# train_cmd.cpp

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    00001 /* $Id: train_cmd.cpp 22887 2011-09-03 18:59:26Z frosch $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "gui.h"
    00014 #include "articulated_vehicles.h"
    00015 #include "command_func.h"
    00016 #include "pathfinder/npf/npf_func.h"
    00017 #include "pathfinder/yapf/yapf.hpp"
    00018 #include "news_func.h"
    00019 #include "company_func.h"
    00020 #include "vehicle_gui.h"
    00021 #include "newgrf_sound.h"
    00022 #include "newgrf_text.h"
    00023 #include "group.h"
    00024 #include "strings_func.h"
    00025 #include "viewport_func.h"
    00026 #include "window_func.h"
    00027 #include "vehicle_func.h"
    00028 #include "sound_func.h"
    00029 #include "ai/ai.hpp"
    00030 #include "newgrf_station.h"
    00031 #include "effectvehicle_func.h"
    00032 #include "gamelog.h"
    00033 #include "network/network.h"
    00034 #include "spritecache.h"
    00035 #include "core/random_func.hpp"
    00036 #include "company_base.h"
    00037 #include "newgrf.h"
    00038 #include "order_backup.h"
    00039
    00040 #include "table/strings.h"
    00041 #include "table/train_cmd.h"
    00042
    00043 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
    00044 static bool TrainCheckIfLineEnds(Train *v);
    00045 static void TrainController(Train *v, Vehicle *nomove);
    00046 static TileIndex TrainApproachingCrossingTile(const Train *v);
    00047 static void CheckIfTrainNeedsService(Train *v);
    00048 static void CheckNextTrainTile(Train *v);
    00049
    00050 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
    00051 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
    00052
    00053
    00061 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
    00062 {
    00063   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
    00064
    00065   DiagDirection diagdir = DirToDiagDir(direction);
    00066
    00067   /* Determine the diagonal direction in which we will exit this tile */
    00068   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
    00069     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
    00070   }
    00071
    00072   return diagdir;
    00073 }
    00074
    00075
    00081 byte FreightWagonMult(CargoID cargo)
    00082 {
    00083   if (!CargoSpec::Get(cargo)->is_freight) return 1;
    00084   return _settings_game.vehicle.freight_trains;
    00085 }
    00086
    00092 static void RailVehicleLengthChanged(const Train *u)
    00093 {
    00094   /* show a warning once for each engine in whole game and once for each GRF after each game load */
    00095   const Engine *engine = Engine::Get(u->engine_type);
    00096   uint32 grfid = engine->grf_prop.grffile->grfid;
    00097   GRFConfig *grfconfig = GetGRFConfig(grfid);
    00098   if (GamelogGRFBugReverse(grfid, engine->grf_prop.local_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
    00099     ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
    00100   }
    00101 }
    00102
    00104 void CheckTrainsLengths()
    00105 {
    00106   const Train *v;
    00107   bool first = true;
    00108
    00109   FOR_ALL_TRAINS(v) {
    00110     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
    00111       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
    00112         if (u->track != TRACK_BIT_DEPOT) {
    00113           if ((w->track != TRACK_BIT_DEPOT &&
    00114               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->gcache.cached_veh_length) ||
    00115               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
    00116             SetDParam(0, v->index);
    00117             SetDParam(1, v->owner);
    00118             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
    00119
    00120             if (!_networking && first) {
    00121               first = false;
    00122               DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
    00123             }
    00124             /* Break so we warn only once for each train. */
    00125             break;
    00126           }
    00127         }
    00128       }
    00129     }
    00130   }
    00131 }
    00132
    00137 void Train::RailtypeChanged()
    00138 {
    00139   for (Train *u = this; u != NULL; u = u->Next()) {
    00140     /* The wagon-is-powered-state should not change, so the weight does not change. */
    00141     u->UpdateVisualEffect(false);
    00142   }
    00143   this->PowerChanged();
    00144   if (this->IsFrontEngine()) this->UpdateAcceleration();
    00145 }
    00146
    00153 void Train::ConsistChanged(bool same_length)
    00154 {
    00155   uint16 max_speed = UINT16_MAX;
    00156
    00157   assert(this->IsFrontEngine() || this->IsFreeWagon());
    00158
    00159   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
    00160   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
    00161   this->gcache.cached_total_length = 0;
    00162   this->compatible_railtypes = RAILTYPES_NONE;
    00163
    00164   bool train_can_tilt = true;
    00165
    00166   for (Train *u = this; u != NULL; u = u->Next()) {
    00167     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00168
    00169     /* Check the this->first cache. */
    00170     assert(u->First() == this);
    00171
    00172     /* update the 'first engine' */
    00173     u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
    00174     u->railtype = rvi_u->railtype;
    00175
    00176     if (u->IsEngine()) first_engine = u->engine_type;
    00177
    00178     /* Set user defined data to its default value */
    00179     u->tcache.user_def_data = rvi_u->user_def_data;
    00180     this->InvalidateNewGRFCache();
    00181     u->InvalidateNewGRFCache();
    00182   }
    00183
    00184   for (Train *u = this; u != NULL; u = u->Next()) {
    00185     /* Update user defined data (must be done before other properties) */
    00186     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
    00187     this->InvalidateNewGRFCache();
    00188     u->InvalidateNewGRFCache();
    00189   }
    00190
    00191   for (Train *u = this; u != NULL; u = u->Next()) {
    00192     const Engine *e_u = Engine::Get(u->engine_type);
    00193     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00194
    00195     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00196
    00197     /* Cache wagon override sprite group. NULL is returned if there is none */
    00198     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
    00199
    00200     /* Reset colour map */
    00201     u->colourmap = PAL_NONE;
    00202
    00203     /* Update powered-wagon-status and visual effect */
    00204     u->UpdateVisualEffect(true);
    00205
    00206     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00207         UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
    00208       /* wagon is powered */
    00209       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
    00210     } else {
    00211       ClrBit(u->flags, VRF_POWEREDWAGON);
    00212     }
    00213
    00214     if (!u->IsArticulatedPart()) {
    00215       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00216          have railtype normal */
    00217       if (rvi_u->power > 0) {
    00218         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
    00219       }
    00220
    00221       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00222        * existing electric engines when elrails are disabled and then re-enabled */
    00223       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00224         u->railtype = RAILTYPE_RAIL;
    00225         u->compatible_railtypes |= RAILTYPES_RAIL;
    00226       }
    00227
    00228       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00229       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00230         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
    00231         if (speed != 0) max_speed = min(speed, max_speed);
    00232       }
    00233     }
    00234
    00235     u->cargo_cap = GetVehicleCapacity(u);
    00236
    00237     /* check the vehicle length (callback) */
    00238     uint16 veh_len = CALLBACK_FAILED;
    00239     if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
    00240       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00241     }
    00242     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00243     veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
    00244
    00245     /* verify length hasn't changed */
    00246     if (same_length && veh_len != u->gcache.cached_veh_length) RailVehicleLengthChanged(u);
    00247
    00248     /* update vehicle length? */
    00249     if (!same_length) u->gcache.cached_veh_length = veh_len;
    00250
    00251     this->gcache.cached_total_length += u->gcache.cached_veh_length;
    00252     this->InvalidateNewGRFCache();
    00253     u->InvalidateNewGRFCache();
    00254   }
    00255
    00256   /* store consist weight/max speed in cache */
    00257   this->vcache.cached_max_speed = max_speed;
    00258   this->tcache.cached_tilt = train_can_tilt;
    00259   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
    00260
    00261   /* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
    00262   this->CargoChanged();
    00263
    00264   if (this->IsFrontEngine()) {
    00265     this->UpdateAcceleration();
    00266     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    00267     InvalidateWindowData(WC_VEHICLE_REFIT, this->index);
    00268   }
    00269 }
    00270
    00281 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
    00282 {
    00283   const Station *st = Station::Get(station_id);
    00284   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
    00285   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
    00286
    00287   /* Default to the middle of the station for stations stops that are not in
    00288    * the order list like intermediate stations when non-stop is disabled */
    00289   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
    00290   if (v->gcache.cached_total_length >= *station_length) {
    00291     /* The train is longer than the station, make it stop at the far end of the platform */
    00292     osl = OSL_PLATFORM_FAR_END;
    00293   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
    00294     osl = v->current_order.GetStopLocation();
    00295   }
    00296
    00297   /* The stop location of the FRONT! of the train */
    00298   int stop;
    00299   switch (osl) {
    00300     default: NOT_REACHED();
    00301
    00302     case OSL_PLATFORM_NEAR_END:
    00303       stop = v->gcache.cached_total_length;
    00304       break;
    00305
    00306     case OSL_PLATFORM_MIDDLE:
    00307       stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
    00308       break;
    00309
    00310     case OSL_PLATFORM_FAR_END:
    00311       stop = *station_length;
    00312       break;
    00313   }
    00314
    00315   /* Subtract half the front vehicle length of the train so we get the real
    00316    * stop location of the train.
    00317    * Actually, the center of all vehicles is half a normal vehicle's length
    00318    * from the front of the vehicle, so even in case the vehicle is 1/8th
    00319    * long, the center is still at 1/2 of VEHICLE_LENGTH. Basically FS#3569. */
    00320   return stop - VEHICLE_LENGTH / 2;
    00321 }
    00322
    00323
    00328 int Train::GetCurveSpeedLimit() const
    00329 {
    00330   assert(this->First() == this);
    00331
    00332   static const int absolute_max_speed = UINT16_MAX;
    00333   int max_speed = absolute_max_speed;
    00334
    00335   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
    00336
    00337   int curvecount[2] = {0, 0};
    00338
    00339   /* first find the curve speed limit */
    00340   int numcurve = 0;
    00341   int sum = 0;
    00342   int pos = 0;
    00343   int lastpos = -1;
    00344   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
    00345     Direction this_dir = u->direction;
    00346     Direction next_dir = u->Next()->direction;
    00347
    00348     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00349     if (dirdiff == DIRDIFF_SAME) continue;
    00350
    00351     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00352     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00353     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00354       if (lastpos != -1) {
    00355         numcurve++;
    00356         sum += pos - lastpos;
    00357         if (pos - lastpos == 1 && max_speed > 88) {
    00358           max_speed = 88;
    00359         }
    00360       }
    00361       lastpos = pos;
    00362     }
    00363
    00364     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00365     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00366       max_speed = 61;
    00367     }
    00368   }
    00369
    00370   if (numcurve > 0 && max_speed > 88) {
    00371     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00372       max_speed = absolute_max_speed;
    00373     } else {
    00374       sum /= numcurve;
    00375       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00376     }
    00377   }
    00378
    00379   if (max_speed != absolute_max_speed) {
    00380     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00381     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
    00382     max_speed += (max_speed / 2) * rti->curve_speed;
    00383
    00384     if (this->tcache.cached_tilt) {
    00385       /* Apply max_speed bonus of 20% for a tilting train */
    00386       max_speed += max_speed / 5;
    00387     }
    00388   }
    00389
    00390   return max_speed;
    00391 }
    00392
    00397 int Train::GetCurrentMaxSpeed() const
    00398 {
    00399   int max_speed = this->tcache.cached_max_curve_speed;
    00400   assert(max_speed == this->GetCurveSpeedLimit());
    00401
    00402   if (IsRailStationTile(this->tile)) {
    00403     StationID sid = GetStationIndex(this->tile);
    00404     if (this->current_order.ShouldStopAtStation(this, sid)) {
    00405       int station_ahead;
    00406       int station_length;
    00407       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
    00408
    00409       /* The distance to go is whatever is still ahead of the train minus the
    00410        * distance from the train's stop location to the end of the platform */
    00411       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
    00412
    00413       if (distance_to_go > 0) {
    00414         int st_max_speed = 120;
    00415
    00416         int delta_v = this->cur_speed / (distance_to_go + 1);
    00417         if (max_speed > (this->cur_speed - delta_v)) {
    00418           st_max_speed = this->cur_speed - (delta_v / 10);
    00419         }
    00420
    00421         st_max_speed = max(st_max_speed, 25 * distance_to_go);
    00422         max_speed = min(max_speed, st_max_speed);
    00423       }
    00424     }
    00425   }
    00426
    00427   for (const Train *u = this; u != NULL; u = u->Next()) {
    00428     if (u->track == TRACK_BIT_DEPOT) {
    00429       max_speed = min(max_speed, 61);
    00430       break;
    00431     }
    00432   }
    00433
    00434   return min(max_speed, this->gcache.cached_max_track_speed);
    00435 }
    00436
    00437 void Train::UpdateAcceleration()
    00438 {
    00439   assert(this->IsFrontEngine());
    00440
    00441   uint power = this->gcache.cached_power;
    00442   uint weight = this->gcache.cached_weight;
