
    02832   uint hash = (y_diff + 7) | (x_diff + 7);
    02833   if (hash & ~15) return NULL;
    02834
    02835   /* Slower check using multiplication */
    02836   if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
    02837
    02838   /* Happens when there is a train under bridge next to bridge head */
    02839   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    02840
    02841   /* crash both trains */
    02842   tcc->num += TrainCrashed(tcc->v);
    02843   tcc->num += TrainCrashed(coll);
    02844
    02845   return NULL; // continue searching
    02846 }
    02847
    02854 static bool CheckTrainCollision(Train *v)
    02855 {
    02856   /* can't collide in depot */
    02857   if (v->track == TRACK_BIT_DEPOT) return false;
    02858
    02859   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    02860
    02861   TrainCollideChecker tcc;
    02862   tcc.v = v;
    02863   tcc.num = 0;
    02864
    02865   /* find colliding vehicles */
    02866   if (v->track == TRACK_BIT_WORMHOLE) {
    02867     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    02868     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    02869   } else {
    02870     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    02871   }
    02872
    02873   /* any dead -> no crash */
    02874   if (tcc.num == 0) return false;
    02875
    02876   SetDParam(0, tcc.num);
    02877   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
    02878     NS_ACCIDENT,
    02879     v->index
    02880   );
    02881
    02882   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    02883   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    02884   return true;
    02885 }
    02886
    02887 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    02888 {
    02889   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    02890
    02891   Train *t = Train::From(v);
    02892   DiagDirection exitdir = *(DiagDirection *)data;
    02893
    02894   /* not front engine of a train, inside wormhole or depot, crashed */
    02895   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    02896
    02897   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    02898
    02899   return t;
    02900 }
    02901
    02902 static void TrainController(Train *v, Vehicle *nomove)
    02903 {
    02904   Train *first = v->First();
    02905   Train *prev;
    02906   bool direction_changed = false; // has direction of any part changed?
    02907
    02908   /* For every vehicle after and including the given vehicle */
    02909   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    02910     DiagDirection enterdir = DIAGDIR_BEGIN;
    02911     bool update_signals_crossing = false; // will we update signals or crossing state?
    02912
    02913     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    02914     if (v->track != TRACK_BIT_WORMHOLE) {
    02915       /* Not inside tunnel */
    02916       if (gp.old_tile == gp.new_tile) {
    02917         /* Staying in the old tile */
    02918         if (v->track == TRACK_BIT_DEPOT) {
    02919           /* Inside depot */
    02920           gp.x = v->x_pos;
    02921           gp.y = v->y_pos;
    02922         } else {
    02923           /* Not inside depot */
    02924
    02925           /* Reverse when we are at the end of the track already, do not move to the new position */
    02926           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
    02927
    02928           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    02929           if (HasBit(r, VETS_CANNOT_ENTER)) {
    02930             goto invalid_rail;
    02931           }
    02932           if (HasBit(r, VETS_ENTERED_STATION)) {
    02933             /* The new position is the end of the platform */
    02934             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    02935           }
    02936         }
    02937       } else {
    02938         /* A new tile is about to be entered. */
    02939
    02940         /* Determine what direction we're entering the new tile from */
    02941         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    02942         assert(IsValidDiagDirection(enterdir));
    02943
    02944         /* Get the status of the tracks in the new tile and mask
    02945          * away the bits that aren't reachable. */
    02946         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    02947         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    02948
    02949         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    02950         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    02951
    02952         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    02953         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    02954           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    02955            * can be switched on halfway a turn */
    02956           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    02957         }
    02958
    02959         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    02960
    02961         /* Check if the new tile constrains tracks that are compatible
    02962          * with the current train, if not, bail out. */
    02963         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    02964
    02965         TrackBits chosen_track;
    02966         if (prev == NULL) {
    02967           /* Currently the locomotive is active. Determine which one of the
    02968            * available tracks to choose */
    02969           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    02970           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    02971
    02972           if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    02973             /* For each signal we find decrease the counter by one.
