# train_cmd.cpp

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    00001 /* $Id: train_cmd.cpp 24998 2013-02-14 17:24:55Z rubidium $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "error.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 "newgrf_sound.h"
    00021 #include "newgrf_text.h"
    00022 #include "strings_func.h"
    00023 #include "viewport_func.h"
    00024 #include "vehicle_func.h"
    00025 #include "sound_func.h"
    00026 #include "ai/ai.hpp"
    00027 #include "game/game.hpp"
    00028 #include "newgrf_station.h"
    00029 #include "effectvehicle_func.h"
    00030 #include "network/network.h"
    00031 #include "spritecache.h"
    00032 #include "core/random_func.hpp"
    00033 #include "company_base.h"
    00034 #include "newgrf.h"
    00035 #include "order_backup.h"
    00036 #include "zoom_func.h"
    00037
    00038 #include "table/strings.h"
    00039 #include "table/train_cmd.h"
    00040
    00041 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
    00042 static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
    00043 bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
    00044 static TileIndex TrainApproachingCrossingTile(const Train *v);
    00045 static void CheckIfTrainNeedsService(Train *v);
    00046 static void CheckNextTrainTile(Train *v);
    00047
    00048 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
    00049 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
    00050
    00051
    00059 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
    00060 {
    00061   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
    00062
    00063   DiagDirection diagdir = DirToDiagDir(direction);
    00064
    00065   /* Determine the diagonal direction in which we will exit this tile */
    00066   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
    00067     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
    00068   }
    00069
    00070   return diagdir;
    00071 }
    00072
    00073
    00079 byte FreightWagonMult(CargoID cargo)
    00080 {
    00081   if (!CargoSpec::Get(cargo)->is_freight) return 1;
    00082   return _settings_game.vehicle.freight_trains;
    00083 }
    00084
    00086 void CheckTrainsLengths()
    00087 {
    00088   const Train *v;
    00089   bool first = true;
    00090
    00091   FOR_ALL_TRAINS(v) {
    00092     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
    00093       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
    00094         if (u->track != TRACK_BIT_DEPOT) {
    00095           if ((w->track != TRACK_BIT_DEPOT &&
    00096               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
    00097               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
    00098             SetDParam(0, v->index);
    00099             SetDParam(1, v->owner);
    00100             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
    00101
    00102             if (!_networking && first) {
    00103               first = false;
    00104               DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
    00105             }
    00106             /* Break so we warn only once for each train. */
    00107             break;
    00108           }
    00109         }
    00110       }
    00111     }
    00112   }
    00113 }
    00114
    00121 void Train::ConsistChanged(bool same_length)
    00122 {
    00123   uint16 max_speed = UINT16_MAX;
    00124
    00125   assert(this->IsFrontEngine() || this->IsFreeWagon());
    00126
    00127   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
    00128   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
    00129   this->gcache.cached_total_length = 0;
    00130   this->compatible_railtypes = RAILTYPES_NONE;
    00131
    00132   bool train_can_tilt = true;
    00133
    00134   for (Train *u = this; u != NULL; u = u->Next()) {
    00135     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00136
    00137     /* Check the this->first cache. */
    00138     assert(u->First() == this);
    00139
    00140     /* update the 'first engine' */
    00141     u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
    00142     u->railtype = rvi_u->railtype;
    00143
    00144     if (u->IsEngine()) first_engine = u->engine_type;
    00145
    00146     /* Set user defined data to its default value */
    00147     u->tcache.user_def_data = rvi_u->user_def_data;
    00148     this->InvalidateNewGRFCache();
    00149     u->InvalidateNewGRFCache();
    00150   }
    00151
    00152   for (Train *u = this; u != NULL; u = u->Next()) {
    00153     /* Update user defined data (must be done before other properties) */
    00154     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
    00155     this->InvalidateNewGRFCache();
    00156     u->InvalidateNewGRFCache();
    00157   }
    00158
    00159   for (Train *u = this; u != NULL; u = u->Next()) {
    00160     const Engine *e_u = u->GetEngine();
    00161     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00162
    00163     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00164
    00165     /* Cache wagon override sprite group. NULL is returned if there is none */
    00166     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
    00167
    00168     /* Reset colour map */
    00169     u->colourmap = PAL_NONE;
    00170
    00171     /* Update powered-wagon-status and visual effect */
    00172     u->UpdateVisualEffect(true);
    00173
    00174     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00175         UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
    00176       /* wagon is powered */
    00177       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
    00178     } else {
    00179       ClrBit(u->flags, VRF_POWEREDWAGON);
    00180     }
    00181
    00182     if (!u->IsArticulatedPart()) {
    00183       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00184          have railtype normal */
    00185       if (rvi_u->power > 0) {
    00186         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
    00187       }
    00188
    00189       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00190        * existing electric engines when elrails are disabled and then re-enabled */
    00191       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00192         u->railtype = RAILTYPE_RAIL;
    00193         u->compatible_railtypes |= RAILTYPES_RAIL;
    00194       }
    00195
    00196       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00197       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00198         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
    00199         if (speed != 0) max_speed = min(speed, max_speed);
    00200       }
    00201     }
    00202
    00203     u->cargo_cap = e_u->DetermineCapacity(u);
    00204     u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
    00205
    00206     /* check the vehicle length (callback) */
    00207     uint16 veh_len = CALLBACK_FAILED;
    00208     if (e_u->GetGRF() != NULL && e_u->GetGRF()->grf_version >= 8) {
    00209       /* Use callback 36 */
    00210       veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
    00211
    00212       if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
    00213         ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
    00214       }
    00215     } else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
    00216       /* Use callback 11 */
    00217       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00218     }
    00219     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00220     veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
    00221
    00222     /* verify length hasn't changed */
    00223     if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
    00224
    00225     /* update vehicle length? */
    00226     if (!same_length) u->gcache.cached_veh_length = veh_len;
    00227
    00228     this->gcache.cached_total_length += u->gcache.cached_veh_length;
    00229     this->InvalidateNewGRFCache();
    00230     u->InvalidateNewGRFCache();
    00231   }
    00232
    00233   /* store consist weight/max speed in cache */
    00234   this->vcache.cached_max_speed = max_speed;
    00235   this->tcache.cached_tilt = train_can_tilt;
    00236   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
    00237
    00238   /* 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) */
    00239   this->CargoChanged();
    00240
    00241   if (this->IsFrontEngine()) {
    00242     this->UpdateAcceleration();
    00243     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    00244     InvalidateWindowData(WC_VEHICLE_REFIT, this->index, VIWD_CONSIST_CHANGED);
    00245     InvalidateWindowData(WC_VEHICLE_ORDERS, this->index, VIWD_CONSIST_CHANGED);
    00246   }
    00247 }
    00248
    00259 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
    00260 {
    00261   const Station *st = Station::Get(station_id);
    00262   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
    00263   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
    00264
    00265   /* Default to the middle of the station for stations stops that are not in
    00266    * the order list like intermediate stations when non-stop is disabled */
    00267   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
    00268   if (v->gcache.cached_total_length >= *station_length) {
    00269     /* The train is longer than the station, make it stop at the far end of the platform */
    00270     osl = OSL_PLATFORM_FAR_END;
    00271   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
    00272     osl = v->current_order.GetStopLocation();
    00273   }
    00274
    00275   /* The stop location of the FRONT! of the train */
    00276   int stop;
    00277   switch (osl) {
    00278     default: NOT_REACHED();
    00279
    00280     case OSL_PLATFORM_NEAR_END:
    00281       stop = v->gcache.cached_total_length;
    00282       break;
    00283
    00284     case OSL_PLATFORM_MIDDLE:
    00285       stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
    00286       break;
    00287
    00288     case OSL_PLATFORM_FAR_END:
    00289       stop = *station_length;
    00290       break;
    00291   }
    00292
    00293   /* Subtract half the front vehicle length of the train so we get the real