    00443   assert(weight != 0);
    00444   this->acceleration = Clamp(power / weight * 4, 1, 255);
    00445 }
    00446
    00452 int Train::GetDisplayImageWidth(Point *offset) const
    00453 {
    00454   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
    00455   int vehicle_pitch = 0;
    00456
    00457   const Engine *e = Engine::Get(this->engine_type);
    00458   if (e->grf_prop.grffile != NULL && is_custom_sprite(e->u.rail.image_index)) {
    00459     reference_width = e->grf_prop.grffile->traininfo_vehicle_width;
    00460     vehicle_pitch = e->grf_prop.grffile->traininfo_vehicle_pitch;
    00461   }
    00462
    00463   if (offset != NULL) {
    00464     offset->x = reference_width / 2;
    00465     offset->y = vehicle_pitch;
    00466   }
    00467   return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
    00468 }
    00469
    00470 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
    00471 {
    00472   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00473 }
    00474
    00475 SpriteID Train::GetImage(Direction direction) const
    00476 {
    00477   uint8 spritenum = this->spritenum;
    00478   SpriteID sprite;
    00479
    00480   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00481
    00482   if (is_custom_sprite(spritenum)) {
    00483     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
    00484     if (sprite != 0) return sprite;
    00485
    00486     spritenum = Engine::Get(this->engine_type)->original_image_index;
    00487   }
    00488
    00489   sprite = GetDefaultTrainSprite(spritenum, direction);
    00490
    00491   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00492
    00493   return sprite;
    00494 }
    00495
    00496 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
    00497 {
    00498   const Engine *e = Engine::Get(engine);
    00499   Direction dir = rear_head ? DIR_E : DIR_W;
    00500   uint8 spritenum = e->u.rail.image_index;
    00501
    00502   if (is_custom_sprite(spritenum)) {
    00503     SpriteID sprite = GetCustomVehicleIcon(engine, dir);
    00504     if (sprite != 0) {
    00505       if (e->grf_prop.grffile != NULL) {
    00506         y += e->grf_prop.grffile->traininfo_vehicle_pitch;
    00507       }
    00508       return sprite;
    00509     }
    00510
    00511     spritenum = Engine::Get(engine)->original_image_index;
    00512   }
    00513
    00514   if (rear_head) spritenum++;
    00515
    00516   return GetDefaultTrainSprite(spritenum, DIR_W);
    00517 }
    00518
    00519 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
    00520 {
    00521   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00522     int yf = y;
    00523     int yr = y;
    00524
    00525     SpriteID spritef = GetRailIcon(engine, false, yf);
    00526     SpriteID spriter = GetRailIcon(engine, true, yr);
    00527     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
    00528     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
    00529
    00530     preferred_x = Clamp(preferred_x, left - real_spritef->x_offs + 14, right - real_spriter->width - real_spriter->x_offs - 15);
    00531
    00532     DrawSprite(spritef, pal, preferred_x - 14, yf);
    00533     DrawSprite(spriter, pal, preferred_x + 15, yr);
    00534   } else {
    00535     SpriteID sprite = GetRailIcon(engine, false, y);
    00536     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00537     preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
    00538     DrawSprite(sprite, pal, preferred_x, y);
    00539   }
    00540 }
    00541
    00550 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
    00551 {
    00552   const RailVehicleInfo *rvi = &e->u.rail;
    00553
    00554   /* Check that the wagon can drive on the track in question */
    00555   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00556
    00557   if (flags & DC_EXEC) {
    00558     Train *v = new Train();
    00559     *ret = v;
    00560     v->spritenum = rvi->image_index;
    00561
    00562     v->engine_type = e->index;
    00563     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00564
    00565     DiagDirection dir = GetRailDepotDirection(tile);
    00566
    00567     v->direction = DiagDirToDir(dir);
    00568     v->tile = tile;
    00569
    00570     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00571     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00572
    00573     v->x_pos = x;
    00574     v->y_pos = y;
    00575     v->z_pos = GetSlopeZ(x, y);
    00576     v->owner = _current_company;
    00577     v->track = TRACK_BIT_DEPOT;
    00578     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00579
    00580     v->SetWagon();
    00581
    00582     v->SetFreeWagon();
    00583     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00584
    00585     v->cargo_type = e->GetDefaultCargoType();
    00586     v->cargo_cap = rvi->capacity;
    00587
    00588     v->railtype = rvi->railtype;
    00589
    00590     v->build_year = _cur_year;
    00591     v->cur_image = SPR_IMG_QUERY;
    00592     v->random_bits = VehicleRandomBits();
    00593
    00594     v->group_id = DEFAULT_GROUP;
    00595
    00596     AddArticulatedParts(v);
    00597
    00598     _new_vehicle_id = v->index;
    00599
    00600     VehicleMove(v, false);
    00601     v->First()->ConsistChanged(false);
    00602     UpdateTrainGroupID(v->First());
    00603
    00604     CheckConsistencyOfArticulatedVehicle(v);
    00605
    00606     /* Try to connect the vehicle to one of free chains of wagons. */
    00607     Train *w;
    00608     FOR_ALL_TRAINS(w) {
    00609       if (w->tile == tile &&
    00610           w->IsFreeWagon() &&
    00611           w->engine_type == e->index &&
    00612           w->First() != v &&
    00613           !(w->vehstatus & VS_CRASHED)) {
    00614         DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00615         break;
    00616       }
    00617     }
    00618   }
    00619
    00620   return CommandCost();
    00621 }
    00622
    00624 static void NormalizeTrainVehInDepot(const Train *u)
    00625 {
    00626   const Train *v;
    00627   FOR_ALL_TRAINS(v) {
    00628     if (v->IsFreeWagon() && v->tile == u->tile &&
    00629         v->track == TRACK_BIT_DEPOT) {
    00630       if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
    00631           CMD_MOVE_RAIL_VEHICLE).Failed())
    00632         break;
    00633     }
    00634   }
    00635 }
    00636
    00637 static void AddRearEngineToMultiheadedTrain(Train *v)
    00638 {
    00639   Train *u = new Train();
    00640   v->value >>= 1;
    00641   u->value = v->value;
    00642   u->direction = v->direction;
    00643   u->owner = v->owner;
    00644   u->tile = v->tile;
    00645   u->x_pos = v->x_pos;
    00646   u->y_pos = v->y_pos;
    00647   u->z_pos = v->z_pos;
    00648   u->track = TRACK_BIT_DEPOT;
    00649   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00650   u->spritenum = v->spritenum + 1;
    00651   u->cargo_type = v->cargo_type;
    00652   u->cargo_subtype = v->cargo_subtype;
    00653   u->cargo_cap = v->cargo_cap;
    00654   u->railtype = v->railtype;
    00655   u->engine_type = v->engine_type;
    00656   u->build_year = v->build_year;
    00657   u->cur_image = SPR_IMG_QUERY;
    00658   u->random_bits = VehicleRandomBits();
    00659   v->SetMultiheaded();
    00660   u->SetMultiheaded();
    00661   v->SetNext(u);
    00662   VehicleMove(u, false);
    00663
    00664   /* Now we need to link the front and rear engines together */
    00665   v->other_multiheaded_part = u;
    00666   u->other_multiheaded_part = v;
    00667 }
    00668
    00678 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
    00679 {
    00680   const RailVehicleInfo *rvi = &e->u.rail;
    00681
    00682   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
    00683
    00684   /* Check if depot and new engine uses the same kind of tracks *
    00685    * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
    00686   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00687
    00688   if (flags & DC_EXEC) {
    00689     DiagDirection dir = GetRailDepotDirection(tile);
    00690     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00691     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00692
    00693     Train *v = new Train();
    00694     *ret = v;
    00695     v->direction = DiagDirToDir(dir);
    00696     v->tile = tile;
    00697     v->owner = _current_company;
    00698     v->x_pos = x;
    00699     v->y_pos = y;
    00700     v->z_pos = GetSlopeZ(x, y);
    00701     v->track = TRACK_BIT_DEPOT;
    00702     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00703     v->spritenum = rvi->image_index;
    00704     v->cargo_type = e->GetDefaultCargoType();
    00705     v->cargo_cap = rvi->capacity;
    00706     v->last_station_visited = INVALID_STATION;
    00707
    00708     v->engine_type = e->index;
    00709     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00710
    00711     v->reliability = e->reliability;
    00712     v->reliability_spd_dec = e->reliability_spd_dec;
    00713     v->max_age = e->GetLifeLengthInDays();
    00714
    00715     v->railtype = rvi->railtype;
    00716     _new_vehicle_id = v->index;
    00717
    00718     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
    00719     v->date_of_last_service = _date;
    00720     v->build_year = _cur_year;
    00721     v->cur_image = SPR_IMG_QUERY;
    00722     v->random_bits = VehicleRandomBits();
    00723
    00724     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00725
    00726     v->group_id = DEFAULT_GROUP;
    00727
    00728     v->SetFrontEngine();
    00729     v->SetEngine();
    00730
    00731     VehicleMove(v, false);
    00732
    00733     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00734       AddRearEngineToMultiheadedTrain(v);
    00735     } else {
    00736       AddArticulatedParts(v);
    00737     }
    00738
    00739     v->ConsistChanged(false);
    00740     UpdateTrainGroupID(v);
    00741
    00742     if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00743       NormalizeTrainVehInDepot(v);
    00744     }
    00745
    00746     CheckConsistencyOfArticulatedVehicle(v);
    00747   }
    00748
    00749   return CommandCost();
    00750 }
    00751
    00752
    00753 bool Train::IsInDepot() const
    00754 {
    00755   /* Is the front engine stationary in the depot? */
    00756   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
    00757
    00758   /* Check whether the rest is also already trying to enter the depot. */
    00759   for (const Train *v = this; v != NULL; v = v->Next()) {
    00760     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
    00761   }
    00762
    00763   return true;
    00764 }
    00765
    00766 bool Train::IsStoppedInDepot() const
    00767 {
    00768   /* Are we stopped? Of course wagons don't really care... */
    00769   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
    00770   return this->IsInDepot();
    00771 }
    00772
    00773 static Train *FindGoodVehiclePos(const Train *src)
    00774 {
    00775   EngineID eng = src->engine_type;
    00776   TileIndex tile = src->tile;
    00777
    00778   Train *dst;
    00779   FOR_ALL_TRAINS(dst) {
    00780     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00781       /* check so all vehicles in the line have the same engine. */
    00782       Train *t = dst;
    00783       while (t->engine_type == eng) {
    00784         t = t->Next();
    00785         if (t == NULL) return dst;
    00786       }
    00787     }
    00788   }
    00789
    00790   return NULL;
    00791 }
    00792
    00794 typedef SmallVector<Train *, 16> TrainList;
    00795
    00801 static void MakeTrainBackup(TrainList &list, Train *t)
    00802 {
    00803   for (; t != NULL; t = t->Next()) *list.Append() = t;
    00804 }
    00805
    00810 static void RestoreTrainBackup(TrainList &list)
    00811 {
    00812   /* No train, nothing to do. */
    00813   if (list.Length() == 0) return;
    00814
    00815   Train *prev = NULL;
    00816   /* Iterate over the list and rebuild it. */
    00817   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    00818     Train *t = *iter;
    00819     if (prev != NULL) {
    00820       prev->SetNext(t);
    00821     } else if (t->Previous() != NULL) {
    00822       /* Make sure the head of the train is always the first in the chain. */
    00823       t->Previous()->SetNext(NULL);
    00824     }
    00825     prev = t;
    00826   }
    00827 }
    00828
    00834 static void RemoveFromConsist(Train *part, bool chain = false)
    00835 {
    00836   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    00837
    00838   /* Unlink at the front, but make it point to the next
    00839    * vehicle after the to be remove part. */
    00840   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    00841
    00842   /* Unlink at the back */
    00843   tail->SetNext(NULL);
    00844 }
    00845
    00851 static void InsertInConsist(Train *dst, Train *chain)
    00852 {
    00853   /* We do not want to add something in the middle of an articulated part. */
    00854   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    00855
    00856   chain->Last()->SetNext(dst->Next());
    00857   dst->SetNext(chain);
    00858 }
    00859
    00865 static void NormaliseDualHeads(Train *t)
    00866 {
    00867   for (; t != NULL; t = t->GetNextVehicle()) {
    00868     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    00869
    00870     /* Make sure that there are no free cars before next engine */
    00871     Train *u;
    00872     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    00873
    00874     if (u == t->other_multiheaded_part) continue;
    00875
    00876     /* Remove the part from the 'wrong' train */
    00877     RemoveFromConsist(t->other_multiheaded_part);
    00878     /* And add it to the 'right' train */
    00879     InsertInConsist(u, t->other_multiheaded_part);
    00880   }
    00881 }
    00882
    00887 static void NormaliseSubtypes(Train *chain)
    00888 {
    00889   /* Nothing to do */
    00890   if (chain == NULL) return;
    00891
    00892   /* We must be the first in the chain. */
    00893   assert(chain->Previous() == NULL);
    00894
    00895   /* Set the appropriate bits for the first in the chain. */
    00896   if (chain->IsWagon()) {
    00897     chain->SetFreeWagon();
    00898   } else {
    00899     assert(chain->IsEngine());
    00900     chain->SetFrontEngine();
    00901   }
    00902
    00903   /* Now clear the bits for the rest of the chain */
    00904   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    00905     t->ClearFreeWagon();
    00906     t->ClearFrontEngine();
    00907   }
    00908 }
    00909
    00919 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    00920 {
    00921   /* Just add 'new' engines and subtract the original ones.
    00922    * If that's less than or equal to 0 we can be sure we did
    00923    * not add any engines (read: trains) along the way. */
    00924   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    00925       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    00926       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    00927       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    00928     return CommandCost();
    00929   }
    00930
    00931   /* Get a free unit number and check whether it's within the bounds.