    02974              * We start at two, so the first signal we pass decreases
    02975              * this to one, then if we reach the next signal it is
    02976              * decreased to zero and we won't pass that new signal. */
    02977             Trackdir dir = FindFirstTrackdir(trackdirbits);
    02978             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
    02979                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
    02980               /* However, we do not want to be stopped by PBS signals
    02981                * entered via the back. */
    02982               v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
    02983               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02984             }
    02985           }
    02986
    02987           /* Check if it's a red signal and that force proceed is not clicked. */
    02988           if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
    02989             /* In front of a red signal */
    02990             Trackdir i = FindFirstTrackdir(trackdirbits);
    02991
    02992             /* Don't handle stuck trains here. */
    02993             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
    02994
    02995             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    02996               v->cur_speed = 0;
    02997               v->subspeed = 0;
    02998               v->progress = 255 - 100;
    02999               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
    03000             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03001               v->cur_speed = 0;
    03002               v->subspeed = 0;
    03003               v->progress = 255 - 10;
    03004               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03005                 DiagDirection exitdir = TrackdirToExitdir(i);
    03006                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03007
    03008                 exitdir = ReverseDiagDir(exitdir);
    03009
    03010                 /* check if a train is waiting on the other side */
    03011                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
    03012               }
    03013             }
    03014
    03015             /* If we would reverse but are currently in a PBS block and
    03016              * reversing of stuck trains is disabled, don't reverse.
    03017              * This does not apply if the reason for reversing is a one-way
    03018              * signal blocking us, because a train would then be stuck forever. */
    03019             if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
    03020                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03021               v->wait_counter = 0;
    03022               return;
    03023             }
    03024             goto reverse_train_direction;
    03025           } else {
    03026             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
    03027           }
    03028         } else {
    03029           /* The wagon is active, simply follow the prev vehicle. */
    03030           if (prev->tile == gp.new_tile) {
    03031             /* Choose the same track as prev */
    03032             if (prev->track == TRACK_BIT_WORMHOLE) {
    03033               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03034                * However, just choose the track into the wormhole. */
    03035               assert(IsTunnel(prev->tile));
    03036               chosen_track = bits;
    03037             } else {
    03038               chosen_track = prev->track;
    03039             }
    03040           } else {
    03041             /* Choose the track that leads to the tile where prev is.
    03042              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03043              * I.e. when the tile between them has only space for a single vehicle like
    03044              *  1) horizontal/vertical track tiles and
    03045              *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
    03046              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
    03047              */
    03048             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03049               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03050               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03051               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03052               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03053             };
    03054             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03055             assert(IsValidDiagDirection(exitdir));
    03056             chosen_track = _connecting_track[enterdir][exitdir];
    03057           }
    03058           chosen_track &= bits;
    03059         }
    03060
    03061         /* Make sure chosen track is a valid track */
    03062         assert(
    03063             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03064             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03065             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03066
    03067         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03068         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03069         gp.x = (gp.x & ~0xF) | b[0];
    03070         gp.y = (gp.y & ~0xF) | b[1];
    03071         Direction chosen_dir = (Direction)b[2];
    03072
    03073         /* Call the landscape function and tell it that the vehicle entered the tile */
    03074         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03075         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03076           goto invalid_rail;
    03077         }
    03078