    00294    * stop location of the train. */
    00295   return stop - (v->gcache.cached_veh_length + 1) / 2;
    00296 }
    00297
    00298
    00303 int Train::GetCurveSpeedLimit() const
    00304 {
    00305   assert(this->First() == this);
    00306
    00307   static const int absolute_max_speed = UINT16_MAX;
    00308   int max_speed = absolute_max_speed;
    00309
    00310   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
    00311
    00312   int curvecount[2] = {0, 0};
    00313
    00314   /* first find the curve speed limit */
    00315   int numcurve = 0;
    00316   int sum = 0;
    00317   int pos = 0;
    00318   int lastpos = -1;
    00319   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
    00320     Direction this_dir = u->direction;
    00321     Direction next_dir = u->Next()->direction;
    00322
    00323     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00324     if (dirdiff == DIRDIFF_SAME) continue;
    00325
    00326     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00327     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00328     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00329       if (lastpos != -1) {
    00330         numcurve++;
    00331         sum += pos - lastpos;
    00332         if (pos - lastpos == 1 && max_speed > 88) {
    00333           max_speed = 88;
    00334         }
    00335       }
    00336       lastpos = pos;
    00337     }
    00338
    00339     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00340     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00341       max_speed = 61;
    00342     }
    00343   }
    00344
    00345   if (numcurve > 0 && max_speed > 88) {
    00346     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00347       max_speed = absolute_max_speed;
    00348     } else {
    00349       sum /= numcurve;
    00350       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00351     }
    00352   }
    00353
    00354   if (max_speed != absolute_max_speed) {
    00355     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00356     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
    00357     max_speed += (max_speed / 2) * rti->curve_speed;
    00358
    00359     if (this->tcache.cached_tilt) {
    00360       /* Apply max_speed bonus of 20% for a tilting train */
    00361       max_speed += max_speed / 5;
    00362     }
    00363   }
    00364
    00365   return max_speed;
    00366 }
    00367
    00372 int Train::GetCurrentMaxSpeed() const
    00373 {
    00374   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return min(this->gcache.cached_max_track_speed, this->current_order.max_speed);
    00375
    00376   int max_speed = this->tcache.cached_max_curve_speed;
    00377   if (IsRailStationTile(this->tile)) {
    00378     StationID sid = GetStationIndex(this->tile);
    00379     if (this->current_order.ShouldStopAtStation(this, sid)) {
    00380       int station_ahead;
    00381       int station_length;
    00382       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
    00383
    00384       /* The distance to go is whatever is still ahead of the train minus the
    00385        * distance from the train's stop location to the end of the platform */
    00386       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
    00387
    00388       if (distance_to_go > 0) {
    00389         int st_max_speed = 120;
    00390
    00391         int delta_v = this->cur_speed / (distance_to_go + 1);
    00392         if (max_speed > (this->cur_speed - delta_v)) {
    00393           st_max_speed = this->cur_speed - (delta_v / 10);
    00394         }
    00395
    00396         st_max_speed = max(st_max_speed, 25 * distance_to_go);
    00397         max_speed = min(max_speed, st_max_speed);
    00398       }
    00399     }
    00400   }
    00401
    00402   for (const Train *u = this; u != NULL; u = u->Next()) {
    00403     if (u->track == TRACK_BIT_DEPOT) {
    00404       max_speed = min(max_speed, 61);
    00405       break;
    00406     }
    00407
    00408     /* Vehicle is on the middle part of a bridge. */
    00409     if (u->track == TRACK_BIT_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
    00410       max_speed = min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
    00411     }
    00412   }
    00413
    00414   max_speed = min(max_speed, this->current_order.max_speed);
    00415   return min(max_speed, this->gcache.cached_max_track_speed);
    00416 }
    00417
    00419 void Train::UpdateAcceleration()
    00420 {
    00421   assert(this->IsFrontEngine());
    00422
    00423   uint power = this->gcache.cached_power;
    00424   uint weight = this->gcache.cached_weight;
    00425   assert(weight != 0);
    00426   this->acceleration = Clamp(power / weight * 4, 1, 255);
    00427 }
    00428
    00434 int Train::GetDisplayImageWidth(Point *offset) const
    00435 {
    00436   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
    00437   int vehicle_pitch = 0;
    00438
    00439   const Engine *e = this->GetEngine();
    00440   if (e->GetGRF() != NULL && is_custom_sprite(e->u.rail.image_index)) {
    00441     reference_width = e->GetGRF()->traininfo_vehicle_width;
    00442     vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
    00443   }
    00444
    00445   if (offset != NULL) {
    00446     offset->x = reference_width / 2;
    00447     offset->y = vehicle_pitch;
    00448   }
    00449   return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
    00450 }
    00451
    00452 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
    00453 {
    00454   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00455 }
    00456
    00463 SpriteID Train::GetImage(Direction direction, EngineImageType image_type) const
    00464 {
    00465   uint8 spritenum = this->spritenum;
    00466   SpriteID sprite;
    00467
    00468   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00469
    00470   if (is_custom_sprite(spritenum)) {
    00471     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type);
    00472     if (sprite != 0) return sprite;
    00473
    00474     spritenum = this->GetEngine()->original_image_index;
    00475   }
    00476
    00477   sprite = GetDefaultTrainSprite(spritenum, direction);
    00478
    00479   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00480
    00481   return sprite;
    00482 }
    00483
    00484 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type)
    00485 {
    00486   const Engine *e = Engine::Get(engine);
    00487   Direction dir = rear_head ? DIR_E : DIR_W;
    00488   uint8 spritenum = e->u.rail.image_index;
    00489
    00490   if (is_custom_sprite(spritenum)) {
    00491     SpriteID sprite = GetCustomVehicleIcon(engine, dir, image_type);
    00492     if (sprite != 0) {
    00493       if (e->GetGRF() != NULL) {
    00494         y += e->GetGRF()->traininfo_vehicle_pitch;
    00495       }
    00496       return sprite;
    00497     }
    00498
    00499     spritenum = Engine::Get(engine)->original_image_index;
    00500   }
    00501
    00502   if (rear_head) spritenum++;
    00503
    00504   return GetDefaultTrainSprite(spritenum, DIR_W);
    00505 }
    00506
    00507 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
    00508 {
    00509   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00510     int yf = y;
    00511     int yr = y;
    00512
    00513     SpriteID spritef = GetRailIcon(engine, false, yf, image_type);
    00514     SpriteID spriter = GetRailIcon(engine, true, yr, image_type);
    00515     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
    00516     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
    00517
    00518     preferred_x = Clamp(preferred_x, left - UnScaleByZoom(real_spritef->x_offs, ZOOM_LVL_GUI) + 14, right - UnScaleByZoom(real_spriter->width, ZOOM_LVL_GUI) - UnScaleByZoom(real_spriter->x_offs, ZOOM_LVL_GUI) - 15);
    00519
    00520     DrawSprite(spritef, pal, preferred_x - 14, yf);
    00521     DrawSprite(spriter, pal, preferred_x + 15, yr);
    00522   } else {
    00523     SpriteID sprite = GetRailIcon(engine, false, y, image_type);
    00524     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00525     preferred_x = Clamp(preferred_x, left - UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI), right - UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI) - UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI));
    00526     DrawSprite(sprite, pal, preferred_x, y);
    00527   }
    00528 }
    00529
    00539 void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
    00540 {
    00541   int y = 0;
    00542
    00543   SpriteID sprite = GetRailIcon(engine, false, y, image_type);
    00544   const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00545
    00546   width  = UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI);
    00547   height = UnScaleByZoom(real_sprite->height, ZOOM_LVL_GUI);
    00548   xoffs  = UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI);
    00549   yoffs  = UnScaleByZoom(real_sprite->y_offs, ZOOM_LVL_GUI);
    00550
    00551   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00552     sprite = GetRailIcon(engine, true, y, image_type);
    00553     real_sprite = GetSprite(sprite, ST_NORMAL);
    00554
    00555     /* Calculate values relative to an imaginary center between the two sprites. */
    00556     width = TRAININFO_DEFAULT_VEHICLE_WIDTH + UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI) + UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI) - xoffs;
    00557     height = max<uint>(height, UnScaleByZoom(real_sprite->height, ZOOM_LVL_GUI));
    00558     xoffs  = xoffs - TRAININFO_DEFAULT_VEHICLE_WIDTH / 2;
    00559     yoffs  = min(yoffs, UnScaleByZoom(real_sprite->y_offs, ZOOM_LVL_GUI));
    00560   }
    00561 }
    00562
    00571 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
    00572 {
    00573   const RailVehicleInfo *rvi = &e->u.rail;
    00574
    00575   /* Check that the wagon can drive on the track in question */
    00576   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00577
    00578   if (flags & DC_EXEC) {
    00579     Train *v = new Train();
    00580     *ret = v;
    00581     v->spritenum = rvi->image_index;
    00582