    00932    * There will always be a maximum of one new train. */
    00933   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    00934
    00935   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00936 }
    00937
    00943 static CommandCost CheckTrainAttachment(Train *t)
    00944 {
    00945   /* No multi-part train, no need to check. */
    00946   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    00947
    00948   /* The maximum length for a train. For each part we decrease this by one
    00949    * and if the result is negative the train is simply too long. */
    00950   int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
    00951
    00952   Train *head = t;
    00953   Train *prev = t;
    00954
    00955   /* Break the prev -> t link so it always holds within the loop. */
    00956   t = t->Next();
    00957   prev->SetNext(NULL);
    00958
    00959   /* Make sure the cache is cleared. */
    00960   head->InvalidateNewGRFCache();
    00961
    00962   while (t != NULL) {
    00963     allowed_len -= t->gcache.cached_veh_length;
    00964
    00965     Train *next = t->Next();
    00966
    00967     /* Unlink the to-be-added piece; it is already unlinked from the previous
    00968      * part due to the fact that the prev -> t link is broken. */
    00969     t->SetNext(NULL);
    00970
    00971     /* Don't check callback for articulated or rear dual headed parts */
    00972     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    00973       /* Back up and clear the first_engine data to avoid using wagon override group */
    00974       EngineID first_engine = t->gcache.first_engine;
    00975       t->gcache.first_engine = INVALID_ENGINE;
    00976
    00977       /* We don't want the cache to interfere. head's cache is cleared before
    00978        * the loop and after each callback does not need to be cleared here. */
    00979       t->InvalidateNewGRFCache();
    00980
    00981       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    00982
    00983       /* Restore original first_engine data */
    00984       t->gcache.first_engine = first_engine;
    00985
    00986       /* We do not want to remember any cached variables from the test run */
    00987       t->InvalidateNewGRFCache();
    00988       head->InvalidateNewGRFCache();
    00989
    00990       if (callback != CALLBACK_FAILED) {
    00991         /* A failing callback means everything is okay */
    00992         StringID error = STR_NULL;
    00993
    00994         if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    00995         if (callback  < 0xFD) error = GetGRFStringID(GetEngineGRFID(head->engine_type), 0xD000 + callback);
    00996
    00997         if (error != STR_NULL) return_cmd_error(error);
    00998       }
    00999     }
    01000
    01001     /* And link it to the new part. */
    01002     prev->SetNext(t);
    01003     prev = t;
    01004     t = next;
    01005   }
    01006
    01007   if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    01008   return CommandCost();
    01009 }
    01010
    01021 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
    01022 {
    01023   /* Check whether we may actually construct the trains. */
    01024   CommandCost ret = CheckTrainAttachment(src);
    01025   if (ret.Failed()) return ret;
    01026   ret = CheckTrainAttachment(dst);
    01027   if (ret.Failed()) return ret;
    01028
    01029   /* Check whether we need to build a new train. */
    01030   return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
    01031 }
    01032
    01041 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01042 {
    01043   /* First determine the front of the two resulting trains */
    01044   if (*src_head == *dst_head) {
    01045     /* If we aren't moving part(s) to a new train, we are just moving the
    01046      * front back and there is not destination head. */
    01047     *dst_head = NULL;
    01048   } else if (*dst_head == NULL) {
    01049     /* If we are moving to a new train the head of the move train would become
    01050      * the head of the new vehicle. */
    01051     *dst_head = src;
    01052   }
    01053
    01054   if (src == *src_head) {
    01055     /* If we are moving the front of a train then we are, in effect, creating
    01056      * a new head for the train. Point to that. Unless we are moving the whole
    01057      * train in which case there is not 'source' train anymore.
    01058      * In case we are a multiheaded part we want the complete thing to come
    01059      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01060      * that is followed by a rear multihead we do not want to include that. */
    01061     *src_head = move_chain ? NULL :
    01062         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01063   }
    01064
    01065   /* Now it's just simply removing the part that we are going to move from the
    01066    * source train and *if* the destination is a not a new train add the chain
    01067    * at the destination location. */
    01068   RemoveFromConsist(src, move_chain);
    01069   if (*dst_head != src) InsertInConsist(dst, src);
    01070
    01071   /* Now normalise the dual heads, that is move the dual heads around in such
    01072    * a way that the head and rear of a dual head are in the same train */
    01073   NormaliseDualHeads(*src_head);
    01074   NormaliseDualHeads(*dst_head);
    01075 }
    01076
    01082 static void NormaliseTrainHead(Train *head)
    01083 {
    01084   /* Not much to do! */
    01085   if (head == NULL) return;
    01086
    01087   /* Tell the 'world' the train changed. */
    01088   head->ConsistChanged(false);
    01089   UpdateTrainGroupID(head);
    01090
    01091   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01092   if (!head->IsFrontEngine()) return;
    01093
    01094   /* Update the refit button and window */
    01095   InvalidateWindowData(WC_VEHICLE_REFIT, head->index);
    01096   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
    01097
    01098   /* If we don't have a unit number yet, set one. */
    01099   if (head->unitnumber != 0) return;
    01100   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01101 }
    01102
    01115 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01116 {
    01117   VehicleID s = GB(p1, 0, 20);
    01118   VehicleID d = GB(p2, 0, 20);
    01119   bool move_chain = HasBit(p1, 20);
    01120
    01121   Train *src = Train::GetIfValid(s);
    01122   if (src == NULL) return CMD_ERROR;
    01123
    01124   CommandCost ret = CheckOwnership(src->owner);
    01125   if (ret.Failed()) return ret;
    01126
    01127   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01128   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01129
    01130   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01131   Train *dst;
    01132   if (d == INVALID_VEHICLE) {
    01133     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01134   } else {
    01135     dst = Train::GetIfValid(d);
    01136     if (dst == NULL) return CMD_ERROR;
    01137
    01138     CommandCost ret = CheckOwnership(dst->owner);
    01139     if (ret.Failed()) return ret;
    01140
    01141     /* Do not allow appending to crashed vehicles, too */
    01142     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01143   }
    01144
    01145   /* if an articulated part is being handled, deal with its parent vehicle */
    01146   src = src->GetFirstEnginePart();
    01147   if (dst != NULL) {
    01148     dst = dst->GetFirstEnginePart();
    01149   }
    01150
    01151   /* don't move the same vehicle.. */
    01152   if (src == dst) return CommandCost();
    01153
    01154   /* locate the head of the two chains */
    01155   Train *src_head = src->First();
    01156   Train *dst_head;
    01157   if (dst != NULL) {
    01158     dst_head = dst->First();
    01159     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01160     /* Now deal with articulated part of destination wagon */
    01161     dst = dst->GetLastEnginePart();
    01162   } else {
    01163     dst_head = NULL;
    01164   }
    01165
    01166   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01167
    01168   /* When moving all wagons, we can't have the same src_head and dst_head */
    01169   if (move_chain && src_head == dst_head) return CommandCost();
    01170
    01171   /* When moving a multiheaded part to be place after itself, bail out. */
    01172   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01173
    01174   /* Check if all vehicles in the source train are stopped inside a depot. */
    01175   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01176
    01177   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01178   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01179
    01180   /* First make a backup of the order of the trains. That way we can do
    01181    * whatever we want with the order and later on easily revert. */
    01182   TrainList original_src;
    01183   TrainList original_dst;
    01184
    01185   MakeTrainBackup(original_src, src_head);
    01186   MakeTrainBackup(original_dst, dst_head);
    01187
    01188   /* Also make backup of the original heads as ArrangeTrains can change them.
    01189    * For the destination head we do not care if it is the same as the source
    01190    * head because in that case it's just a copy. */
    01191   Train *original_src_head = src_head;
    01192   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01193
    01194   /* (Re)arrange the trains in the wanted arrangement. */
    01195   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01196
    01197   if ((flags & DC_AUTOREPLACE) == 0) {
    01198     /* If the autoreplace flag is set we do not need to test for the validity
    01199      * because we are going to revert the train to its original state. As we
    01200      * assume the original state was correct autoreplace can skip this. */
    01201     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
    01202     if (ret.Failed()) {
    01203       /* Restore the train we had. */
    01204       RestoreTrainBackup(original_src);
    01205       RestoreTrainBackup(original_dst);
    01206       return ret;
    01207     }
    01208   }
    01209
    01210   /* do it? */
    01211   if (flags & DC_EXEC) {
    01212     /* First normalise the sub types of the chains. */
    01213     NormaliseSubtypes(src_head);
    01214     NormaliseSubtypes(dst_head);
    01215
    01216     /* There are 14 different cases:
    01217      *  1) front engine gets moved to a new train, it stays a front engine.
    01218      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01219      *     b) the 'next' part is an engine that becomes a front engine.
    01220      *     c) there is no 'next' part, nothing else happens
    01221      *  2) front engine gets moved to another train, it is not a front engine anymore
    01222      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01223      *     b) the 'next' part is an engine that becomes a front engine.
    01224      *     c) there is no 'next' part, nothing else happens
    01225      *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
    01226      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01227      *     b) the 'next' part is an engine that becomes a front engine.
    01228      *  4) free wagon gets moved
    01229      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01230      *     b) the 'next' part is an engine that becomes a front engine.
    01231      *     c) there is no 'next' part, nothing else happens
    01232      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01233      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01234      *  7) wagon gets moved, nothing happens
    01235      */
    01236     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01237       /* Cases #2 and #3: the front engine gets trashed. */
    01238       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01239       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01240       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01241       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01242       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01243
    01244       /* We are going to be moved to a different train, and
    01245        * we were the front engine of the original train. */
    01246       if (dst_head != NULL && dst_head != src && (src_head == NULL || !src_head->IsFrontEngine())) {
    01247         DecreaseGroupNumVehicle(src->group_id);
    01248       }
    01249
    01250       /* The front engine is going to be moved later in the
    01251        * current train, and it will not be a train anymore. */
    01252       if (dst_head == NULL && !src_head->IsFrontEngine()) {
    01253         DecreaseGroupNumVehicle(src->group_id);
    01254       }
    01255
    01256       /* Delete orders, group stuff and the unit number as we're not the
    01257        * front of any vehicle anymore. */
    01258       DeleteVehicleOrders(src);
    01259       RemoveVehicleFromGroup(src);
    01260       src->unitnumber = 0;
    01261     }
    01262
    01263     /* We were a front engine and we are becoming one for a different train.