    03079         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03080           Track track = FindFirstTrack(chosen_track);
    03081           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03082           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03083             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03084             MarkTileDirtyByTile(gp.new_tile);
    03085           }
    03086
    03087           /* Clear any track reservation when the last vehicle leaves the tile */
    03088           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03089
    03090           v->tile = gp.new_tile;
    03091
    03092           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03093             v->First()->RailtypeChanged();
    03094           }
    03095
    03096           v->track = chosen_track;
    03097           assert(v->track);
    03098         }
    03099
    03100         /* We need to update signal status, but after the vehicle position hash
    03101          * has been updated by UpdateInclination() */
    03102         update_signals_crossing = true;
    03103
    03104         if (chosen_dir != v->direction) {
    03105           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
    03106             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    03107             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03108             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
    03109           }
    03110           direction_changed = true;
    03111           v->direction = chosen_dir;
    03112         }
    03113
    03114         if (v->IsFrontEngine()) {
    03115           v->wait_counter = 0;
    03116
    03117           /* If we are approaching a crossing that is reserved, play the sound now. */
    03118           TileIndex crossing = TrainApproachingCrossingTile(v);
    03119           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03120
    03121           /* Always try to extend the reservation when entering a tile. */
    03122           CheckNextTrainTile(v);
    03123         }
    03124
    03125         if (HasBit(r, VETS_ENTERED_STATION)) {
    03126           /* The new position is the location where we want to stop */
    03127           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03128         }
    03129       }
    03130     } else {
    03131       /* In a tunnel or on a bridge
    03132        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
    03133        * - for bridges, only the middle part - without the bridge heads */
    03134       if (!(v->vehstatus & VS_HIDDEN)) {
    03135         Train *first = v->First();
    03136         first->cur_speed = min(first->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
    03137       }
    03138
    03139       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03140         /* Perform look-ahead on tunnel exit. */
    03141         if (v->IsFrontEngine()) {
    03142           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03143           CheckNextTrainTile(v);
    03144         }
    03145         /* Prevent v->UpdateInclination() being called with wrong parameters.
    03146          * This could happen if the train was reversed inside the tunnel/bridge. */
    03147         if (gp.old_tile == gp.new_tile) {
    03148           gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
    03149         }
    03150       } else {
    03151         v->x_pos = gp.x;
    03152         v->y_pos = gp.y;
    03153         VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
    03154         continue;
    03155       }
    03156     }
    03157
    03158     /* update image of train, as well as delta XY */
    03159     v->UpdateDeltaXY(v->direction);
    03160
    03161     v->x_pos = gp.x;
    03162     v->y_pos = gp.y;
    03163
    03164     /* update the Z position of the vehicle */
    03165     byte old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
    03166
    03167     if (prev == NULL) {
    03168       /* This is the first vehicle in the train */
    03169       AffectSpeedByZChange(v, old_z);
    03170     }
    03171
    03172     if (update_signals_crossing) {
    03173       if (v->IsFrontEngine()) {
    03174         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03175           /* We are entering a block with PBS signals right now, but
    03176            * not through a PBS signal. This means we don't have a
    03177            * reservation right now. As a conventional signal will only
    03178            * ever be green if no other train is in the block, getting
    03179            * a path should always be possible. If the player built
    03180            * such a strange network that it is not possible, the train
    03181            * will be marked as stuck and the player has to deal with
    03182            * the problem. */
    03183           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03184               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03185               !TryPathReserve(v)) {
    03186             MarkTrainAsStuck(v);
    03187           }
    03188         }
    03189       }
    03190
    03191       /* Signals can only change when the first
    03192        * (above) or the last vehicle moves. */
    03193       if (v->Next() == NULL) {
    03194         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03195         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03196       }
    03197     }
    03198
    03199     /* Do not check on every tick to save some computing time. */
    03200     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03201   }
    03202
    03203   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
    03204
    03205   return;
    03206
    03207 invalid_rail:
    03208   /* We've reached end of line?? */
    03209   if (prev != NULL) error("Disconnecting train");
    03210
    03211 reverse_train_direction:
    03212   v->wait_counter = 0;
    03213   v->cur_speed = 0;
    03214   v->subspeed = 0;
    03215   ReverseTrainDirection(v);
    03216 }
    03217
    03224 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03225 {
    03226   TrackBits *trackbits = (TrackBits *)data;
    03227
    03228   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03229     TrackBits train_tbits = Train::From(v)->track;
    03230     if (train_tbits == TRACK_BIT_WORMHOLE) {
    03231       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03232       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03233     } else if (train_tbits != TRACK_BIT_DEPOT) {
    03234       *trackbits |= train_tbits;
    03235     }
    03236   }
    03237
    03238   return NULL;
    03239 }
    03240
    03248 static void DeleteLastWagon(Train *v)
    03249 {
    03250   Train *first = v->First();
    03251
    03252   /* Go to the last wagon and delete the link pointing there
    03253    * *u is then the one-before-last wagon, and *v the last
    03254    * one which will physically be removed */
    03255   Train *u = v;
    03256   for (; v->Next() != NULL; v = v->Next()) u = v;
    03257   u->SetNext(NULL);
    03258
    03259   if (first != v) {
    03260     /* Recalculate cached train properties */
    03261     first->ConsistChanged(false);
    03262     /* Update the depot window if the first vehicle is in depot -
    03263      * if v == first, then it is updated in PreDestructor() */
    03264     if (first->track == TRACK_BIT_DEPOT) {
    03265       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03266     }
    03267   }
    03268
    03269   /* 'v' shouldn't be accessed after it has been deleted */
    03270   TrackBits trackbits = v->track;
    03271   TileIndex tile = v->tile;
    03272   Owner owner = v->owner;
    03273
    03274   delete v;
    03275   v = NULL; // make sure nobody will try to read 'v' anymore
    03276
    03277   if (trackbits == TRACK_BIT_WORMHOLE) {
    03278     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03279     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03280   }
    03281
    03282   Track track = TrackBitsToTrack(trackbits);
    03283   if (HasReservedTracks(tile, trackbits)) {
    03284     UnreserveRailTrack(tile, track);
    03285
    03286     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03287     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03288     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03289
    03290     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03291     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03292     Track t;
    03293     FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
    03294   }
    03295
    03296   /* check if the wagon was on a road/rail-crossing */
    03297   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03298
    03299   /* Update signals */
    03300   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03301     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03302   } else {
    03303     SetSignalsOnBothDir(tile, track, owner);
    03304   }
    03305 }
    03306
    03311 static void ChangeTrainDirRandomly(Train *v)
    03312 {
    03313   static const DirDiff delta[] = {
    03314     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03315   };
    03316
    03317   do {
    03318     /* We don't need to twist around vehicles if they're not visible */
    03319     if (!(v->vehstatus & VS_HIDDEN)) {
    03320       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03321       v->UpdateDeltaXY(v->direction);
    03322       v->cur_image = v->GetImage(v->direction);
    03323       /* Refrain from updating the z position of the vehicle when on
    03324        * a bridge, because UpdateInclination() will put the vehicle under
    03325        * the bridge in that case */
    03326       if (v->track != TRACK_BIT_WORMHOLE) v->UpdateInclination(false, false);
    03327     }
    03328   } while ((v = v->Next()) != NULL);
    03329 }
    03330
    03336 static bool HandleCrashedTrain(Train *v)
    03337 {
    03338   int state = ++v->crash_anim_pos;
    03339
    03340   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03341     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03342   }
    03343
    03344   uint32 r;
    03345   if (state <= 200 && Chance16R(1, 7, r)) {
    03346     int index = (r * 10 >> 16);
    03347
    03348     Vehicle *u = v;
    03349     do {
    03350       if (--index < 0) {
    03351         r = Random();
    03352
    03353         CreateEffectVehicleRel(u,
    03354           GB(r,  8, 3) + 2,
    03355           GB(r, 16, 3) + 2,
    03356           GB(r,  0, 3) + 5,
    03357           EV_EXPLOSION_SMALL);
    03358         break;
    03359       }
    03360     } while ((u = u->Next()) != NULL);
    03361   }
    03362
    03363   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03364
    03365   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03366     bool ret = v->Next() != NULL;
    03367     DeleteLastWagon(v);
    03368     return ret;
    03369   }
    03370
    03371   return true;
    03372 }
    03373
    03375 static const uint16 _breakdown_speeds[16] = {
    03376   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03377 };
    03378
    03379
    03387 static bool TrainApproachingLineEnd(Train *v, bool signal)
    03388 {
    03389   /* Calc position within the current tile */
    03390   uint x = v->x_pos & 0xF;
    03391   uint y = v->y_pos & 0xF;
    03392
    03393   /* for diagonal directions, 'x' will be 0..15 -
    03394    * for other directions, it will be 1, 3, 5, ..., 15 */