    00583     v->engine_type = e->index;
    00584     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00585
    00586     DiagDirection dir = GetRailDepotDirection(tile);
    00587
    00588     v->direction = DiagDirToDir(dir);
    00589     v->tile = tile;
    00590
    00591     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00592     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00593
    00594     v->x_pos = x;
    00595     v->y_pos = y;
    00596     v->z_pos = GetSlopePixelZ(x, y);
    00597     v->owner = _current_company;
    00598     v->track = TRACK_BIT_DEPOT;
    00599     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00600
    00601     v->SetWagon();
    00602
    00603     v->SetFreeWagon();
    00604     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00605
    00606     v->cargo_type = e->GetDefaultCargoType();
    00607     v->cargo_cap = rvi->capacity;
    00608
    00609     v->railtype = rvi->railtype;
    00610
    00611     v->build_year = _cur_year;
    00612     v->cur_image = SPR_IMG_QUERY;
    00613     v->random_bits = VehicleRandomBits();
    00614
    00615     v->group_id = DEFAULT_GROUP;
    00616
    00617     AddArticulatedParts(v);
    00618
    00619     _new_vehicle_id = v->index;
    00620
    00621     VehicleUpdatePosition(v);
    00622     v->First()->ConsistChanged(false);
    00623     UpdateTrainGroupID(v->First());
    00624
    00625     CheckConsistencyOfArticulatedVehicle(v);
    00626
    00627     /* Try to connect the vehicle to one of free chains of wagons. */
    00628     Train *w;
    00629     FOR_ALL_TRAINS(w) {
    00630       if (w->tile == tile &&
    00631           w->IsFreeWagon() &&
    00632           w->engine_type == e->index &&
    00633           w->First() != v &&
    00634           !(w->vehstatus & VS_CRASHED)) {
    00635         DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00636         break;
    00637       }
    00638     }
    00639   }
    00640
    00641   return CommandCost();
    00642 }
    00643
    00645 static void NormalizeTrainVehInDepot(const Train *u)
    00646 {
    00647   const Train *v;
    00648   FOR_ALL_TRAINS(v) {
    00649     if (v->IsFreeWagon() && v->tile == u->tile &&
    00650         v->track == TRACK_BIT_DEPOT) {
    00651       if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
    00652           CMD_MOVE_RAIL_VEHICLE).Failed())
    00653         break;
    00654     }
    00655   }
    00656 }
    00657
    00658 static void AddRearEngineToMultiheadedTrain(Train *v)
    00659 {
    00660   Train *u = new Train();
    00661   v->value >>= 1;
    00662   u->value = v->value;
    00663   u->direction = v->direction;
    00664   u->owner = v->owner;
    00665   u->tile = v->tile;
    00666   u->x_pos = v->x_pos;
    00667   u->y_pos = v->y_pos;
    00668   u->z_pos = v->z_pos;
    00669   u->track = TRACK_BIT_DEPOT;
    00670   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00671   u->spritenum = v->spritenum + 1;
    00672   u->cargo_type = v->cargo_type;
    00673   u->cargo_subtype = v->cargo_subtype;
    00674   u->cargo_cap = v->cargo_cap;
    00675   u->railtype = v->railtype;
    00676   u->engine_type = v->engine_type;
    00677   u->build_year = v->build_year;
    00678   u->cur_image = SPR_IMG_QUERY;
    00679   u->random_bits = VehicleRandomBits();
    00680   v->SetMultiheaded();
    00681   u->SetMultiheaded();
    00682   v->SetNext(u);
    00683   VehicleUpdatePosition(u);
    00684
    00685   /* Now we need to link the front and rear engines together */
    00686   v->other_multiheaded_part = u;
    00687   u->other_multiheaded_part = v;
    00688 }
    00689
    00699 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
    00700 {
    00701   const RailVehicleInfo *rvi = &e->u.rail;
    00702
    00703   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
    00704
    00705   /* Check if depot and new engine uses the same kind of tracks *
    00706    * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
    00707   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00708
    00709   if (flags & DC_EXEC) {
    00710     DiagDirection dir = GetRailDepotDirection(tile);
    00711     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00712     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00713
    00714     Train *v = new Train();
    00715     *ret = v;
    00716     v->direction = DiagDirToDir(dir);
    00717     v->tile = tile;
    00718     v->owner = _current_company;
    00719     v->x_pos = x;
    00720     v->y_pos = y;
    00721     v->z_pos = GetSlopePixelZ(x, y);
    00722     v->track = TRACK_BIT_DEPOT;
    00723     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00724     v->spritenum = rvi->image_index;
    00725     v->cargo_type = e->GetDefaultCargoType();
    00726     v->cargo_cap = rvi->capacity;
    00727     v->last_station_visited = INVALID_STATION;
    00728
    00729     v->engine_type = e->index;
    00730     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00731
    00732     v->reliability = e->reliability;
    00733     v->reliability_spd_dec = e->reliability_spd_dec;
    00734     v->max_age = e->GetLifeLengthInDays();
    00735
    00736     v->railtype = rvi->railtype;
    00737     _new_vehicle_id = v->index;
    00738
    00739     v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
    00740     v->date_of_last_service = _date;
    00741     v->build_year = _cur_year;
    00742     v->cur_image = SPR_IMG_QUERY;
    00743     v->random_bits = VehicleRandomBits();
    00744
    00745     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00746     v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
    00747
    00748     v->group_id = DEFAULT_GROUP;
    00749
    00750     v->SetFrontEngine();
    00751     v->SetEngine();
    00752
    00753     VehicleUpdatePosition(v);
    00754
    00755     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00756       AddRearEngineToMultiheadedTrain(v);
    00757     } else {
    00758       AddArticulatedParts(v);
    00759     }
    00760
    00761     v->ConsistChanged(false);
    00762     UpdateTrainGroupID(v);
    00763
    00764     if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00765       NormalizeTrainVehInDepot(v);
    00766     }
    00767
    00768     CheckConsistencyOfArticulatedVehicle(v);
    00769   }
    00770
    00771   return CommandCost();
    00772 }
    00773
    00774 static Train *FindGoodVehiclePos(const Train *src)
    00775 {
    00776   EngineID eng = src->engine_type;
    00777   TileIndex tile = src->tile;
    00778
    00779   Train *dst;
    00780   FOR_ALL_TRAINS(dst) {
    00781     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00782       /* check so all vehicles in the line have the same engine. */
    00783       Train *t = dst;
    00784       while (t->engine_type == eng) {
    00785         t = t->Next();
    00786         if (t == NULL) return dst;
    00787       }
    00788     }
    00789   }
    00790
    00791   return NULL;
    00792 }
    00793
    00795 typedef SmallVector<Train *, 16> TrainList;
    00796
    00802 static void MakeTrainBackup(TrainList &list, Train *t)
    00803 {
    00804   for (; t != NULL; t = t->Next()) *list.Append() = t;
    00805 }
    00806
    00811 static void RestoreTrainBackup(TrainList &list)
    00812 {
    00813   /* No train, nothing to do. */
    00814   if (list.Length() == 0) return;
    00815
    00816   Train *prev = NULL;
    00817   /* Iterate over the list and rebuild it. */
    00818   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    00819     Train *t = *iter;
    00820     if (prev != NULL) {
    00821       prev->SetNext(t);
    00822     } else if (t->Previous() != NULL) {
    00823       /* Make sure the head of the train is always the first in the chain. */
    00824       t->Previous()->SetNext(NULL);
    00825     }
    00826     prev = t;
    00827   }
    00828 }
    00829
    00835 static void RemoveFromConsist(Train *part, bool chain = false)
    00836 {
    00837   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    00838
    00839   /* Unlink at the front, but make it point to the next
    00840    * vehicle after the to be remove part. */
    00841   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    00842
    00843   /* Unlink at the back */
    00844   tail->SetNext(NULL);
    00845 }
    00846
    00852 static void InsertInConsist(Train *dst, Train *chain)
    00853 {
    00854   /* We do not want to add something in the middle of an articulated part. */
    00855   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    00856
    00857   chain->Last()->SetNext(dst->Next());
    00858   dst->SetNext(chain);
    00859 }
    00860
    00866 static void NormaliseDualHeads(Train *t)
    00867 {
    00868   for (; t != NULL; t = t->GetNextVehicle()) {
    00869     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    00870
    00871     /* Make sure that there are no free cars before next engine */
    00872     Train *u;
    00873     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    00874
    00875     if (u == t->other_multiheaded_part) continue;
    00876
    00877     /* Remove the part from the 'wrong' train */
    00878     RemoveFromConsist(t->other_multiheaded_part);
    00879     /* And add it to the 'right' train */
    00880     InsertInConsist(u, t->other_multiheaded_part);
    00881   }
    00882 }
    00883
    00888 static void NormaliseSubtypes(Train *chain)
    00889 {
    00890   /* Nothing to do */
    00891   if (chain == NULL) return;
    00892
    00893   /* We must be the first in the chain. */
    00894   assert(chain->Previous() == NULL);
    00895
    00896   /* Set the appropriate bits for the first in the chain. */
    00897   if (chain->IsWagon()) {
    00898     chain->SetFreeWagon();
    00899   } else {
    00900     assert(chain->IsEngine());
    00901     chain->SetFrontEngine();
    00902   }
    00903
    00904   /* Now clear the bits for the rest of the chain */
    00905   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    00906     t->ClearFreeWagon();
    00907     t->ClearFrontEngine();
    00908   }
    00909 }
    00910
    00920 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    00921 {
    00922   /* Just add 'new' engines and subtract the original ones.