    01264      * Increase the group counter accordingly. */
    01265     if (original_src_head == src && dst_head == src) {
    01266       IncreaseGroupNumVehicle(src->group_id);
    01267     }
    01268
    01269     /* We weren't a front engine but are becoming one. So
    01270      * we should be put in the default group. */
    01271     if (original_src_head != src && dst_head == src) {
    01272       SetTrainGroupID(src, DEFAULT_GROUP);
    01273     }
    01274
    01275     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01276     NormaliseTrainHead(src_head);
    01277     NormaliseTrainHead(dst_head);
    01278
    01279     /* We are undoubtedly changing something in the depot and train list. */
    01280     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01281     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01282   } else {
    01283     /* We don't want to execute what we're just tried. */
    01284     RestoreTrainBackup(original_src);
    01285     RestoreTrainBackup(original_dst);
    01286   }
    01287
    01288   return CommandCost();
    01289 }
    01290
    01302 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
    01303 {
    01304   /* Check if we deleted a vehicle window */
    01305   Window *w = NULL;
    01306
    01307   /* Sell a chain of vehicles or not? */
    01308   bool sell_chain = HasBit(data, 0);
    01309
    01310   Train *v = Train::From(t)->GetFirstEnginePart();
    01311   Train *first = v->First();
    01312
    01313   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01314
    01315   /* First make a backup of the order of the train. That way we can do
    01316    * whatever we want with the order and later on easily revert. */
    01317   TrainList original;
    01318   MakeTrainBackup(original, first);
    01319
    01320   /* We need to keep track of the new head and the head of what we're going to sell. */
    01321   Train *new_head = first;
    01322   Train *sell_head = NULL;
    01323
    01324   /* Split the train in the wanted way. */
    01325   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01326
    01327   /* We don't need to validate the second train; it's going to be sold. */
    01328   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
    01329   if (ret.Failed()) {
    01330     /* Restore the train we had. */
    01331     RestoreTrainBackup(original);
    01332     return ret;
    01333   }
    01334
    01335   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01336   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01337
    01338   if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
    01339     return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
    01340   }
    01341
    01342   /* do it? */
    01343   if (flags & DC_EXEC) {
    01344     /* First normalise the sub types of the chain. */
    01345     NormaliseSubtypes(new_head);
    01346
    01347     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01348       /* We are selling the front engine. In this case we want to
    01349        * 'give' the order, unit number and such to the new head. */
    01350       new_head->orders.list = first->orders.list;
    01351       new_head->AddToShared(first);
    01352       DeleteVehicleOrders(first);
    01353
    01354       /* Copy other important data from the front engine */
    01355       new_head->CopyVehicleConfigAndStatistics(first);
    01356       IncreaseGroupNumVehicle(new_head->group_id);
    01357
    01358       /* If we deleted a window then open a new one for the 'new' train */
    01359       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
    01360     } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
    01361       OrderBackup::Backup(v, user);
    01362     }
    01363
    01364     /* We need to update the information about the train. */
    01365     NormaliseTrainHead(new_head);
    01366
    01367     /* We are undoubtedly changing something in the depot and train list. */
    01368     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01369     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01370
    01371     /* Actually delete the sold 'goods' */
    01372     delete sell_head;
    01373   } else {
    01374     /* We don't want to execute what we're just tried. */
    01375     RestoreTrainBackup(original);
    01376   }
    01377
    01378   return cost;
    01379 }
    01380
    01381 void Train::UpdateDeltaXY(Direction direction)
    01382 {
    01383 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
    01384   static const uint32 _delta_xy_table[8] = {
    01385     MKIT(3, 3, -1, -1),
    01386     MKIT(3, 7, -1, -3),
    01387     MKIT(3, 3, -1, -1),
    01388     MKIT(7, 3, -3, -1),
    01389     MKIT(3, 3, -1, -1),
    01390     MKIT(3, 7, -1, -3),
    01391     MKIT(3, 3, -1, -1),
    01392     MKIT(7, 3, -3, -1),
    01393   };
    01394 #undef MKIT
    01395
    01396   uint32 x = _delta_xy_table[direction];
    01397   this->x_offs        = GB(x,  0, 8);
    01398   this->y_offs        = GB(x,  8, 8);
    01399   this->x_extent      = GB(x, 16, 8);
    01400   this->y_extent      = GB(x, 24, 8);
    01401   this->z_extent      = 6;
    01402 }
    01403
    01405 static void MarkTrainAsStuck(Train *v)
    01406 {
    01407   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01408     /* It is the first time the problem occurred, set the "train stuck" flag. */
    01409     SetBit(v->flags, VRF_TRAIN_STUCK);
    01410
    01411     v->wait_counter = 0;
    01412
    01413     /* Stop train */
    01414     v->cur_speed = 0;
    01415     v->subspeed = 0;
    01416     v->SetLastSpeed();
    01417
    01418     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01419   }
    01420 }
    01421
    01422 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01423 {
    01424   uint16 flag1 = *swap_flag1;
    01425   uint16 flag2 = *swap_flag2;
    01426
    01427   /* Clear the flags */
    01428   ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
    01429   ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01430   ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
    01431   ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01432
    01433   /* Reverse the rail-flags (if needed) */
    01434   if (HasBit(flag1, GVF_GOINGUP_BIT)) {
    01435     SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01436   } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
    01437     SetBit(*swap_flag2, GVF_GOINGUP_BIT);
    01438   }
    01439   if (HasBit(flag2, GVF_GOINGUP_BIT)) {
    01440     SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01441   } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
    01442     SetBit(*swap_flag1, GVF_GOINGUP_BIT);
    01443   }
    01444 }
    01445
    01450 static void UpdateStatusAfterSwap(Train *v)
    01451 {
    01452   /* Reverse the direction. */
    01453   if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
    01454
    01455   /* Call the proper EnterTile function unless we are in a wormhole. */
    01456   if (v->track != TRACK_BIT_WORMHOLE) {
    01457     VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
    01458   } else {
    01459     /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
    01460      * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
    01461      * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
    01462      * when we shouldn't have. Check if this is the case. */
    01463     TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
    01464     if (IsTileType(vt, MP_TUNNELBRIDGE)) {
    01465       VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
    01466       if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
    01467         /* We have just left the wormhole, possibly set the
    01468          * "goingdown" bit. UpdateInclination() can be used
    01469          * because we are at the border of the tile. */
    01470         v->UpdateInclination(true, true);
    01471         return;
    01472       }
    01473     }
    01474   }
    01475
    01476   v->UpdateViewport(true, true);
    01477 }
    01478
    01479 static void ReverseTrainSwapVeh(Train *v, int l, int r)
    01480 {
    01481   Train *a, *b;
    01482
    01483   /* locate vehicles to swap */
    01484   for (a = v; l != 0; l--) a = a->Next();
    01485   for (b = v; r != 0; r--) b = b->Next();
    01486
    01487   if (a != b) {
    01488     /* swap the hidden bits */
    01489     {
    01490       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
    01491       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
    01492       a->vehstatus = tmp;
    01493     }
    01494
    01495     Swap(a->track, b->track);
    01496     Swap(a->direction, b->direction);
    01497     Swap(a->x_pos, b->x_pos);
    01498     Swap(a->y_pos, b->y_pos);
    01499     Swap(a->tile,  b->tile);
    01500     Swap(a->z_pos, b->z_pos);
    01501
    01502     SwapTrainFlags(&a->gv_flags, &b->gv_flags);
    01503
    01504     UpdateStatusAfterSwap(a);
    01505     UpdateStatusAfterSwap(b);
    01506   } else {
    01507     /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
    01508      * This is a little bit redundant way, a->gv_flags will
    01509      * be (re)set twice, but it reduces code duplication */
    01510     SwapTrainFlags(&a->gv_flags, &a->gv_flags);
    01511     UpdateStatusAfterSwap(a);
    01512   }
    01513
    01514   /* Update power of the train in case tiles were different rail type. */
    01515   v->RailtypeChanged();
    01516 }
    01517
    01518
    01524 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01525 {
    01526   return (v->type == VEH_TRAIN) ? v : NULL;
    01527 }
    01528
    01529
    01536 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01537 {
    01538   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01539
    01540   Train *t = Train::From(v);
    01541   if (!t->IsFrontEngine()) return NULL;
    01542
    01543   TileIndex tile = *(TileIndex *)data;
    01544
    01545   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01546
    01547   return t;
    01548 }
    01549
    01550
    01557 static bool TrainApproachingCrossing(TileIndex tile)
    01558 {
    01559   assert(IsLevelCrossingTile(tile));
    01560
    01561   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01562   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01563
    01564   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01565
    01566   dir = ReverseDiagDir(dir);
    01567   tile_from = tile + TileOffsByDiagDir(dir);
    01568
    01569   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01570 }
    01571
    01572
    01579 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01580 {
    01581   assert(IsLevelCrossingTile(tile));
    01582
    01583   /* train on crossing || train approaching crossing || reserved */
    01584   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
    01585
    01586   if (new_state != IsCrossingBarred(tile)) {
    01587     if (new_state && sound) {
    01588       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01589     }
    01590     SetCrossingBarred(tile, new_state);
    01591     MarkTileDirtyByTile(tile);
    01592   }
    01593 }
    01594
    01595
    01601 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01602 {
    01603   if (!IsCrossingBarred(tile)) {
    01604     BarCrossing(tile);
    01605     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01606     MarkTileDirtyByTile(tile);
    01607   }
    01608 }
    01609
    01610
    01616 static void AdvanceWagonsBeforeSwap(Train *v)
    01617 {
    01618   Train *base = v;
    01619   Train *first = base; // first vehicle to move
    01620   Train *last = v->Last(); // last vehicle to move
    01621   uint length = CountVehiclesInChain(v);
    01622
    01623   while (length > 2) {
    01624     last = last->Previous();
    01625     first = first->Next();
    01626
    01627     int differential = base->gcache.cached_veh_length - last->gcache.cached_veh_length;
    01628
    01629     /* do not update images now
    01630      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01631     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01632
    01633     base = first; // == base->Next()
    01634     length -= 2;
    01635   }
    01636 }
    01637
    01638
    01644 static void AdvanceWagonsAfterSwap(Train *v)
    01645 {
    01646   /* first of all, fix the situation when the train was entering a depot */
    01647   Train *dep = v; // last vehicle in front of just left depot
    01648   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01649     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01650   }
    01651
    01652   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01653
    01654   if (leave != NULL) {
    01655     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01656     int d = TicksToLeaveDepot(dep);
    01657
    01658     if (d <= 0) {
    01659       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01660       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01661       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01662     }
    01663   } else {
    01664     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01665   }
    01666
    01667   Train *base = v;
    01668   Train *first = base; // first vehicle to move
    01669   Train *last = v->Last(); // last vehicle to move
    01670   uint length = CountVehiclesInChain(v);
    01671
    01672   /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
    01673    * they have already correct spacing, so we have to make sure they are moved how they should */
    01674   bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
    01675
    01676   while (length > 2) {
    01677     /* we reached vehicle (originally) in front of a depot, stop now
    01678      * (we would move wagons that are already moved with new wagon length). */
    01679     if (base == dep) break;
    01680
    01681     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01682     if (last == dep) nomove = true;
    01683
    01684     last = last->Previous();
    01685     first = first->Next();
    01686
    01687     int differential = last->gcache.cached_veh_length - base->gcache.cached_veh_length;
    01688
    01689     /* do not update images now */
    01690     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01691
    01692     base = first; // == base->Next()
    01693     length -= 2;
    01694   }
    01695 }
    01696
    01697
    01698 static void ReverseTrainDirection(Train *v)
    01699 {
    01700   if (IsRailDepotTile(v->tile)) {
    01701     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01702   }
    01703
    01704   /* Clear path reservation in front if train is not stuck. */
    01705   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01706
    01707   /* Check if we were approaching a rail/road-crossing */
    01708   TileIndex crossing = TrainApproachingCrossingTile(v);
    01709
    01710   /* count number of vehicles */
    01711   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01712
    01713   AdvanceWagonsBeforeSwap(v);
    01714
    01715   /* swap start<>end, start+1<>end-1, ... */
    01716   int l = 0;
    01717   do {
    01718     ReverseTrainSwapVeh(v, l++, r--);
    01719   } while (l <= r);
    01720
    01721   AdvanceWagonsAfterSwap(v);
    01722
    01723   if (IsRailDepotTile(v->tile)) {
    01724     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01725   }
    01726
    01727   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01728
    01729   ClrBit(v->flags, VRF_REVERSING);
    01730
    01731   /* recalculate cached data */
    01732   v->ConsistChanged(true);
    01733
    01734   /* update all images */
    01735   for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01736
    01737   /* update crossing we were approaching */
    01738   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01739
    01740   /* maybe we are approaching crossing now, after reversal */
    01741   crossing = TrainApproachingCrossingTile(v);
    01742   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01743
    01744   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01745   if (v->track == TRACK_BIT_DEPOT) {
    01746     /* Can't be stuck here as inside a depot is always a safe tile. */
    01747     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    01748     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01749     return;
    01750   }
    01751
    01752   /* TrainExitDir does not always produce the desired dir for depots and
    01753    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01754   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01755   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01756
    01757   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01758     /* If we are currently on a tile with conventional signals, we can't treat the
    01759      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01760     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01761       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01762       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01763
    01764     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01765     if (TryPathReserve(v, false, first_tile_okay)) {
    01766       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01767       CheckNextTrainTile(v);
    01768     } else if (v->current_order.GetType() != OT_LOADING) {
    01769       /* Do not wait for a way out when we're still loading */
    01770       MarkTrainAsStuck(v);
    01771     }
    01772   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01773     /* A train not inside a PBS block can't be stuck. */
    01774     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01775     v->wait_counter = 0;
    01776   }
    01777 }
    01778
    01788 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01789 {
    01790   Train *v = Train::GetIfValid(p1);
    01791   if (v == NULL) return CMD_ERROR;
    01792
    01793   CommandCost ret = CheckOwnership(v->owner);
    01794   if (ret.Failed()) return ret;
    01795
    01796   if (p2 != 0) {
    01797     /* turn a single unit around */
    01798
    01799     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01800       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01801     }
    01802     if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
    01803
    01804     Train *front = v->First();
    01805     /* make sure the vehicle is stopped in the depot */
    01806     if (!front->IsStoppedInDepot()) {
    01807       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01808     }
    01809
    01810     if (flags & DC_EXEC) {
    01811       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01812
    01813       front->ConsistChanged(false);
    01814       SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    01815       SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01816       SetWindowDirty(WC_VEHICLE_VIEW, front->index);
    01817       SetWindowClassesDirty(WC_TRAINS_LIST);
    01818     }
    01819   } else {
    01820     /* turn the whole train around */
    01821     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
    01822
    01823     if (flags & DC_EXEC) {
    01824       /* Properly leave the station if we are loading and won't be loading anymore */
    01825       if (v->current_order.IsType(OT_LOADING)) {
    01826         const Vehicle *last = v;
    01827         while (last->Next() != NULL) last = last->Next();
    01828
    01829         /* not a station || different station --> leave the station */
    01830         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    01831           v->LeaveStation();
    01832         }
    01833       }
    01834
    01835       /* We cancel any 'skip signal at dangers' here */
    01836       v->force_proceed = TFP_NONE;
    01837       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01838
    01839       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
    01840         ToggleBit(v->flags, VRF_REVERSING);
    01841       } else {
    01842         v->cur_speed = 0;
    01843         v->SetLastSpeed();
    01844         HideFillingPercent(&v->fill_percent_te_id);
    01845         ReverseTrainDirection(v);
    01846       }
    01847     }
    01848   }
    01849   return CommandCost();
    01850 }
    01851
    01861 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01862 {
    01863   Train *t = Train::GetIfValid(p1);
    01864   if (t == NULL) return CMD_ERROR;
    01865
    01866   CommandCost ret = CheckOwnership(t->owner);
    01867   if (ret.Failed()) return ret;
    01868
    01869
    01870   if (flags & DC_EXEC) {
    01871     /* If we are forced to proceed, cancel that order.