    03395   switch (v->direction) {
    03396     case DIR_N : x = ~x + ~y + 25; break;
    03397     case DIR_NW: x = y;            // FALL THROUGH
    03398     case DIR_NE: x = ~x + 16;      break;
    03399     case DIR_E : x = ~x + y + 9;   break;
    03400     case DIR_SE: x = y;            break;
    03401     case DIR_S : x = x + y - 7;    break;
    03402     case DIR_W : x = ~y + x + 9;   break;
    03403     default: break;
    03404   }
    03405
    03406   /* do not reverse when approaching red signal */
    03407   if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 >= TILE_SIZE) {
    03408     /* we are too near the tile end, reverse now */
    03409     v->cur_speed = 0;
    03410     ReverseTrainDirection(v);
    03411     return false;
    03412   }
    03413
    03414   /* slow down */
    03415   v->vehstatus |= VS_TRAIN_SLOWING;
    03416   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03417   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03418
    03419   return true;
    03420 }
    03421
    03422
    03428 static bool TrainCanLeaveTile(const Train *v)
    03429 {
    03430   /* Exit if inside a tunnel/bridge or a depot */
    03431   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03432
    03433   TileIndex tile = v->tile;
    03434
    03435   /* entering a tunnel/bridge? */
    03436   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03437     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03438     if (DiagDirToDir(dir) == v->direction) return false;
    03439   }
    03440
    03441   /* entering a depot? */
    03442   if (IsRailDepotTile(tile)) {
    03443     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03444     if (DiagDirToDir(dir) == v->direction) return false;
    03445   }
    03446
    03447   return true;
    03448 }
    03449
    03450
    03458 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03459 {
    03460   assert(v->IsFrontEngine());
    03461   assert(!(v->vehstatus & VS_CRASHED));
    03462
    03463   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03464
    03465   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03466   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03467
    03468   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03469   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03470       !CheckCompatibleRail(v, tile)) {
    03471     return INVALID_TILE;
    03472   }
    03473
    03474   return tile;
    03475 }
    03476
    03477
    03484 static bool TrainCheckIfLineEnds(Train *v)
    03485 {
    03486   /* First, handle broken down train */
    03487
    03488   int t = v->breakdown_ctr;
    03489   if (t > 1) {
    03490     v->vehstatus |= VS_TRAIN_SLOWING;
    03491
    03492     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    03493     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03494   } else {
    03495     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03496   }
    03497
    03498   if (!TrainCanLeaveTile(v)) return true;
    03499
    03500   /* Determine the non-diagonal direction in which we will exit this tile */
    03501   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03502   /* Calculate next tile */
    03503   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03504
    03505   /* Determine the track status on the next tile */
    03506   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03507   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03508
    03509   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03510   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03511
    03512   /* We are sure the train is not entering a depot, it is detected above */
    03513
    03514   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03515   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03516   if (_settings_game.pf.forbid_90_deg) {
    03517     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03518   }
    03519
    03520   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03521   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03522     return TrainApproachingLineEnd(v, false);
    03523   }
    03524
    03525   /* approaching red signal */
    03526   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
    03527
    03528   /* approaching a rail/road crossing? then make it red */
    03529   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03530
    03531   return true;
    03532 }
    03533
    03534
    03535 static bool TrainLocoHandler(Train *v, bool mode)
    03536 {
    03537   /* train has crashed? */
    03538   if (v->vehstatus & VS_CRASHED) {
    03539     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03540   }
    03541
    03542   if (v->force_proceed != TFP_NONE) {
    03543     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03544     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03545   }
    03546
    03547   /* train is broken down? */
    03548   if (v->HandleBreakdown()) return true;
    03549
    03550   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03551     ReverseTrainDirection(v);
    03552   }
    03553
    03554   /* exit if train is stopped */
    03555   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03556
    03557   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03558   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03559     v->wait_counter = 0;
    03560     v->cur_speed = 0;
    03561     v->subspeed = 0;
    03562     ClrBit(v->flags, VRF_LEAVING_STATION);
    03563     ReverseTrainDirection(v);
    03564     return true;
    03565   } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
    03566     /* Try to reserve a path when leaving the station as we
    03567      * might not be marked as wanting a reservation, e.g.