    00923    * If that's less than or equal to 0 we can be sure we did
    00924    * not add any engines (read: trains) along the way. */
    00925   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    00926       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    00927       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    00928       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    00929     return CommandCost();
    00930   }
    00931
    00932   /* Get a free unit number and check whether it's within the bounds.
    00933    * There will always be a maximum of one new train. */
    00934   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    00935
    00936   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00937 }
    00938
    00944 static CommandCost CheckTrainAttachment(Train *t)
    00945 {
    00946   /* No multi-part train, no need to check. */
    00947   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    00948
    00949   /* The maximum length for a train. For each part we decrease this by one
    00950    * and if the result is negative the train is simply too long. */
    00951   int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
    00952
    00953   Train *head = t;
    00954   Train *prev = t;
    00955
    00956   /* Break the prev -> t link so it always holds within the loop. */
    00957   t = t->Next();
    00958   prev->SetNext(NULL);
    00959
    00960   /* Make sure the cache is cleared. */
    00961   head->InvalidateNewGRFCache();
    00962
    00963   while (t != NULL) {
    00964     allowed_len -= t->gcache.cached_veh_length;
    00965
    00966     Train *next = t->Next();
    00967
    00968     /* Unlink the to-be-added piece; it is already unlinked from the previous
    00969      * part due to the fact that the prev -> t link is broken. */
    00970     t->SetNext(NULL);
    00971
    00972     /* Don't check callback for articulated or rear dual headed parts */
    00973     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    00974       /* Back up and clear the first_engine data to avoid using wagon override group */
    00975       EngineID first_engine = t->gcache.first_engine;
    00976       t->gcache.first_engine = INVALID_ENGINE;
    00977
    00978       /* We don't want the cache to interfere. head's cache is cleared before
    00979        * the loop and after each callback does not need to be cleared here. */
    00980       t->InvalidateNewGRFCache();
    00981
    00982       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    00983
    00984       /* Restore original first_engine data */
    00985       t->gcache.first_engine = first_engine;
    00986
    00987       /* We do not want to remember any cached variables from the test run */
    00988       t->InvalidateNewGRFCache();
    00989       head->InvalidateNewGRFCache();
    00990
    00991       if (callback != CALLBACK_FAILED) {
    00992         /* A failing callback means everything is okay */
    00993         StringID error = STR_NULL;
    00994
    00995         if (head->GetGRF()->grf_version < 8) {
    00996           if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    00997           if (callback  < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    00998           if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
    00999         } else {
    01000           if (callback < 0x400) {
    01001             error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    01002           } else {
    01003             switch (callback) {
    01004               case 0x400: // allow if railtypes match (always the case for OpenTTD)
    01005               case 0x401: // allow
    01006                 break;
    01007
    01008               default:    // unknown reason -> disallow
    01009               case 0x402: // disallow attaching
    01010                 error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    01011                 break;
    01012             }
    01013           }
    01014         }
    01015
    01016         if (error != STR_NULL) return_cmd_error(error);
    01017       }
    01018     }
    01019
    01020     /* And link it to the new part. */
    01021     prev->SetNext(t);
    01022     prev = t;
    01023     t = next;
    01024   }
    01025
    01026   if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    01027   return CommandCost();
    01028 }
    01029
    01040 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
    01041 {
    01042   /* Check whether we may actually construct the trains. */
    01043   CommandCost ret = CheckTrainAttachment(src);
    01044   if (ret.Failed()) return ret;
    01045   ret = CheckTrainAttachment(dst);
    01046   if (ret.Failed()) return ret;
    01047
    01048   /* Check whether we need to build a new train. */
    01049   return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
    01050 }
    01051
    01060 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01061 {
    01062   /* First determine the front of the two resulting trains */
    01063   if (*src_head == *dst_head) {
    01064     /* If we aren't moving part(s) to a new train, we are just moving the
    01065      * front back and there is not destination head. */
    01066     *dst_head = NULL;
    01067   } else if (*dst_head == NULL) {
    01068     /* If we are moving to a new train the head of the move train would become
    01069      * the head of the new vehicle. */
    01070     *dst_head = src;
    01071   }
    01072
    01073   if (src == *src_head) {
    01074     /* If we are moving the front of a train then we are, in effect, creating
    01075      * a new head for the train. Point to that. Unless we are moving the whole
    01076      * train in which case there is not 'source' train anymore.
    01077      * In case we are a multiheaded part we want the complete thing to come
    01078      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01079      * that is followed by a rear multihead we do not want to include that. */
    01080     *src_head = move_chain ? NULL :
    01081         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01082   }
    01083
    01084   /* Now it's just simply removing the part that we are going to move from the
    01085    * source train and *if* the destination is a not a new train add the chain
    01086    * at the destination location. */
    01087   RemoveFromConsist(src, move_chain);
    01088   if (*dst_head != src) InsertInConsist(dst, src);
    01089
    01090   /* Now normalise the dual heads, that is move the dual heads around in such
    01091    * a way that the head and rear of a dual head are in the same train */
    01092   NormaliseDualHeads(*src_head);
    01093   NormaliseDualHeads(*dst_head);
    01094 }
    01095
    01101 static void NormaliseTrainHead(Train *head)
    01102 {
    01103   /* Not much to do! */
    01104   if (head == NULL) return;
    01105
    01106   /* Tell the 'world' the train changed. */
    01107   head->ConsistChanged(false);
    01108   UpdateTrainGroupID(head);
    01109
    01110   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01111   if (!head->IsFrontEngine()) return;
    01112
    01113   /* Update the refit button and window */
    01114   InvalidateWindowData(WC_VEHICLE_REFIT, head->index, VIWD_CONSIST_CHANGED);
    01115   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
    01116
    01117   /* If we don't have a unit number yet, set one. */
    01118   if (head->unitnumber != 0) return;
    01119   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01120 }
    01121
    01134 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01135 {
    01136   VehicleID s = GB(p1, 0, 20);
    01137   VehicleID d = GB(p2, 0, 20);
    01138   bool move_chain = HasBit(p1, 20);
    01139
    01140   Train *src = Train::GetIfValid(s);
    01141   if (src == NULL) return CMD_ERROR;
    01142
    01143   CommandCost ret = CheckOwnership(src->owner);
    01144   if (ret.Failed()) return ret;
    01145
    01146   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01147   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01148
    01149   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01150   Train *dst;
    01151   if (d == INVALID_VEHICLE) {
    01152     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01153   } else {
    01154     dst = Train::GetIfValid(d);
    01155     if (dst == NULL) return CMD_ERROR;
    01156
    01157     CommandCost ret = CheckOwnership(dst->owner);
    01158     if (ret.Failed()) return ret;
    01159
    01160     /* Do not allow appending to crashed vehicles, too */
    01161     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01162   }
    01163
    01164   /* if an articulated part is being handled, deal with its parent vehicle */
    01165   src = src->GetFirstEnginePart();
    01166   if (dst != NULL) {
    01167     dst = dst->GetFirstEnginePart();
    01168   }
    01169
    01170   /* don't move the same vehicle.. */
    01171   if (src == dst) return CommandCost();
    01172
    01173   /* locate the head of the two chains */
    01174   Train *src_head = src->First();
    01175   Train *dst_head;
    01176   if (dst != NULL) {
    01177     dst_head = dst->First();
    01178     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01179     /* Now deal with articulated part of destination wagon */
    01180     dst = dst->GetLastEnginePart();
    01181   } else {
    01182     dst_head = NULL;
    01183   }
    01184
    01185   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01186
    01187   /* When moving all wagons, we can't have the same src_head and dst_head */
    01188   if (move_chain && src_head == dst_head) return CommandCost();
    01189
    01190   /* When moving a multiheaded part to be place after itself, bail out. */
    01191   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01192
    01193   /* Check if all vehicles in the source train are stopped inside a depot. */
    01194   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01195
    01196   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01197   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01198
    01199   /* First make a backup of the order of the trains. That way we can do
    01200    * whatever we want with the order and later on easily revert. */
    01201   TrainList original_src;
    01202   TrainList original_dst;
    01203
    01204   MakeTrainBackup(original_src, src_head);
    01205   MakeTrainBackup(original_dst, dst_head);
    01206
    01207   /* Also make backup of the original heads as ArrangeTrains can change them.