    01872      * If we are marked stuck we would want to force the train
    01873      * to proceed to the next signal. In the other cases we
    01874      * would like to pass the signal at danger and run till the
    01875      * next signal we encounter. */
    01876     t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? TFP_STUCK : TFP_SIGNAL;
    01877     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    01878   }
    01879
    01880   return CommandCost();
    01881 }
    01882
    01887 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    01888 {
    01889   assert(!(v->vehstatus & VS_CRASHED));
    01890
    01891   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    01892
    01893   PBSTileInfo origin = FollowTrainReservation(v);
    01894   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    01895
    01896   switch (_settings_game.pf.pathfinder_for_trains) {
    01897     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    01898     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    01899
    01900     default: NOT_REACHED();
    01901   }
    01902 }
    01903
    01904 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    01905 {
    01906   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    01907   if (tfdd.best_length == UINT_MAX) return false;
    01908
    01909   if (location    != NULL) *location    = tfdd.tile;
    01910   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    01911   if (reverse     != NULL) *reverse     = tfdd.reverse;
    01912
    01913   return true;
    01914 }
    01915
    01916 void Train::PlayLeaveStationSound() const
    01917 {
    01918   static const SoundFx sfx[] = {
    01919     SND_04_TRAIN,
    01920     SND_0A_TRAIN_HORN,
    01921     SND_0A_TRAIN_HORN,
    01922     SND_47_MAGLEV_2,
    01923     SND_41_MAGLEV
    01924   };
    01925
    01926   if (PlayVehicleSound(this, VSE_START)) return;
    01927
    01928   EngineID engtype = this->engine_type;
    01929   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    01930 }
    01931
    01933 static void CheckNextTrainTile(Train *v)
    01934 {
    01935   /* Don't do any look-ahead if path_backoff_interval is 255. */
    01936   if (_settings_game.pf.path_backoff_interval == 255) return;
    01937
    01938   /* Exit if we are inside a depot. */
    01939   if (v->track == TRACK_BIT_DEPOT) return;
    01940
    01941   switch (v->current_order.GetType()) {
    01942     /* Exit if we reached our destination depot. */
    01943     case OT_GOTO_DEPOT:
    01944       if (v->tile == v->dest_tile) return;
    01945       break;
    01946
    01947     case OT_GOTO_WAYPOINT:
    01948       /* If we reached our waypoint, make sure we see that. */
    01949       if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
    01950       break;
    01951
    01952     case OT_NOTHING:
    01953     case OT_LEAVESTATION:
    01954     case OT_LOADING:
    01955       /* Exit if the current order doesn't have a destination, but the train has orders. */
    01956       if (v->GetNumOrders() > 0) return;
    01957       break;
    01958
    01959     default:
    01960       break;
    01961   }
    01962   /* Exit if we are on a station tile and are going to stop. */
    01963   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    01964
    01965   Trackdir td = v->GetVehicleTrackdir();
    01966
    01967   /* On a tile with a red non-pbs signal, don't look ahead. */
    01968   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    01969       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    01970       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    01971
    01972   CFollowTrackRail ft(v);
    01973   if (!ft.Follow(v->tile, td)) return;
    01974
    01975   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    01976     /* Next tile is not reserved. */
    01977     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    01978       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    01979         /* If the next tile is a PBS signal, try to make a reservation. */
    01980         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    01981         if (_settings_game.pf.forbid_90_deg) {
    01982           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    01983         }
    01984         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    01985       }
    01986     }
    01987   }
    01988 }
    01989
    01990 static bool CheckTrainStayInDepot(Train *v)
    01991 {
    01992   /* bail out if not all wagons are in the same depot or not in a depot at all */
    01993   for (const Train *u = v; u != NULL; u = u->Next()) {
    01994     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    01995   }
    01996
    01997   /* if the train got no power, then keep it in the depot */
    01998   if (v->gcache.cached_power == 0) {
    01999     v->vehstatus |= VS_STOPPED;
    02000     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    02001     return true;
    02002   }
    02003
    02004   SigSegState seg_state;
    02005
    02006   if (v->force_proceed == TFP_NONE) {
    02007     /* force proceed was not pressed */
    02008     if (++v->wait_counter < 37) {
    02009       SetWindowClassesDirty(WC_TRAINS_LIST);
    02010       return true;
    02011     }
    02012
    02013     v->wait_counter = 0;
    02014
    02015     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02016     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02017       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02018       SetWindowClassesDirty(WC_TRAINS_LIST);
    02019       return true;
    02020     }
    02021   } else {
    02022     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02023   }
    02024
    02025   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02026   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02027     /* We need to have a reservation for this to work. */
    02028     if (HasDepotReservation(v->tile)) return true;
    02029     SetDepotReservation(v->tile, true);
    02030     VehicleEnterDepot(v);
    02031     return true;
    02032   }
    02033
    02034   /* Only leave when we can reserve a path to our destination. */
    02035   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
    02036     /* No path and no force proceed. */
    02037     SetWindowClassesDirty(WC_TRAINS_LIST);
    02038     MarkTrainAsStuck(v);
    02039     return true;
    02040   }
    02041
    02042   SetDepotReservation(v->tile, true);
    02043   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02044
    02045   VehicleServiceInDepot(v);
    02046   SetWindowClassesDirty(WC_TRAINS_LIST);
    02047   v->PlayLeaveStationSound();
    02048
    02049   v->track = TRACK_BIT_X;
    02050   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02051
    02052   v->vehstatus &= ~VS_HIDDEN;
    02053   v->cur_speed = 0;
    02054
    02055   v->UpdateDeltaXY(v->direction);
    02056   v->cur_image = v->GetImage(v->direction);
    02057   VehicleMove(v, false);
    02058   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02059   v->UpdateAcceleration();
    02060   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02061
    02062   return false;
    02063 }
    02064
    02066 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02067 {
    02068   DiagDirection dir = TrackdirToExitdir(track_dir);
    02069
    02070   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02071     /* Are we just leaving a tunnel/bridge? */
    02072     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02073       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02074
    02075       if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
    02076         /* Free the reservation only if no other train is on the tiles. */
    02077         SetTunnelBridgeReservation(tile, false);
    02078         SetTunnelBridgeReservation(end, false);
    02079
    02080         if (_settings_client.gui.show_track_reservation) {
    02081           MarkTileDirtyByTile(tile);
    02082           MarkTileDirtyByTile(end);
    02083         }
    02084       }
    02085     }
    02086   } else if (IsRailStationTile(tile)) {
    02087     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02088     /* If the new tile is not a further tile of the same station, we
    02089      * clear the reservation for the whole platform. */
    02090     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02091       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02092     }
    02093   } else {
    02094     /* Any other tile */
    02095     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02096   }
    02097 }
    02098
    02100 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02101 {
    02102   assert(v->IsFrontEngine());
    02103
    02104   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02105   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02106   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02107   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02108
    02109   /* Don't free reservation if it's not ours. */
    02110   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02111
    02112   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02113   while (ft.Follow(tile, td)) {
    02114     tile = ft.m_new_tile;
    02115     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02116     td = RemoveFirstTrackdir(&bits);
    02117     assert(bits == TRACKDIR_BIT_NONE);
    02118
    02119     if (!IsValidTrackdir(td)) break;
    02120
    02121     if (IsTileType(tile, MP_RAILWAY)) {
    02122       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02123         /* Conventional signal along trackdir: remove reservation and stop. */
    02124         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02125         break;
    02126       }
    02127       if (HasPbsSignalOnTrackdir(tile, td)) {
    02128         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02129           /* Red PBS signal? Can't be our reservation, would be green then. */
    02130           break;
    02131         } else {
    02132           /* Turn the signal back to red. */
    02133           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02134           MarkTileDirtyByTile(tile);
    02135         }
    02136       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02137         break;
    02138       }
    02139     }
    02140
    02141     /* Don't free first station/bridge/tunnel if we are on it. */
    02142     if (free_tile || (!(ft.m_is_station && GetStationIndex(ft.m_new_tile) == station_id) && !ft.m_is_tunnel && !ft.m_is_bridge)) ClearPathReservation(v, tile, td);
    02143
    02144     free_tile = true;
    02145   }
    02146 }
    02147
    02148 static const byte _initial_tile_subcoord[6][4][3] = {
    02149 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02150 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02151 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02152 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02153 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02154 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02155 };
    02156
    02169 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
    02170 {
    02171   switch (_settings_game.pf.pathfinder_for_trains) {
    02172     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02173     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02174
    02175     default: NOT_REACHED();
    02176   }
    02177 }
    02178
    02184 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02185 {
    02186   PBSTileInfo origin = FollowTrainReservation(v);
    02187
    02188   CFollowTrackRail ft(v);
    02189
    02190   TileIndex tile = origin.tile;
    02191   Trackdir  cur_td = origin.trackdir;
    02192   while (ft.Follow(tile, cur_td)) {
    02193     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02194       /* Possible signal tile. */
    02195       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02196     }
    02197
    02198     if (_settings_game.pf.forbid_90_deg) {
    02199       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02200       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02201     }
    02202
    02203     /* Station, depot or waypoint are a possible target. */
    02204     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02205     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02206       /* Choice found or possible target encountered.
    02207        * On finding a possible target, we need to stop and let the pathfinder handle the
    02208        * remaining path. This is because we don't know if this target is in one of our
    02209        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02210        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02211        * a wrong path not leading to our next destination. */
    02212       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02213
    02214       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02215        * actually starts its search at the first unreserved tile. */
    02216       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02217
    02218       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02219       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02220       if (enterdir) *enterdir = ft.m_exitdir;
    02221       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02222     }
    02223
    02224     tile = ft.m_new_tile;
    02225     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02226
    02227     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02228       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02229       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02230       /* Safe position is all good, path valid and okay. */
    02231       return PBSTileInfo(tile, cur_td, true);
    02232     }
    02233
    02234     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02235   }
    02236
    02237   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02238     /* End of line, path valid and okay. */
    02239     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02240   }
    02241
    02242   /* Sorry, can't reserve path, back out. */
    02243   tile = origin.tile;
    02244   cur_td = origin.trackdir;
    02245   TileIndex stopped = ft.m_old_tile;
    02246   Trackdir  stopped_td = ft.m_old_td;
    02247   while (tile != stopped || cur_td != stopped_td) {
    02248     if (!ft.Follow(tile, cur_td)) break;
    02249
    02250     if (_settings_game.pf.forbid_90_deg) {
    02251       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02252       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02253     }
    02254     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02255
    02256     tile = ft.m_new_tile;
    02257     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02258
    02259     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02260   }
    02261
    02262   /* Path invalid. */
    02263   return PBSTileInfo();
    02264 }
    02265
    02276 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02277 {
    02278   switch (_settings_game.pf.pathfinder_for_trains) {
    02279     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02280     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02281
    02282     default: NOT_REACHED();
    02283   }
    02284 }
    02285
    02287 class VehicleOrderSaver
    02288 {
    02289 private:
    02290   Train          *v;
    02291   Order          old_order;
    02292   TileIndex      old_dest_tile;
    02293   StationID      old_last_station_visited;
    02294   VehicleOrderID index;
    02295   bool           suppress_implicit_orders;
    02296
    02297 public:
    02298   VehicleOrderSaver(Train *_v) :
    02299     v(_v),
    02300     old_order(_v->current_order),
    02301     old_dest_tile(_v->dest_tile),
    02302     old_last_station_visited(_v->last_station_visited),
    02303     index(_v->cur_real_order_index),
    02304     suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
    02305   {
    02306   }
    02307
    02308   ~VehicleOrderSaver()
    02309   {
    02310     this->v->current_order = this->old_order;
    02311     this->v->dest_tile = this->old_dest_tile;
    02312     this->v->last_station_visited = this->old_last_station_visited;
    02313     SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
    02314   }
    02315
    02321   bool SwitchToNextOrder(bool skip_first)
    02322   {
    02323     if (this->v->GetNumOrders() == 0) return false;
    02324
    02325     if (skip_first) ++this->index;
    02326
    02327     int conditional_depth = 0;
    02328
    02329     do {
    02330       /* Wrap around. */
    02331       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02332
    02333       Order *order = this->v->GetOrder(this->index);
    02334       assert(order != NULL);
    02335
    02336       switch (order->GetType()) {
    02337         case OT_GOTO_DEPOT:
    02338           /* Skip service in depot orders when the train doesn't need service. */
    02339           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02340         case OT_GOTO_STATION:
    02341         case OT_GOTO_WAYPOINT:
    02342           this->v->current_order = *order;
    02343           return UpdateOrderDest(this->v, order, 0, true);
    02344         case OT_CONDITIONAL: {
    02345           if (conditional_depth > this->v->GetNumOrders()) return false;
    02346           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02347           if (next != INVALID_VEH_ORDER_ID) {
    02348             conditional_depth++;
    02349             this->index = next;
    02350             /* Don't increment next, so no break here. */
    02351             continue;
    02352           }
    02353           break;
    02354         }
    02355         default:
    02356           break;
    02357       }
    02358       /* Don't increment inside the while because otherwise conditional
    02359        * orders can lead to an infinite loop. */
    02360       ++this->index;
    02361     } while (this->index != this->v->cur_real_order_index);
    02362
    02363     return false;
    02364   }
    02365 };
    02366
    02367 /* choose a track */
    02368 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02369 {
    02370   Track best_track = INVALID_TRACK;
    02371   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02372   bool changed_signal = false;
    02373
    02374   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02375
    02376   if (got_reservation != NULL) *got_reservation = false;
    02377
    02378   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02379   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02380   /* Do we have a suitable reserved track? */
    02381   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02382
    02383   /* Quick return in case only one possible track is available */
    02384   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02385     Track track = FindFirstTrack(tracks);
    02386     /* We need to check for signals only here, as a junction tile can't have signals. */
    02387     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02388       do_track_reservation = true;
    02389       changed_signal = true;
    02390       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02391     } else if (!do_track_reservation) {
    02392       return track;
    02393     }
    02394     best_track = track;
    02395   }
    02396
    02397   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02398   DiagDirection dest_enterdir = enterdir;
    02399   if (do_track_reservation) {
    02400     /* Check if the train needs service here, so it has a chance to always find a depot.