    03568      * when an overlength train gets turned around in a station. */
    03569     DiagDirection dir = TrainExitDir(v->direction, v->track);
    03570     if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    03571
    03572     if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    03573       TryPathReserve(v, true, true);
    03574     }
    03575     ClrBit(v->flags, VRF_LEAVING_STATION);
    03576   }
    03577
    03578   v->HandleLoading(mode);
    03579
    03580   if (v->current_order.IsType(OT_LOADING)) return true;
    03581
    03582   if (CheckTrainStayInDepot(v)) return true;
    03583
    03584   if (!mode) v->ShowVisualEffect();
    03585
    03586   /* We had no order but have an order now, do look ahead. */
    03587   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    03588     CheckNextTrainTile(v);
    03589   }
    03590
    03591   /* Handle stuck trains. */
    03592   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    03593     ++v->wait_counter;
    03594
    03595     /* Should we try reversing this tick if still stuck? */
    03596     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
    03597
    03598     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
    03599     if (!TryPathReserve(v)) {
    03600       /* Still stuck. */
    03601       if (turn_around) ReverseTrainDirection(v);
    03602
    03603       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    03604         /* Show message to player. */
    03605         if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
    03606           SetDParam(0, v->index);
    03607           AddVehicleNewsItem(
    03608             STR_NEWS_TRAIN_IS_STUCK,
    03609             NS_ADVICE,
    03610             v->index
    03611           );
    03612         }
    03613         v->wait_counter = 0;
    03614       }
    03615       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    03616       if (v->force_proceed == TFP_NONE) return true;
    03617       ClrBit(v->flags, VRF_TRAIN_STUCK);
    03618       v->wait_counter = 0;
    03619       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03620     }
    03621   }
    03622
    03623   if (v->current_order.IsType(OT_LEAVESTATION)) {
    03624     v->current_order.Free();
    03625     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03626     return true;
    03627   }
    03628
    03629   int j = v->UpdateSpeed();
    03630
    03631   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    03632   if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    03633     /* If we manually stopped, we're not force-proceeding anymore. */
    03634     v->force_proceed = TFP_NONE;
    03635     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03636   }
    03637
    03638   int adv_spd = v->GetAdvanceDistance();
    03639   if (j < adv_spd) {
    03640     /* if the vehicle has speed 0, update the last_speed field. */
    03641     if (v->cur_speed == 0) v->SetLastSpeed();
    03642   } else {
    03643     TrainCheckIfLineEnds(v);
    03644     /* Loop until the train has finished moving. */
    03645     for (;;) {
    03646       j -= adv_spd;
    03647       TrainController(v, NULL);
    03648       /* Don't continue to move if the train crashed. */
    03649       if (CheckTrainCollision(v)) break;
    03650       /* Determine distance to next map position */
    03651       adv_spd = v->GetAdvanceDistance();
    03652
    03653       /* No more moving this tick */
    03654       if (j < adv_spd || v->cur_speed == 0) break;
    03655
    03656       OrderType order_type = v->current_order.GetType();
    03657       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    03658       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    03659             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    03660             IsTileType(v->tile, MP_STATION) &&
    03661             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    03662         ProcessOrders(v);
    03663       }
    03664     }
    03665     v->SetLastSpeed();
    03666   }
    03667
    03668   for (Train *u = v; u != NULL; u = u->Next()) {
    03669     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    03670
    03671     u->UpdateViewport(false, false);
    03672   }
    03673
    03674   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    03675
    03676   return true;
    03677 }
    03678
    03679
    03680
    03681 Money Train::GetRunningCost() const
    03682 {
    03683   Money cost = 0;
    03684   const Train *v = this;
    03685
    03686   do {
    03687     const Engine *e = Engine::Get(v->engine_type);