    01208    * For the destination head we do not care if it is the same as the source
    01209    * head because in that case it's just a copy. */
    01210   Train *original_src_head = src_head;
    01211   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01212
    01213   /* We want this information from before the rearrangement, but execute this after the validation. */
    01214   bool original_src_head_front_engine = original_src_head != NULL && original_src_head->IsFrontEngine();
    01215   bool original_dst_head_front_engine = original_dst_head != NULL && original_dst_head->IsFrontEngine();
    01216
    01217   /* (Re)arrange the trains in the wanted arrangement. */
    01218   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01219
    01220   if ((flags & DC_AUTOREPLACE) == 0) {
    01221     /* If the autoreplace flag is set we do not need to test for the validity
    01222      * because we are going to revert the train to its original state. As we
    01223      * assume the original state was correct autoreplace can skip this. */
    01224     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
    01225     if (ret.Failed()) {
    01226       /* Restore the train we had. */
    01227       RestoreTrainBackup(original_src);
    01228       RestoreTrainBackup(original_dst);
    01229       return ret;
    01230     }
    01231   }
    01232
    01233   /* do it? */
    01234   if (flags & DC_EXEC) {
    01235     /* Remove old heads from the statistics */
    01236     if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
    01237     if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
    01238
    01239     /* First normalise the sub types of the chains. */
    01240     NormaliseSubtypes(src_head);
    01241     NormaliseSubtypes(dst_head);
    01242
    01243     /* There are 14 different cases:
    01244      *  1) front engine gets moved to a new train, it stays a front engine.
    01245      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01246      *     b) the 'next' part is an engine that becomes a front engine.
    01247      *     c) there is no 'next' part, nothing else happens
    01248      *  2) front engine gets moved to another train, it is not a front engine anymore
    01249      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01250      *     b) the 'next' part is an engine that becomes a front engine.
    01251      *     c) there is no 'next' part, nothing else happens
    01252      *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
    01253      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01254      *     b) the 'next' part is an engine that becomes a front engine.
    01255      *  4) free wagon gets moved
    01256      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01257      *     b) the 'next' part is an engine that becomes a front engine.
    01258      *     c) there is no 'next' part, nothing else happens
    01259      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01260      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01261      *  7) wagon gets moved, nothing happens
    01262      */
    01263     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01264       /* Cases #2 and #3: the front engine gets trashed. */
    01265       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01266       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01267       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01268       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01269       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01270       SetWindowDirty(WC_COMPANY, _current_company);
    01271
    01272       /* Delete orders, group stuff and the unit number as we're not the
    01273        * front of any vehicle anymore. */
    01274       DeleteVehicleOrders(src);
    01275       RemoveVehicleFromGroup(src);
    01276       src->unitnumber = 0;
    01277     }
    01278
    01279     /* We weren't a front engine but are becoming one. So
    01280      * we should be put in the default group. */
    01281     if (original_src_head != src && dst_head == src) {
    01282       SetTrainGroupID(src, DEFAULT_GROUP);
    01283       SetWindowDirty(WC_COMPANY, _current_company);
    01284     }
    01285
    01286     /* Add new heads to statistics */
    01287     if (src_head != NULL && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
    01288     if (dst_head != NULL && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
    01289
    01290     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01291     NormaliseTrainHead(src_head);
    01292     NormaliseTrainHead(dst_head);
    01293
    01294     if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
    01295       CheckCargoCapacity(src_head);
    01296       CheckCargoCapacity(dst_head);
    01297     }
    01298
    01299     /* We are undoubtedly changing something in the depot and train list. */
    01300     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01301     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01302   } else {
    01303     /* We don't want to execute what we're just tried. */
    01304     RestoreTrainBackup(original_src);
    01305     RestoreTrainBackup(original_dst);
    01306   }
    01307
    01308   return CommandCost();
    01309 }
    01310
    01322 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
    01323 {
    01324   /* Check if we deleted a vehicle window */
    01325   Window *w = NULL;
    01326
    01327   /* Sell a chain of vehicles or not? */
    01328   bool sell_chain = HasBit(data, 0);
    01329
    01330   Train *v = Train::From(t)->GetFirstEnginePart();
    01331   Train *first = v->First();
    01332
    01333   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01334
    01335   /* First make a backup of the order of the train. That way we can do
    01336    * whatever we want with the order and later on easily revert. */
    01337   TrainList original;
    01338   MakeTrainBackup(original, first);
    01339
    01340   /* We need to keep track of the new head and the head of what we're going to sell. */
    01341   Train *new_head = first;
    01342   Train *sell_head = NULL;
    01343
    01344   /* Split the train in the wanted way. */
    01345   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01346
    01347   /* We don't need to validate the second train; it's going to be sold. */
    01348   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
    01349   if (ret.Failed()) {
    01350     /* Restore the train we had. */
    01351     RestoreTrainBackup(original);
    01352     return ret;
    01353   }
    01354
    01355   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01356   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01357
    01358   if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
    01359     return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
    01360   }
    01361
    01362   /* do it? */
    01363   if (flags & DC_EXEC) {
    01364     /* First normalise the sub types of the chain. */
    01365     NormaliseSubtypes(new_head);
    01366
    01367     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01368       /* We are selling the front engine. In this case we want to
    01369        * 'give' the order, unit number and such to the new head. */
    01370       new_head->orders.list = first->orders.list;
    01371       new_head->AddToShared(first);
    01372       DeleteVehicleOrders(first);
    01373
    01374       /* Copy other important data from the front engine */
    01375       new_head->CopyVehicleConfigAndStatistics(first);
    01376       GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
    01377
    01378       /* If we deleted a window then open a new one for the 'new' train */
    01379       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
    01380     } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
    01381       OrderBackup::Backup(v, user);
    01382     }
    01383
    01384     /* We need to update the information about the train. */
    01385     NormaliseTrainHead(new_head);
    01386
    01387     /* We are undoubtedly changing something in the depot and train list. */
    01388     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01389     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01390
    01391     /* Actually delete the sold 'goods' */
    01392     delete sell_head;
    01393   } else {
    01394     /* We don't want to execute what we're just tried. */
    01395     RestoreTrainBackup(original);
    01396   }
    01397
    01398   return cost;
    01399 }
    01400
    01401 void Train::UpdateDeltaXY(Direction direction)
    01402 {
    01403   /* Set common defaults. */
    01404   this->x_offs    = -1;
    01405   this->y_offs    = -1;
    01406   this->x_extent  =  3;
    01407   this->y_extent  =  3;
    01408   this->z_extent  =  6;
    01409   this->x_bb_offs =  0;
    01410   this->y_bb_offs =  0;
    01411
    01412   if (!IsDiagonalDirection(direction)) {
    01413     static const int _sign_table[] =
    01414     {
    01415       // x, y
    01416       -1, -1, // DIR_N
    01417       -1,  1, // DIR_E
    01418        1,  1, // DIR_S
    01419        1, -1, // DIR_W
    01420     };
    01421
    01422     int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
    01423
    01424     /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
    01425     this->x_offs -= half_shorten * _sign_table[direction];
    01426     this->y_offs -= half_shorten * _sign_table[direction + 1];
    01427     this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
    01428     this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
    01429   } else {
    01430     switch (direction) {
    01431         /* Shorten southern corner of the bounding box according the vehicle length
    01432          * and center the bounding box on the vehicle. */
    01433       case DIR_NE:
    01434         this->x_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01435         this->x_extent  = this->gcache.cached_veh_length - 1;
    01436         this->x_bb_offs = -1;
    01437         break;
    01438
    01439       case DIR_NW:
    01440         this->y_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01441         this->y_extent  = this->gcache.cached_veh_length - 1;
    01442         this->y_bb_offs = -1;
    01443         break;
    01444
    01445         /* Move northern corner of the bounding box down according to vehicle length
    01446          * and center the bounding box on the vehicle. */
    01447       case DIR_SW:
    01448         this->x_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01449         this->x_extent  = VEHICLE_LENGTH - 1;
    01450         this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01451         break;
    01452
    01453       case DIR_SE:
    01454         this->y_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01455         this->y_extent  = VEHICLE_LENGTH - 1;
    01456         this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01457         break;
    01458
    01459       default:
    01460         NOT_REACHED();
    01461     }
    01462   }
    01463 }
    01464
    01469 static void MarkTrainAsStuck(Train *v)
    01470 {
    01471   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01472     /* It is the first time the problem occurred, set the "train stuck" flag. */
    01473     SetBit(v->flags, VRF_TRAIN_STUCK);
    01474
    01475     v->wait_counter = 0;
    01476
    01477     /* Stop train */
    01478     v->cur_speed = 0;
    01479     v->subspeed = 0;
    01480     v->SetLastSpeed();
    01481
    01482     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01483   }
    01484 }
    01485
    01493 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01494 {
    01495   uint16 flag1 = *swap_flag1;
    01496   uint16 flag2 = *swap_flag2;
    01497
    01498   /* Clear the flags */
    01499   ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
    01500   ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01501   ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
    01502   ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01503
    01504   /* Reverse the rail-flags (if needed) */
    01505   if (HasBit(flag1, GVF_GOINGUP_BIT)) {
    01506     SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01507   } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
    01508     SetBit(*swap_flag2, GVF_GOINGUP_BIT);
    01509   }
    01510   if (HasBit(flag2, GVF_GOINGUP_BIT)) {
    01511     SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01512   } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
    01513     SetBit(*swap_flag1, GVF_GOINGUP_BIT);
    01514   }
    01515 }
    01516
    01521 static void UpdateStatusAfterSwap(Train *v)
    01522 {
    01523   /* Reverse the direction. */
    01524   if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
    01525
    01526   /* Call the proper EnterTile function unless we are in a wormhole. */
    01527   if (v->track != TRACK_BIT_WORMHOLE) {
    01528     VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
    01529   } else {
    01530     /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
    01531      * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
    01532      * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
    01533      * when we shouldn't have. Check if this is the case. */
    01534     TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
    01535     if (IsTileType(vt, MP_TUNNELBRIDGE)) {
    01536       VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
    01537       if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
    01538         /* We have just left the wormhole, possibly set the
    01539          * "goingdown" bit. UpdateInclination() can be used
    01540          * because we are at the border of the tile. */
    01541         VehicleUpdatePosition(v);
    01542         v->UpdateInclination(true, true);
    01543         return;
    01544       }
    01545     }
    01546   }
    01547
    01548   VehicleUpdatePosition(v);
    01549   v->UpdateViewport(true, true);
    01550 }
    01551
    01558 void ReverseTrainSwapVeh(Train *v, int l, int r)
    01559 {
    01560   Train *a, *b;
    01561
    01562   /* locate vehicles to swap */
    01563   for (a = v; l != 0; l--) a = a->Next();
    01564   for (b = v; r != 0; r--) b = b->Next();
    01565
    01566   if (a != b) {
    01567     /* swap the hidden bits */
    01568     {
    01569       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
    01570       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
    01571       a->vehstatus = tmp;
    01572     }
    01573
    01574     Swap(a->track, b->track);
    01575     Swap(a->direction, b->direction);
    01576     Swap(a->x_pos, b->x_pos);
    01577     Swap(a->y_pos, b->y_pos);
    01578     Swap(a->tile,  b->tile);
    01579     Swap(a->z_pos, b->z_pos);
    01580
    01581     SwapTrainFlags(&a->gv_flags, &b->gv_flags);
    01582
    01583     UpdateStatusAfterSwap(a);
    01584     UpdateStatusAfterSwap(b);
    01585   } else {
    01586     /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
    01587      * This is a little bit redundant way, a->gv_flags will
    01588      * be (re)set twice, but it reduces code duplication */
    01589     SwapTrainFlags(&a->gv_flags, &a->gv_flags);
    01590     UpdateStatusAfterSwap(a);
    01591   }
    01592 }
    01593
    01594
    01600 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01601 {
    01602   return (v->type == VEH_TRAIN) ? v : NULL;
    01603 }
    01604
    01605
    01612 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01613 {
    01614   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01615
    01616   Train *t = Train::From(v);
    01617   if (!t->IsFrontEngine()) return NULL;
    01618
    01619   TileIndex tile = *(TileIndex *)data;
    01620
    01621   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01622
    01623   return t;
    01624 }
    01625
    01626
    01633 static bool TrainApproachingCrossing(TileIndex tile)
    01634 {
    01635   assert(IsLevelCrossingTile(tile));
    01636
    01637   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01638   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01639
    01640   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01641
    01642   dir = ReverseDiagDir(dir);
    01643   tile_from = tile + TileOffsByDiagDir(dir);
    01644
    01645   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01646 }
    01647
    01648
    01655 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01656 {
    01657   assert(IsLevelCrossingTile(tile));
    01658
    01659   /* train on crossing || train approaching crossing || reserved */
    01660   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
    01661
    01662   if (new_state != IsCrossingBarred(tile)) {
    01663     if (new_state && sound) {
    01664       if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01665     }
    01666     SetCrossingBarred(tile, new_state);
    01667     MarkTileDirtyByTile(tile);
    01668   }
    01669 }
    01670
    01671
    01677 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01678 {
    01679   if (!IsCrossingBarred(tile)) {
    01680     BarCrossing(tile);
    01681     if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01682     MarkTileDirtyByTile(tile);
    01683   }
    01684 }
    01685
    01686
    01692 static void AdvanceWagonsBeforeSwap(Train *v)
    01693 {
    01694   Train *base = v;
    01695   Train *first = base; // first vehicle to move
    01696   Train *last = v->Last(); // last vehicle to move
    01697   uint length = CountVehiclesInChain(v);
    01698
    01699   while (length > 2) {
    01700     last = last->Previous();
    01701     first = first->Next();
    01702
    01703     int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
    01704
    01705     /* do not update images now
    01706      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01707     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01708
    01709     base = first; // == base->Next()
    01710     length -= 2;
    01711   }
    01712 }
    01713
    01714
    01720 static void AdvanceWagonsAfterSwap(Train *v)
    01721 {
    01722   /* first of all, fix the situation when the train was entering a depot */
    01723   Train *dep = v; // last vehicle in front of just left depot
    01724   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01725     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01726   }
    01727
    01728   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01729
    01730   if (leave != NULL) {
    01731     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01732     int d = TicksToLeaveDepot(dep);
    01733
    01734     if (d <= 0) {
    01735       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01736       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01737       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01738     }
    01739   } else {
    01740     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01741   }
    01742
    01743   Train *base = v;
    01744   Train *first = base; // first vehicle to move
    01745   Train *last = v->Last(); // last vehicle to move
    01746   uint length = CountVehiclesInChain(v);
    01747
    01748   /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
    01749    * they have already correct spacing, so we have to make sure they are moved how they should */
    01750   bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
    01751
    01752   while (length > 2) {
    01753     /* we reached vehicle (originally) in front of a depot, stop now
    01754      * (we would move wagons that are already moved with new wagon length). */
    01755     if (base == dep) break;
    01756
    01757     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01758     if (last == dep) nomove = true;
    01759
    01760     last = last->Previous();
    01761     first = first->Next();
    01762
    01763     int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
    01764
    01765     /* do not update images now */
    01766     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01767
    01768     base = first; // == base->Next()
    01769     length -= 2;
    01770   }
    01771 }
    01772
    01777 void ReverseTrainDirection(Train *v)
    01778 {
    01779   if (IsRailDepotTile(v->tile)) {
    01780     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01781   }
    01782
    01783   /* Clear path reservation in front if train is not stuck. */
    01784   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01785
    01786   /* Check if we were approaching a rail/road-crossing */
    01787   TileIndex crossing = TrainApproachingCrossingTile(v);
    01788
    01789   /* count number of vehicles */
    01790   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01791
    01792   AdvanceWagonsBeforeSwap(v);
    01793
    01794   /* swap start<>end, start+1<>end-1, ... */
    01795   int l = 0;
    01796   do {
    01797     ReverseTrainSwapVeh(v, l++, r--);
    01798   } while (l <= r);
    01799