    02401      * Also check if the current order is a service order so we don't reserve a path to
    02402      * the destination but instead to the next one if service isn't needed. */
    02403     CheckIfTrainNeedsService(v);
    02404     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02405
    02406     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02407     if (res_dest.tile == INVALID_TILE) {
    02408       /* Reservation failed? */
    02409       if (mark_stuck) MarkTrainAsStuck(v);
    02410       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02411       return FindFirstTrack(tracks);
    02412     }
    02413   }
    02414
    02415   /* Save the current train order. The destructor will restore the old order on function exit. */
    02416   VehicleOrderSaver orders(v);
    02417
    02418   /* If the current tile is the destination of the current order and
    02419    * a reservation was requested, advance to the next order.
    02420    * Don't advance on a depot order as depots are always safe end points
    02421    * for a path and no look-ahead is necessary. This also avoids a
    02422    * problem with depot orders not part of the order list when the
    02423    * order list itself is empty. */
    02424   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02425     orders.SwitchToNextOrder(false);
    02426   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02427       v->current_order.IsType(OT_GOTO_STATION) ?
    02428       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02429       v->tile == v->dest_tile))) {
    02430     orders.SwitchToNextOrder(true);
    02431   }
    02432
    02433   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02434     /* Pathfinders are able to tell that route was only 'guessed'. */
    02435     bool      path_found = true;
    02436     TileIndex new_tile = res_dest.tile;
    02437
    02438     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
    02439     if (new_tile == tile) best_track = next_track;
    02440     v->HandlePathfindingResult(path_found);
    02441   }
    02442
    02443   /* No track reservation requested -> finished. */
    02444   if (!do_track_reservation) return best_track;
    02445
    02446   /* A path was found, but could not be reserved. */
    02447   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02448     if (mark_stuck) MarkTrainAsStuck(v);
    02449     FreeTrainTrackReservation(v);
    02450     return best_track;
    02451   }
    02452
    02453   /* No possible reservation target found, we are probably lost. */
    02454   if (res_dest.tile == INVALID_TILE) {
    02455     /* Try to find any safe destination. */
    02456     PBSTileInfo origin = FollowTrainReservation(v);
    02457     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02458       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02459       best_track = FindFirstTrack(res);
    02460       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02461       if (got_reservation != NULL) *got_reservation = true;
    02462       if (changed_signal) MarkTileDirtyByTile(tile);
    02463     } else {
    02464       FreeTrainTrackReservation(v);
    02465       if (mark_stuck) MarkTrainAsStuck(v);
    02466     }
    02467     return best_track;
    02468   }
    02469
    02470   if (got_reservation != NULL) *got_reservation = true;
    02471
    02472   /* Reservation target found and free, check if it is safe. */
    02473   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02474     /* Extend reservation until we have found a safe position. */
    02475     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02476     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02477     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02478     if (_settings_game.pf.forbid_90_deg) {
    02479       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02480     }
    02481
    02482     /* Get next order with destination. */
    02483     if (orders.SwitchToNextOrder(true)) {
    02484       PBSTileInfo cur_dest;
    02485       bool path_found;
    02486       DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
    02487       if (cur_dest.tile != INVALID_TILE) {
    02488         res_dest = cur_dest;
    02489         if (res_dest.okay) continue;
    02490         /* Path found, but could not be reserved. */
    02491         FreeTrainTrackReservation(v);
    02492         if (mark_stuck) MarkTrainAsStuck(v);
    02493         if (got_reservation != NULL) *got_reservation = false;
    02494         changed_signal = false;
    02495         break;
    02496       }
    02497     }
    02498     /* No order or no safe position found, try any position. */
    02499     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02500       FreeTrainTrackReservation(v);
    02501       if (mark_stuck) MarkTrainAsStuck(v);
    02502       if (got_reservation != NULL) *got_reservation = false;
    02503       changed_signal = false;
    02504     }
    02505     break;
    02506   }
    02507
    02508   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02509
    02510   if (changed_signal) MarkTileDirtyByTile(tile);
    02511
    02512   return best_track;
    02513 }
    02514
    02523 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02524 {
    02525   assert(v->IsFrontEngine());
    02526
    02527   /* We have to handle depots specially as the track follower won't look
    02528    * at the depot tile itself but starts from the next tile. If we are still
    02529    * inside the depot, a depot reservation can never be ours. */
    02530   if (v->track == TRACK_BIT_DEPOT) {
    02531     if (HasDepotReservation(v->tile)) {
    02532       if (mark_as_stuck) MarkTrainAsStuck(v);
    02533       return false;
    02534     } else {
    02535       /* Depot not reserved, but the next tile might be. */
    02536       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02537       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02538     }
    02539   }
    02540
    02541   Vehicle *other_train = NULL;
    02542   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02543   /* The path we are driving on is already blocked by some other train.
    02544    * This can only happen in certain situations when mixing path and
    02545    * block signals or when changing tracks and/or signals.
    02546    * Exit here as doing any further reservations will probably just
    02547    * make matters worse. */
    02548   if (other_train != NULL && other_train->index != v->index) {
    02549     if (mark_as_stuck) MarkTrainAsStuck(v);
    02550     return false;
    02551   }
    02552   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02553   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02554     /* Can't be stuck then. */
    02555     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    02556     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02557     return true;
    02558   }
    02559
    02560   /* If we are in a depot, tentatively reserve the depot. */
    02561   if (v->track == TRACK_BIT_DEPOT) {
    02562     SetDepotReservation(v->tile, true);
    02563     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02564   }
    02565
    02566   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02567   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02568   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02569
    02570   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02571
    02572   bool res_made = false;
    02573   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02574
    02575   if (!res_made) {
    02576     /* Free the depot reservation as well. */
    02577     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02578     return false;
    02579   }
    02580
    02581   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02582     v->wait_counter = 0;
    02583     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    02584   }
    02585   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02586   return true;
    02587 }
    02588
    02589
    02590 static bool CheckReverseTrain(const Train *v)
    02591 {
    02592   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02593       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02594       !(v->direction & 1)) {
    02595     return false;
    02596   }
    02597
    02598   assert(v->track != TRACK_BIT_NONE);
    02599
    02600   switch (_settings_game.pf.pathfinder_for_trains) {
    02601     case VPF_NPF: return NPFTrainCheckReverse(v);
    02602     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02603
    02604     default: NOT_REACHED();
    02605   }
    02606 }
    02607
    02608 TileIndex Train::GetOrderStationLocation(StationID station)
    02609 {
    02610   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02611
    02612   const Station *st = Station::Get(station);
    02613   if (!(st->facilities & FACIL_TRAIN)) {
    02614     /* The destination station has no trainstation tiles. */
    02615     this->IncrementRealOrderIndex();
    02616     return 0;
    02617   }
    02618
    02619   return st->xy;
    02620 }
    02621
    02622 void Train::MarkDirty()
    02623 {
    02624   Train *v = this;
    02625   do {
    02626     v->UpdateViewport(false, false);
    02627   } while ((v = v->Next()) != NULL);
    02628
    02629   /* need to update acceleration and cached values since the goods on the train changed. */
    02630   this->CargoChanged();
    02631   this->UpdateAcceleration();
    02632 }
    02633
    02641 int Train::UpdateSpeed()
    02642 {
    02643   switch (_settings_game.vehicle.train_acceleration_model) {
    02644     default: NOT_REACHED();
    02645     case AM_ORIGINAL:
    02646       return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->gcache.cached_max_track_speed);
    02647
    02648     case AM_REALISTIC:
    02649       return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
    02650   }
    02651 }
    02652
    02658 static void TrainEnterStation(Train *v, StationID station)
    02659 {
    02660   v->last_station_visited = station;
    02661
    02662   /* check if a train ever visited this station before */
    02663   Station *st = Station::Get(station);
    02664   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    02665     st->had_vehicle_of_type |= HVOT_TRAIN;
    02666     SetDParam(0, st->index);
    02667     AddVehicleNewsItem(
    02668       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    02669       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
    02670       v->index,
    02671       st->index
    02672     );
    02673     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
    02674   }
    02675
    02676   v->force_proceed = TFP_NONE;
    02677   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02678
    02679   v->BeginLoading();
    02680
    02681   TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
    02682 }
    02683
    02684 /* Check if the vehicle is compatible with the specified tile */
    02685 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    02686 {
    02687   return IsTileOwner(tile, v->owner) &&
    02688       (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
    02689 }
    02690
    02691 struct RailtypeSlowdownParams {
    02692   byte small_turn, large_turn;
    02693   byte z_up; // fraction to remove when moving up
    02694   byte z_down; // fraction to remove when moving down
    02695 };
    02696
    02697 static const RailtypeSlowdownParams _railtype_slowdown[] = {
    02698   /* normal accel */
    02699   {256 / 4, 256 / 2, 256 / 4, 2},
    02700   {256 / 4, 256 / 2, 256 / 4, 2},
    02701   {256 / 4, 256 / 2, 256 / 4, 2},
    02702   {0,       256 / 2, 256 / 4, 2},
    02703 };
    02704
    02706 static inline void AffectSpeedByZChange(Train *v, byte old_z)
    02707 {
    02708   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
    02709
    02710   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    02711
    02712   if (old_z < v->z_pos) {
    02713     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
    02714   } else {
    02715     uint16 spd = v->cur_speed + rsp->z_down;
    02716     if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
    02717   }
    02718 }
    02719
    02720 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    02721 {
    02722   if (IsTileType(tile, MP_RAILWAY) &&
    02723       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    02724     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    02725     Trackdir trackdir = FindFirstTrackdir(tracks);
    02726     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    02727       /* A PBS block with a non-PBS signal facing us? */
    02728       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    02729     }
    02730   }
    02731   return false;
    02732 }
    02733
    02737 void Train::ReserveTrackUnderConsist() const
    02738 {
    02739   for (const Train *u = this; u != NULL; u = u->Next()) {
    02740     switch (u->track) {
    02741       case TRACK_BIT_WORMHOLE:
    02742         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    02743         break;
    02744       case TRACK_BIT_DEPOT:
    02745         break;
    02746       default:
    02747         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    02748         break;
    02749     }
    02750   }
    02751 }
    02752
    02753 uint Train::Crash(bool flooded)
    02754 {
    02755   uint pass = 0;
    02756   if (this->IsFrontEngine()) {
    02757     pass += 2; // driver
    02758
    02759     /* Remove the reserved path in front of the train if it is not stuck.
    02760      * Also clear all reserved tracks the train is currently on. */
    02761     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    02762     for (const Train *v = this; v != NULL; v = v->Next()) {
    02763       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    02764       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    02765         /* ClearPathReservation will not free the wormhole exit
    02766          * if the train has just entered the wormhole. */
    02767         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    02768       }
    02769     }
    02770
    02771     /* we may need to update crossing we were approaching,
    02772      * but must be updated after the train has been marked crashed */
    02773     TileIndex crossing = TrainApproachingCrossingTile(this);
    02774     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    02775
    02776     /* Remove the loading indicators (if any) */
    02777     HideFillingPercent(&this->fill_percent_te_id);
    02778   }
    02779
    02780   pass += this->GroundVehicleBase::Crash(flooded);
    02781
    02782   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    02783   return pass;
    02784 }
    02785
    02792 static uint TrainCrashed(Train *v)
    02793 {
    02794   uint num = 0;
    02795
    02796   /* do not crash train twice */
    02797   if (!(v->vehstatus & VS_CRASHED)) {
    02798     num = v->Crash();
    02799     AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
    02800   }
    02801
    02802   /* Try to re-reserve track under already crashed train too.
    02803    * Crash() clears the reservation! */
    02804   v->ReserveTrackUnderConsist();
    02805
    02806   return num;
    02807 }
    02808
    02809 struct TrainCollideChecker {
    02810   Train *v;
    02811   uint num;
    02812 };
    02813
    02814 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    02815 {
    02816   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    02817
    02818   /* not a train or in depot */
    02819   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    02820
    02821   /* do not crash into trains of another company. */
    02822   if (v->owner != tcc->v->owner) return NULL;
    02823
    02824   /* get first vehicle now to make most usual checks faster */
    02825   Train *coll = Train::From(v)->First();
    02826
    02827   /* can't collide with own wagons */
    02828   if (coll == tcc->v) return NULL;
    02829
    02830   int x_diff = v->x_pos - tcc->v->x_pos;
    02831   int y_diff = v->y_pos - tcc->v->y_pos;
    02832
    02833   /* Do fast calculation to check whether trains are not in close vicinity
    02834    * and quickly reject trains distant enough for any collision.