    03688     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    03689
    03690     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    03691     if (cost_factor == 0) continue;
    03692
    03693     /* Halve running cost for multiheaded parts */
    03694     if (v->IsMultiheaded()) cost_factor /= 2;
    03695
    03696     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grf_prop.grffile);
    03697   } while ((v = v->GetNextVehicle()) != NULL);
    03698
    03699   return cost;
    03700 }
    03701
    03702
    03703 bool Train::Tick()
    03704 {
    03705   this->tick_counter++;
    03706
    03707   if (this->IsFrontEngine()) {
    03708     if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
    03709
    03710     this->current_order_time++;
    03711
    03712     if (!TrainLocoHandler(this, false)) return false;
    03713
    03714     return TrainLocoHandler(this, true);
    03715   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    03716     /* Delete flooded standalone wagon chain */
    03717     if (++this->crash_anim_pos >= 4400) {
    03718       delete this;
    03719       return false;
    03720     }
    03721   }
    03722
    03723   return true;
    03724 }
    03725
    03726 static void CheckIfTrainNeedsService(Train *v)
    03727 {
    03728   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    03729   if (v->IsInDepot()) {
    03730     VehicleServiceInDepot(v);
    03731     return;
    03732   }
    03733
    03734   uint max_penalty;
    03735   switch (_settings_game.pf.pathfinder_for_trains) {
    03736     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    03737     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    03738     default: NOT_REACHED();
    03739   }
    03740
    03741   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    03742   /* Only go to the depot if it is not too far out of our way. */
    03743   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    03744     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    03745       /* If we were already heading for a depot but it has
    03746        * suddenly moved farther away, we continue our normal
    03747        * schedule? */
    03748       v->current_order.MakeDummy();
    03749       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03750     }
    03751     return;
    03752   }
    03753
    03754   DepotID depot = GetDepotIndex(tfdd.tile);
    03755
    03756   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    03757       v->current_order.GetDestination() != depot &&
    03758       !Chance16(3, 16)) {
    03759     return;
    03760   }
    03761
    03762   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    03763   v->dest_tile = tfdd.tile;
    03764   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03765 }
    03766
    03767 void Train::OnNewDay()
    03768 {
    03769   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    03770
    03771   if (this->IsFrontEngine()) {
    03772     CheckVehicleBreakdown(this);
    03773     AgeVehicle(this);
    03774
    03775     CheckIfTrainNeedsService(this);
    03776
    03777     CheckOrders(this);
    03778
    03779     /* update destination */
    03780     if (this->current_order.IsType(OT_GOTO_STATION)) {
    03781       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    03782       if (tile != INVALID_TILE) this->dest_tile = tile;
    03783     }
    03784
    03785     if (this->running_ticks != 0) {
    03786       /* running costs */
    03787       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    03788
    03789       this->profit_this_year -= cost.GetCost();
    03790       this->running_ticks = 0;
    03791
    03792       SubtractMoneyFromCompanyFract(this->owner, cost);
    03793
    03794       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    03795       SetWindowClassesDirty(WC_TRAINS_LIST);
    03796     }
    03797   } else if (this->IsEngine()) {
    03798     /* Also age engines that aren't front engines */
    03799     AgeVehicle(this);
    03800   }
    03801 }
    03802
    03803 Trackdir Train::GetVehicleTrackdir() const
    03804 {
    03805   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    03806
    03807   if (this->track == TRACK_BIT_DEPOT) {
    03808     /* We'll assume the train is facing outwards */
    03809     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    03810   }
    03811
    03812   if (this->track == TRACK_BIT_WORMHOLE) {
    03813     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    03814     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    03815   }
    03816
    03817   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    03818 }