    01800   AdvanceWagonsAfterSwap(v);
    01801
    01802   if (IsRailDepotTile(v->tile)) {
    01803     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01804   }
    01805
    01806   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01807
    01808   ClrBit(v->flags, VRF_REVERSING);
    01809
    01810   /* recalculate cached data */
    01811   v->ConsistChanged(true);
    01812
    01813   /* update all images */
    01814   for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01815
    01816   /* update crossing we were approaching */
    01817   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01818
    01819   /* maybe we are approaching crossing now, after reversal */
    01820   crossing = TrainApproachingCrossingTile(v);
    01821   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01822
    01823   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01824   if (v->track == TRACK_BIT_DEPOT) {
    01825     /* Can't be stuck here as inside a depot is always a safe tile. */
    01826     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01827     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01828     return;
    01829   }
    01830
    01831   /* TrainExitDir does not always produce the desired dir for depots and
    01832    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01833   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01834   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01835
    01836   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01837     /* If we are currently on a tile with conventional signals, we can't treat the
    01838      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01839     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01840       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01841       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01842
    01843     /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
    01844     if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
    01845
    01846     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01847     if (TryPathReserve(v, false, first_tile_okay)) {
    01848       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01849       CheckNextTrainTile(v);
    01850     } else if (v->current_order.GetType() != OT_LOADING) {
    01851       /* Do not wait for a way out when we're still loading */
    01852       MarkTrainAsStuck(v);
    01853     }
    01854   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01855     /* A train not inside a PBS block can't be stuck. */
    01856     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01857     v->wait_counter = 0;
    01858   }
    01859 }
    01860
    01870 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01871 {
    01872   Train *v = Train::GetIfValid(p1);
    01873   if (v == NULL) return CMD_ERROR;
    01874
    01875   CommandCost ret = CheckOwnership(v->owner);
    01876   if (ret.Failed()) return ret;
    01877
    01878   if (p2 != 0) {
    01879     /* turn a single unit around */
    01880
    01881     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01882       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01883     }
    01884     if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
    01885
    01886     Train *front = v->First();
    01887     /* make sure the vehicle is stopped in the depot */
    01888     if (!front->IsStoppedInDepot()) {
    01889       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01890     }
    01891
    01892     if (flags & DC_EXEC) {
    01893       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01894
    01895       front->ConsistChanged(false);
    01896       SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    01897       SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01898       SetWindowDirty(WC_VEHICLE_VIEW, front->index);
    01899       SetWindowClassesDirty(WC_TRAINS_LIST);
    01900     }
    01901   } else {
    01902     /* turn the whole train around */
    01903     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
    01904
    01905     if (flags & DC_EXEC) {
    01906       /* Properly leave the station if we are loading and won't be loading anymore */
    01907       if (v->current_order.IsType(OT_LOADING)) {
    01908         const Vehicle *last = v;
    01909         while (last->Next() != NULL) last = last->Next();
    01910
    01911         /* not a station || different station --> leave the station */
    01912         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    01913           v->LeaveStation();
    01914         }
    01915       }
    01916
    01917       /* We cancel any 'skip signal at dangers' here */
    01918       v->force_proceed = TFP_NONE;
    01919       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01920
    01921       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
    01922         ToggleBit(v->flags, VRF_REVERSING);
    01923       } else {
    01924         v->cur_speed = 0;
    01925         v->SetLastSpeed();
    01926         HideFillingPercent(&v->fill_percent_te_id);
    01927         ReverseTrainDirection(v);
    01928       }
    01929     }
    01930   }
    01931   return CommandCost();
    01932 }
    01933
    01943 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01944 {
    01945   Train *t = Train::GetIfValid(p1);
    01946   if (t == NULL) return CMD_ERROR;
    01947
    01948   if (!t->IsPrimaryVehicle()) return CMD_ERROR;
    01949
    01950   CommandCost ret = CheckOwnership(t->owner);
    01951   if (ret.Failed()) return ret;
    01952
    01953
    01954   if (flags & DC_EXEC) {
    01955     /* If we are forced to proceed, cancel that order.
    01956      * If we are marked stuck we would want to force the train
    01957      * to proceed to the next signal. In the other cases we
    01958      * would like to pass the signal at danger and run till the
    01959      * next signal we encounter. */
    01960     t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
    01961     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    01962   }
    01963
    01964   return CommandCost();
    01965 }
    01966
    01974 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    01975 {
    01976   assert(!(v->vehstatus & VS_CRASHED));
    01977
    01978   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    01979
    01980   PBSTileInfo origin = FollowTrainReservation(v);
    01981   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    01982
    01983   switch (_settings_game.pf.pathfinder_for_trains) {
    01984     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    01985     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    01986
    01987     default: NOT_REACHED();
    01988   }
    01989 }
    01990
    01998 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    01999 {
    02000   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    02001   if (tfdd.best_length == UINT_MAX) return false;
    02002
    02003   if (location    != NULL) *location    = tfdd.tile;
    02004   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    02005   if (reverse     != NULL) *reverse     = tfdd.reverse;
    02006
    02007   return true;
    02008 }
    02009
    02011 void Train::PlayLeaveStationSound() const
    02012 {
    02013   static const SoundFx sfx[] = {
    02014     SND_04_TRAIN,
    02015     SND_0A_TRAIN_HORN,
    02016     SND_0A_TRAIN_HORN,
    02017     SND_47_MAGLEV_2,
    02018     SND_41_MAGLEV
    02019   };
    02020
    02021   if (PlayVehicleSound(this, VSE_START)) return;
    02022
    02023   EngineID engtype = this->engine_type;
    02024   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    02025 }
    02026
    02031 static void CheckNextTrainTile(Train *v)
    02032 {
    02033   /* Don't do any look-ahead if path_backoff_interval is 255. */
    02034   if (_settings_game.pf.path_backoff_interval == 255) return;
    02035
    02036   /* Exit if we are inside a depot. */
    02037   if (v->track == TRACK_BIT_DEPOT) return;
    02038
    02039   switch (v->current_order.GetType()) {
    02040     /* Exit if we reached our destination depot. */
    02041     case OT_GOTO_DEPOT:
    02042       if (v->tile == v->dest_tile) return;
    02043       break;
    02044
    02045     case OT_GOTO_WAYPOINT:
    02046       /* If we reached our waypoint, make sure we see that. */
    02047       if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
    02048       break;
    02049
    02050     case OT_NOTHING:
    02051     case OT_LEAVESTATION:
    02052     case OT_LOADING:
    02053       /* Exit if the current order doesn't have a destination, but the train has orders. */
    02054       if (v->GetNumOrders() > 0) return;
    02055       break;
    02056
    02057     default:
    02058       break;
    02059   }
    02060   /* Exit if we are on a station tile and are going to stop. */
    02061   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    02062
    02063   Trackdir td = v->GetVehicleTrackdir();
    02064
    02065   /* On a tile with a red non-pbs signal, don't look ahead. */
    02066   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    02067       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    02068       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    02069
    02070   CFollowTrackRail ft(v);
    02071   if (!ft.Follow(v->tile, td)) return;
    02072
    02073   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    02074     /* Next tile is not reserved. */
    02075     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02076       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    02077         /* If the next tile is a PBS signal, try to make a reservation. */
    02078         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02079         if (_settings_game.pf.forbid_90_deg) {
    02080           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    02081         }
    02082         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    02083       }
    02084     }
    02085   }
    02086 }
    02087
    02093 static bool CheckTrainStayInDepot(Train *v)
    02094 {
    02095   /* bail out if not all wagons are in the same depot or not in a depot at all */
    02096   for (const Train *u = v; u != NULL; u = u->Next()) {
    02097     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    02098   }
    02099
    02100   /* if the train got no power, then keep it in the depot */
    02101   if (v->gcache.cached_power == 0) {
    02102     v->vehstatus |= VS_STOPPED;