    02835    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    02836    * Differences are then ORed and then we check for any higher bits */
    02837   uint hash = (y_diff + 7) | (x_diff + 7);
    02838   if (hash & ~15) return NULL;
    02839
    02840   /* Slower check using multiplication */
    02841   if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
    02842
    02843   /* Happens when there is a train under bridge next to bridge head */
    02844   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    02845
    02846   /* crash both trains */
    02847   tcc->num += TrainCrashed(tcc->v);
    02848   tcc->num += TrainCrashed(coll);
    02849
    02850   return NULL; // continue searching
    02851 }
    02852
    02859 static bool CheckTrainCollision(Train *v)
    02860 {
    02861   /* can't collide in depot */
    02862   if (v->track == TRACK_BIT_DEPOT) return false;
    02863
    02864   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    02865
    02866   TrainCollideChecker tcc;
    02867   tcc.v = v;
    02868   tcc.num = 0;
    02869
    02870   /* find colliding vehicles */
    02871   if (v->track == TRACK_BIT_WORMHOLE) {
    02872     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    02873     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    02874   } else {
    02875     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    02876   }
    02877
    02878   /* any dead -> no crash */
    02879   if (tcc.num == 0) return false;
    02880
    02881   SetDParam(0, tcc.num);
    02882   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
    02883     NS_ACCIDENT,
    02884     v->index
    02885   );
    02886
    02887   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    02888   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    02889   return true;
    02890 }
    02891
    02892 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    02893 {
    02894   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    02895
    02896   Train *t = Train::From(v);
    02897   DiagDirection exitdir = *(DiagDirection *)data;
    02898
    02899   /* not front engine of a train, inside wormhole or depot, crashed */
    02900   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    02901
    02902   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    02903
    02904   return t;
    02905 }
    02906
    02907 static void TrainController(Train *v, Vehicle *nomove)
    02908 {
    02909   Train *first = v->First();
    02910   Train *prev;
    02911   bool direction_changed = false; // has direction of any part changed?
    02912
    02913   /* For every vehicle after and including the given vehicle */
    02914   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    02915     DiagDirection enterdir = DIAGDIR_BEGIN;
    02916     bool update_signals_crossing = false; // will we update signals or crossing state?
    02917
    02918     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    02919     if (v->track != TRACK_BIT_WORMHOLE) {
    02920       /* Not inside tunnel */
    02921       if (gp.old_tile == gp.new_tile) {
    02922         /* Staying in the old tile */
    02923         if (v->track == TRACK_BIT_DEPOT) {
    02924           /* Inside depot */
    02925           gp.x = v->x_pos;
    02926           gp.y = v->y_pos;
    02927         } else {
    02928           /* Not inside depot */
    02929
    02930           /* Reverse when we are at the end of the track already, do not move to the new position */
    02931           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
    02932
    02933           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    02934           if (HasBit(r, VETS_CANNOT_ENTER)) {
    02935             goto invalid_rail;
    02936           }
    02937           if (HasBit(r, VETS_ENTERED_STATION)) {
    02938             /* The new position is the end of the platform */
    02939             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    02940           }
    02941         }
    02942       } else {
    02943         /* A new tile is about to be entered. */
    02944
    02945         /* Determine what direction we're entering the new tile from */
    02946         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    02947         assert(IsValidDiagDirection(enterdir));
    02948
    02949         /* Get the status of the tracks in the new tile and mask
    02950          * away the bits that aren't reachable. */
    02951         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    02952         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    02953
    02954         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    02955         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    02956
    02957         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    02958         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    02959           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    02960            * can be switched on halfway a turn */
    02961           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    02962         }
    02963
    02964         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    02965
    02966         /* Check if the new tile constrains tracks that are compatible
    02967          * with the current train, if not, bail out. */
    02968         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    02969
    02970         TrackBits chosen_track;
    02971         if (prev == NULL) {
    02972           /* Currently the locomotive is active. Determine which one of the
    02973            * available tracks to choose */
    02974           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    02975           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    02976
    02977           if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    02978             /* For each signal we find decrease the counter by one.
    02979              * We start at two, so the first signal we pass decreases
    02980              * this to one, then if we reach the next signal it is
    02981              * decreased to zero and we won't pass that new signal. */
    02982             Trackdir dir = FindFirstTrackdir(trackdirbits);
    02983             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
    02984                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
    02985               /* However, we do not want to be stopped by PBS signals
    02986                * entered via the back. */
    02987               v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
    02988               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02989             }
    02990           }
    02991
    02992           /* Check if it's a red signal and that force proceed is not clicked. */
    02993           if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
    02994             /* In front of a red signal */
    02995             Trackdir i = FindFirstTrackdir(trackdirbits);
    02996
    02997             /* Don't handle stuck trains here. */
    02998             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
    02999
    03000             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03001               v->cur_speed = 0;
    03002               v->subspeed = 0;
    03003               v->progress = 255 - 100;
    03004               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
    03005             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03006               v->cur_speed = 0;
    03007               v->subspeed = 0;
    03008               v->progress = 255 - 10;
    03009               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03010                 DiagDirection exitdir = TrackdirToExitdir(i);
    03011                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03012
    03013                 exitdir = ReverseDiagDir(exitdir);
    03014
    03015                 /* check if a train is waiting on the other side */
    03016                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
    03017               }
    03018             }
    03019
    03020             /* If we would reverse but are currently in a PBS block and
    03021              * reversing of stuck trains is disabled, don't reverse.
    03022              * This does not apply if the reason for reversing is a one-way
    03023              * signal blocking us, because a train would then be stuck forever. */
    03024             if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
    03025                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03026               v->wait_counter = 0;
    03027               return;
    03028             }
    03029             goto reverse_train_direction;
    03030           } else {
    03031             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
    03032           }
    03033         } else {
    03034           /* The wagon is active, simply follow the prev vehicle. */
    03035           if (prev->tile == gp.new_tile) {
    03036             /* Choose the same track as prev */
    03037             if (prev->track == TRACK_BIT_WORMHOLE) {
    03038               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03039                * However, just choose the track into the wormhole. */
    03040               assert(IsTunnel(prev->tile));
    03041               chosen_track = bits;
    03042             } else {
    03043               chosen_track = prev->track;
    03044             }
    03045           } else {
    03046             /* Choose the track that leads to the tile where prev is.
    03047              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03048              * I.e. when the tile between them has only space for a single vehicle like
    03049              *  1) horizontal/vertical track tiles and
    03050              *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
    03051              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
    03052              */
    03053             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03054               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03055               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03056               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03057               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03058             };
    03059             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03060             assert(IsValidDiagDirection(exitdir));
    03061             chosen_track = _connecting_track[enterdir][exitdir];
    03062           }
    03063           chosen_track &= bits;
    03064         }
    03065
    03066         /* Make sure chosen track is a valid track */
    03067         assert(
    03068             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03069             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03070             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03071
    03072         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03073         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03074         gp.x = (gp.x & ~0xF) | b[0];
    03075         gp.y = (gp.y & ~0xF) | b[1];
    03076         Direction chosen_dir = (Direction)b[2];
    03077
    03078         /* Call the landscape function and tell it that the vehicle entered the tile */
    03079         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03080         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03081           goto invalid_rail;
    03082         }
    03083
    03084         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03085           Track track = FindFirstTrack(chosen_track);
    03086           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03087           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03088             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03089             MarkTileDirtyByTile(gp.new_tile);
    03090           }
    03091
    03092           /* Clear any track reservation when the last vehicle leaves the tile */
    03093           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03094
    03095           v->tile = gp.new_tile;
    03096
    03097           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03098             v->First()->RailtypeChanged();
    03099           }
    03100
    03101           v->track = chosen_track;
    03102           assert(v->track);
    03103         }
    03104
    03105         /* We need to update signal status, but after the vehicle position hash
    03106          * has been updated by UpdateInclination() */
    03107         update_signals_crossing = true;
    03108
    03109         if (chosen_dir != v->direction) {
    03110           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
    03111             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
    03112             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03113             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
    03114           }
    03115           direction_changed = true;
    03116           v->direction = chosen_dir;
    03117         }
    03118
    03119         if (v->IsFrontEngine()) {
    03120           v->wait_counter = 0;
    03121
    03122           /* If we are approaching a crossing that is reserved, play the sound now. */
    03123           TileIndex crossing = TrainApproachingCrossingTile(v);
    03124           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03125
    03126           /* Always try to extend the reservation when entering a tile. */
    03127           CheckNextTrainTile(v);
    03128         }
    03129
    03130         if (HasBit(r, VETS_ENTERED_STATION)) {
    03131           /* The new position is the location where we want to stop */
    03132           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03133         }
    03134       }
    03135     } else {
    03136       /* In a tunnel or on a bridge
    03137        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
    03138        * - for bridges, only the middle part - without the bridge heads */
    03139       if (!(v->vehstatus & VS_HIDDEN)) {
    03140         Train *first = v->First();
    03141         first->cur_speed = min(first->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
    03142       }
    03143
    03144       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03145         /* Perform look-ahead on tunnel exit. */
    03146         if (v->IsFrontEngine()) {
    03147           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03148           CheckNextTrainTile(v);
    03149         }
    03150         /* Prevent v->UpdateInclination() being called with wrong parameters.
    03151          * This could happen if the train was reversed inside the tunnel/bridge. */
    03152         if (gp.old_tile == gp.new_tile) {
    03153           gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
    03154         }
    03155       } else {
    03156         v->x_pos = gp.x;
    03157         v->y_pos = gp.y;
    03158         VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
    03159         continue;
    03160       }
    03161     }
    03162
    03163     /* update image of train, as well as delta XY */
    03164     v->UpdateDeltaXY(v->direction);
    03165
    03166     v->x_pos = gp.x;
    03167     v->y_pos = gp.y;
    03168
    03169     /* update the Z position of the vehicle */
    03170     byte old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
    03171
    03172     if (prev == NULL) {
    03173       /* This is the first vehicle in the train */
    03174       AffectSpeedByZChange(v, old_z);
    03175     }
    03176
    03177     if (update_signals_crossing) {
    03178       if (v->IsFrontEngine()) {
    03179         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03180           /* We are entering a block with PBS signals right now, but
    03181            * not through a PBS signal. This means we don't have a
    03182            * reservation right now. As a conventional signal will only
    03183            * ever be green if no other train is in the block, getting
    03184            * a path should always be possible. If the player built
    03185            * such a strange network that it is not possible, the train
    03186            * will be marked as stuck and the player has to deal with
    03187            * the problem. */
    03188           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03189               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03190               !TryPathReserve(v)) {
    03191             MarkTrainAsStuck(v);
    03192           }
    03193         }
    03194       }
    03195
    03196       /* Signals can only change when the first
    03197        * (above) or the last vehicle moves. */
    03198       if (v->Next() == NULL) {
    03199         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03200         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03201       }
    03202     }
    03203
    03204     /* Do not check on every tick to save some computing time. */
    03205     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03206   }
    03207
    03208   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
    03209
    03210   return;
    03211
    03212 invalid_rail:
    03213   /* We've reached end of line?? */
    03214   if (prev != NULL) error("Disconnecting train");
    03215
    03216 reverse_train_direction:
    03217   v->wait_counter = 0;
    03218   v->cur_speed = 0;
    03219   v->subspeed = 0;
    03220   ReverseTrainDirection(v);
    03221 }
    03222
    03229 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03230 {
    03231   TrackBits *trackbits = (TrackBits *)data;
    03232
    03233   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03234     TrackBits train_tbits = Train::From(v)->track;
    03235     if (train_tbits == TRACK_BIT_WORMHOLE) {
    03236       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03237       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03238     } else if (train_tbits != TRACK_BIT_DEPOT) {
    03239       *trackbits |= train_tbits;
    03240     }
    03241   }
    03242
    03243   return NULL;
    03244 }
    03245
    03253 static void DeleteLastWagon(Train *v)
    03254 {
    03255   Train *first = v->First();
    03256
    03257   /* Go to the last wagon and delete the link pointing there
    03258    * *u is then the one-before-last wagon, and *v the last
    03259    * one which will physically be removed */
    03260   Train *u = v;
    03261   for (; v->Next() != NULL; v = v->Next()) u = v;
    03262   u->SetNext(NULL);
    03263
    03264   if (first != v) {
    03265     /* Recalculate cached train properties */
    03266     first->ConsistChanged(false);
    03267     /* Update the depot window if the first vehicle is in depot -
    03268      * if v == first, then it is updated in PreDestructor() */
    03269     if (first->track == TRACK_BIT_DEPOT) {
    03270       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03271     }
    03272   }
    03273
    03274   /* 'v' shouldn't be accessed after it has been deleted */
    03275   TrackBits trackbits = v->track;
    03276   TileIndex tile = v->tile;
    03277   Owner owner = v->owner;
    03278
    03279   delete v;
    03280   v = NULL; // make sure nobody will try to read 'v' anymore
    03281
    03282   if (trackbits == TRACK_BIT_WORMHOLE) {
    03283     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03284     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03285   }
    03286
    03287   Track track = TrackBitsToTrack(trackbits);
    03288   if (HasReservedTracks(tile, trackbits)) {
    03289     UnreserveRailTrack(tile, track);
    03290
    03291     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03292     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03293     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03294
    03295     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03296     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03297     Track t;
    03298     FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
    03299   }
    03300
    03301   /* check if the wagon was on a road/rail-crossing */
    03302   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03303
    03304   /* Update signals */
    03305   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03306     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03307   } else {
    03308     SetSignalsOnBothDir(tile, track, owner);
    03309   }
    03310 }
    03311
    03316 static void ChangeTrainDirRandomly(Train *v)
    03317 {
    03318   static const DirDiff delta[] = {
    03319     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03320   };
    03321
    03322   do {
    03323     /* We don't need to twist around vehicles if they're not visible */
    03324     if (!(v->vehstatus & VS_HIDDEN)) {
    03325       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03326       v->UpdateDeltaXY(v->direction);
    03327       v->cur_image = v->GetImage(v->direction);
    03328       /* Refrain from updating the z position of the vehicle when on
    03329        * a bridge, because UpdateInclination() will put the vehicle under
    03330        * the bridge in that case */
    03331       if (v->track != TRACK_BIT_WORMHOLE) v->UpdateInclination(false, false);
    03332     }
    03333   } while ((v = v->Next()) != NULL);
    03334 }
    03335
    03341 static bool HandleCrashedTrain(Train *v)
    03342 {
    03343   int state = ++v->crash_anim_pos;
    03344
    03345   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03346     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03347   }
    03348
    03349   uint32 r;
    03350   if (state <= 200 && Chance16R(1, 7, r)) {
    03351     int index = (r * 10 >> 16);
    03352
    03353     Vehicle *u = v;
    03354     do {
    03355       if (--index < 0) {
    03356         r = Random();
    03357
    03358         CreateEffectVehicleRel(u,
    03359           GB(r,  8, 3) + 2,
    03360           GB(r, 16, 3) + 2,
    03361           GB(r,  0, 3) + 5,
    03362           EV_EXPLOSION_SMALL);
    03363         break;
    03364       }
    03365     } while ((u = u->Next()) != NULL);
    03366   }
    03367
    03368   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03369
    03370   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03371     bool ret = v->Next() != NULL;
    03372     DeleteLastWagon(v);
    03373     return ret;
    03374   }
    03375
    03376   return true;
    03377 }
    03378
    03380 static const uint16 _breakdown_speeds[16] = {
    03381   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03382 };
    03383
    03384
    03392 static bool TrainApproachingLineEnd(Train *v, bool signal)
    03393 {
    03394   /* Calc position within the current tile */
    03395   uint x = v->x_pos & 0xF;
    03396   uint y = v->y_pos & 0xF;
    03397
    03398   /* for diagonal directions, 'x' will be 0..15 -
    03399    * for other directions, it will be 1, 3, 5, ..., 15 */
    03400   switch (v->direction) {
    03401     case DIR_N : x = ~x + ~y + 25; break;
    03402     case DIR_NW: x = y;            // FALL THROUGH
    03403     case DIR_NE: x = ~x + 16;      break;
    03404     case DIR_E : x = ~x + y + 9;   break;
    03405     case DIR_SE: x = y;            break;
    03406     case DIR_S : x = x + y - 7;    break;
    03407     case DIR_W : x = ~y + x + 9;   break;
    03408     default: break;
    03409   }
    03410
    03411   /* Do not reverse when approaching red signal. Make sure the vehicle's front
    03412    * does not cross the tile boundary when we do reverse, but as the vehicle's
    03413    * location is based on their center, use half a vehicle's length as offset.
    03414    * Actually, the center of all vehicles is half a normal vehicle's length
    03415    * from the front of the vehicle, so even in case the vehicle is 1/8th
    03416    * long, the center is still at 1/2 of VEHICLE_LENGTH. Basically FS#3569. */
    03417   if (!signal && x + VEHICLE_LENGTH / 2 >= TILE_SIZE) {
    03418     /* we are too near the tile end, reverse now */
    03419     v->cur_speed = 0;
    03420     ReverseTrainDirection(v);
    03421     return false;
    03422   }
    03423
    03424   /* slow down */
    03425   v->vehstatus |= VS_TRAIN_SLOWING;
    03426   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03427   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03428
    03429   return true;
    03430 }
    03431
    03432
    03438 static bool TrainCanLeaveTile(const Train *v)
    03439 {
    03440   /* Exit if inside a tunnel/bridge or a depot */
    03441   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03442
    03443   TileIndex tile = v->tile;
    03444
    03445   /* entering a tunnel/bridge? */
    03446   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03447     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03448     if (DiagDirToDir(dir) == v->direction) return false;
    03449   }
    03450
    03451   /* entering a depot? */
    03452   if (IsRailDepotTile(tile)) {
    03453     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03454     if (DiagDirToDir(dir) == v->direction) return false;
    03455   }
    03456
    03457   return true;
    03458 }
    03459
    03460
    03468 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03469 {
    03470   assert(v->IsFrontEngine());
    03471   assert(!(v->vehstatus & VS_CRASHED));
    03472
    03473   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03474
    03475   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03476   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03477
    03478   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03479   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03480       !CheckCompatibleRail(v, tile)) {
    03481     return INVALID_TILE;
    03482   }
    03483
    03484   return tile;
    03485 }
    03486
    03487
    03494 static bool TrainCheckIfLineEnds(Train *v)
    03495 {
    03496   /* First, handle broken down train */
    03497
    03498   int t = v->breakdown_ctr;
    03499   if (t > 1) {
    03500     v->vehstatus |= VS_TRAIN_SLOWING;
    03501
    03502     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    03503     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03504   } else {
    03505     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03506   }
    03507
    03508   if (!TrainCanLeaveTile(v)) return true;
    03509
    03510   /* Determine the non-diagonal direction in which we will exit this tile */
    03511   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03512   /* Calculate next tile */
    03513   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03514
    03515   /* Determine the track status on the next tile */
    03516   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03517   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03518
    03519   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03520   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03521
    03522   /* We are sure the train is not entering a depot, it is detected above */
    03523
    03524   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03525   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03526   if (_settings_game.pf.forbid_90_deg) {
    03527     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03528   }
    03529
    03530   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03531   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03532     return TrainApproachingLineEnd(v, false);
    03533   }
    03534
    03535   /* approaching red signal */
    03536   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
    03537
    03538   /* approaching a rail/road crossing? then make it red */
    03539   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03540
    03541   return true;
    03542 }
    03543
    03544
    03545 static bool TrainLocoHandler(Train *v, bool mode)
    03546 {
    03547   /* train has crashed? */
    03548   if (v->vehstatus & VS_CRASHED) {
    03549     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03550   }
    03551
    03552   if (v->force_proceed != TFP_NONE) {
    03553     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03554     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03555   }
    03556
    03557   /* train is broken down? */
    03558   if (v->HandleBreakdown()) return true;
    03559
    03560   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03561     ReverseTrainDirection(v);
    03562   }
    03563
    03564   /* exit if train is stopped */
    03565   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03566
    03567   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03568   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03569     v->wait_counter = 0;
    03570     v->cur_speed = 0;
    03571     v->subspeed = 0;
    03572     ClrBit(v->flags, VRF_LEAVING_STATION);
    03573     ReverseTrainDirection(v);
    03574     return true;
    03575   } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
    03576     /* Try to reserve a path when leaving the station as we
    03577      * might not be marked as wanting a reservation, e.g.
    03578      * when an overlength train gets turned around in a station. */
    03579     DiagDirection dir = TrainExitDir(v->direction, v->track);
    03580     if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    03581
    03582     if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    03583       TryPathReserve(v, true, true);
    03584     }
    03585     ClrBit(v->flags, VRF_LEAVING_STATION);
    03586   }
    03587
    03588   v->HandleLoading(mode);
    03589
    03590   if (v->current_order.IsType(OT_LOADING)) return true;
    03591
    03592   if (CheckTrainStayInDepot(v)) return true;
    03593
    03594   if (!mode) v->ShowVisualEffect();
    03595
    03596   /* We had no order but have an order now, do look ahead. */
    03597   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    03598     CheckNextTrainTile(v);
    03599   }
    03600
    03601   /* Handle stuck trains. */
    03602   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    03603     ++v->wait_counter;
    03604
    03605     /* Should we try reversing this tick if still stuck? */
    03606     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
    03607
    03608     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
    03609     if (!TryPathReserve(v)) {
    03610       /* Still stuck. */
    03611       if (turn_around) ReverseTrainDirection(v);
    03612
    03613       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    03614         /* Show message to player. */
    03615         if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
    03616           SetDParam(0, v->index);
    03617           AddVehicleNewsItem(
    03618             STR_NEWS_TRAIN_IS_STUCK,
    03619             NS_ADVICE,
    03620             v->index
    03621           );
    03622         }
    03623         v->wait_counter = 0;
    03624       }
    03625       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    03626       if (v->force_proceed == TFP_NONE) return true;
    03627       ClrBit(v->flags, VRF_TRAIN_STUCK);
    03628       v->wait_counter = 0;
    03629       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03630     }
    03631   }
    03632
    03633   if (v->current_order.IsType(OT_LEAVESTATION)) {
    03634     v->current_order.Free();
    03635     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03636     return true;
    03637   }
    03638
    03639   int j = v->UpdateSpeed();
    03640
    03641   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    03642   if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    03643     /* If we manually stopped, we're not force-proceeding anymore. */
    03644     v->force_proceed = TFP_NONE;
    03645     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03646   }
    03647
    03648   int adv_spd = v->GetAdvanceDistance();
    03649   if (j < adv_spd) {
    03650     /* if the vehicle has speed 0, update the last_speed field. */
    03651     if (v->cur_speed == 0) v->SetLastSpeed();
    03652   } else {
    03653     TrainCheckIfLineEnds(v);
    03654     /* Loop until the train has finished moving. */
    03655     for (;;) {
    03656       j -= adv_spd;
    03657       TrainController(v, NULL);
    03658       /* Don't continue to move if the train crashed. */
    03659       if (CheckTrainCollision(v)) break;
    03660       /* Determine distance to next map position */
    03661       adv_spd = v->GetAdvanceDistance();
    03662
    03663       /* No more moving this tick */
    03664       if (j < adv_spd || v->cur_speed == 0) break;
    03665
    03666       OrderType order_type = v->current_order.GetType();
    03667       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    03668       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    03669             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    03670             IsTileType(v->tile, MP_STATION) &&
    03671             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    03672         ProcessOrders(v);
    03673       }
    03674     }
    03675     v->SetLastSpeed();
    03676   }
    03677
    03678   for (Train *u = v; u != NULL; u = u->Next()) {
    03679     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    03680
    03681     u->UpdateViewport(false, false);
    03682   }
    03683
    03684   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    03685
    03686   return true;
    03687 }
    03688
    03689
    03690
    03691 Money Train::GetRunningCost() const
    03692 {
    03693   Money cost = 0;
    03694   const Train *v = this;
    03695
    03696   do {
    03697     const Engine *e = Engine::Get(v->engine_type);
    03698     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    03699
    03700     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    03701     if (cost_factor == 0) continue;
    03702
    03703     /* Halve running cost for multiheaded parts */
    03704     if (v->IsMultiheaded()) cost_factor /= 2;
    03705
    03706     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grf_prop.grffile);
    03707   } while ((v = v->GetNextVehicle()) != NULL);
    03708
    03709   return cost;
    03710 }
    03711
    03712
    03713 bool Train::Tick()
    03714 {
    03715   this->tick_counter++;
    03716
    03717   if (this->IsFrontEngine()) {
    03718     if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
    03719
    03720     this->current_order_time++;
    03721
    03722     if (!TrainLocoHandler(this, false)) return false;
    03723
    03724     return TrainLocoHandler(this, true);
    03725   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    03726     /* Delete flooded standalone wagon chain */
    03727     if (++this->crash_anim_pos >= 4400) {
    03728       delete this;
    03729       return false;
    03730     }
    03731   }
    03732
    03733   return true;
    03734 }
    03735
    03736 static void CheckIfTrainNeedsService(Train *v)
    03737 {
    03738   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    03739   if (v->IsInDepot()) {
    03740     VehicleServiceInDepot(v);
    03741     return;
    03742   }
    03743
    03744   uint max_penalty;
    03745   switch (_settings_game.pf.pathfinder_for_trains) {
    03746     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    03747     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    03748     default: NOT_REACHED();
    03749   }
    03750
    03751   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    03752   /* Only go to the depot if it is not too far out of our way. */
    03753   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    03754     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    03755       /* If we were already heading for a depot but it has
    03756        * suddenly moved farther away, we continue our normal
    03757        * schedule? */
    03758       v->current_order.MakeDummy();
    03759       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03760     }
    03761     return;
    03762   }
    03763
    03764   DepotID depot = GetDepotIndex(tfdd.tile);
    03765
    03766   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    03767       v->current_order.GetDestination() != depot &&
    03768       !Chance16(3, 16)) {
    03769     return;
    03770   }
    03771
    03772   SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
    03773   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    03774   v->dest_tile = tfdd.tile;
    03775   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    03776 }
    03777
    03778 void Train::OnNewDay()
    03779 {
    03780   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    03781
    03782   if (this->IsFrontEngine()) {
    03783     CheckVehicleBreakdown(this);
    03784     AgeVehicle(this);
    03785
    03786     CheckIfTrainNeedsService(this);
    03787
    03788     CheckOrders(this);
    03789
    03790     /* update destination */
    03791     if (this->current_order.IsType(OT_GOTO_STATION)) {
    03792       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    03793       if (tile != INVALID_TILE) this->dest_tile = tile;
    03794     }
    03795
    03796     if (this->running_ticks != 0) {
    03797       /* running costs */
    03798       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    03799
    03800       this->profit_this_year -= cost.GetCost();
    03801       this->running_ticks = 0;
    03802
    03803       SubtractMoneyFromCompanyFract(this->owner, cost);
    03804
    03805       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    03806       SetWindowClassesDirty(WC_TRAINS_LIST);
    03807     }
    03808   } else if (this->IsEngine()) {
    03809     /* Also age engines that aren't front engines */
    03810     AgeVehicle(this);
    03811   }
    03812 }
    03813
    03814 Trackdir Train::GetVehicleTrackdir() const
    03815 {
    03816   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    03817
    03818   if (this->track == TRACK_BIT_DEPOT) {
    03819     /* We'll assume the train is facing outwards */
    03820     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    03821   }
    03822
    03823   if (this->track == TRACK_BIT_WORMHOLE) {
    03824     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    03825     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    03826   }
    03827
    03828   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    03829 }