    02103     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    02104     return true;
    02105   }
    02106
    02107   SigSegState seg_state;
    02108
    02109   if (v->force_proceed == TFP_NONE) {
    02110     /* force proceed was not pressed */
    02111     if (++v->wait_counter < 37) {
    02112       SetWindowClassesDirty(WC_TRAINS_LIST);
    02113       return true;
    02114     }
    02115
    02116     v->wait_counter = 0;
    02117
    02118     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02119     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02120       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02121       SetWindowClassesDirty(WC_TRAINS_LIST);
    02122       return true;
    02123     }
    02124   } else {
    02125     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02126   }
    02127
    02128   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02129   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02130     /* We need to have a reservation for this to work. */
    02131     if (HasDepotReservation(v->tile)) return true;
    02132     SetDepotReservation(v->tile, true);
    02133     VehicleEnterDepot(v);
    02134     return true;
    02135   }
    02136
    02137   /* Only leave when we can reserve a path to our destination. */
    02138   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
    02139     /* No path and no force proceed. */
    02140     SetWindowClassesDirty(WC_TRAINS_LIST);
    02141     MarkTrainAsStuck(v);
    02142     return true;
    02143   }
    02144
    02145   SetDepotReservation(v->tile, true);
    02146   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02147
    02148   VehicleServiceInDepot(v);
    02149   SetWindowClassesDirty(WC_TRAINS_LIST);
    02150   v->PlayLeaveStationSound();
    02151
    02152   v->track = TRACK_BIT_X;
    02153   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02154
    02155   v->vehstatus &= ~VS_HIDDEN;
    02156   v->cur_speed = 0;
    02157
    02158   v->UpdateViewport(true, true);
    02159   VehicleUpdatePosition(v);
    02160   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02161   v->UpdateAcceleration();
    02162   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02163
    02164   return false;
    02165 }
    02166
    02173 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02174 {
    02175   DiagDirection dir = TrackdirToExitdir(track_dir);
    02176
    02177   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02178     /* Are we just leaving a tunnel/bridge? */
    02179     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02180       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02181
    02182       if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
    02183         /* Free the reservation only if no other train is on the tiles. */
    02184         SetTunnelBridgeReservation(tile, false);
    02185         SetTunnelBridgeReservation(end, false);
    02186
    02187         if (_settings_client.gui.show_track_reservation) {
    02188           MarkTileDirtyByTile(tile);
    02189           MarkTileDirtyByTile(end);
    02190         }
    02191       }
    02192     }
    02193   } else if (IsRailStationTile(tile)) {
    02194     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02195     /* If the new tile is not a further tile of the same station, we
    02196      * clear the reservation for the whole platform. */
    02197     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02198       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02199     }
    02200   } else {
    02201     /* Any other tile */
    02202     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02203   }
    02204 }
    02205
    02212 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02213 {
    02214   assert(v->IsFrontEngine());
    02215
    02216   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02217   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02218   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02219   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02220
    02221   /* Can't be holding a reservation if we enter a depot. */
    02222   if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
    02223   if (v->track == TRACK_BIT_DEPOT) {
    02224     /* Front engine is in a depot. We enter if some part is not in the depot. */
    02225     for (const Train *u = v; u != NULL; u = u->Next()) {
    02226       if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
    02227     }
    02228   }
    02229   /* Don't free reservation if it's not ours. */
    02230   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02231
    02232   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02233   while (ft.Follow(tile, td)) {
    02234     tile = ft.m_new_tile;
    02235     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02236     td = RemoveFirstTrackdir(&bits);
    02237     assert(bits == TRACKDIR_BIT_NONE);
    02238
    02239     if (!IsValidTrackdir(td)) break;
    02240
    02241     if (IsTileType(tile, MP_RAILWAY)) {
    02242       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02243         /* Conventional signal along trackdir: remove reservation and stop. */
    02244         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02245         break;
    02246       }
    02247       if (HasPbsSignalOnTrackdir(tile, td)) {
    02248         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02249           /* Red PBS signal? Can't be our reservation, would be green then. */
    02250           break;
    02251         } else {
    02252           /* Turn the signal back to red. */
    02253           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02254           MarkTileDirtyByTile(tile);
    02255         }
    02256       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02257         break;
    02258       }
    02259     }
    02260
    02261     /* Don't free first station/bridge/tunnel if we are on it. */
    02262     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);
    02263
    02264     free_tile = true;
    02265   }
    02266 }
    02267
    02268 static const byte _initial_tile_subcoord[6][4][3] = {
    02269 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02270 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02271 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02272 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02273 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02274 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02275 };
    02276
    02289 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
    02290 {
    02291   switch (_settings_game.pf.pathfinder_for_trains) {
    02292     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02293     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02294
    02295     default: NOT_REACHED();
    02296   }
    02297 }
    02298
    02304 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02305 {
    02306   PBSTileInfo origin = FollowTrainReservation(v);
    02307
    02308   CFollowTrackRail ft(v);
    02309
    02310   TileIndex tile = origin.tile;
    02311   Trackdir  cur_td = origin.trackdir;
    02312   while (ft.Follow(tile, cur_td)) {
    02313     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02314       /* Possible signal tile. */
    02315       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02316     }
    02317
    02318     if (_settings_game.pf.forbid_90_deg) {
    02319       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02320       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02321     }
    02322
    02323     /* Station, depot or waypoint are a possible target. */
    02324     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02325     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02326       /* Choice found or possible target encountered.
    02327        * On finding a possible target, we need to stop and let the pathfinder handle the
    02328        * remaining path. This is because we don't know if this target is in one of our
    02329        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02330        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02331        * a wrong path not leading to our next destination. */
    02332       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02333
    02334       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02335        * actually starts its search at the first unreserved tile. */
    02336       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02337
    02338       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02339       if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02340       if (enterdir != NULL) *enterdir = ft.m_exitdir;
    02341       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02342     }
    02343
    02344     tile = ft.m_new_tile;
    02345     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02346
    02347     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02348       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02349       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02350       /* Safe position is all good, path valid and okay. */
    02351       return PBSTileInfo(tile, cur_td, true);
    02352     }
    02353
    02354     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02355   }
    02356
    02357   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02358     /* End of line, path valid and okay. */
    02359     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02360   }
    02361
    02362   /* Sorry, can't reserve path, back out. */
    02363   tile = origin.tile;
    02364   cur_td = origin.trackdir;
    02365   TileIndex stopped = ft.m_old_tile;
    02366   Trackdir  stopped_td = ft.m_old_td;
    02367   while (tile != stopped || cur_td != stopped_td) {
    02368     if (!ft.Follow(tile, cur_td)) break;
    02369
    02370     if (_settings_game.pf.forbid_90_deg) {
    02371       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02372       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02373     }
    02374     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02375
    02376     tile = ft.m_new_tile;
    02377     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02378
    02379     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02380   }
    02381
    02382   /* Path invalid. */
    02383   return PBSTileInfo();
    02384 }
    02385
    02396 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02397 {
    02398   switch (_settings_game.pf.pathfinder_for_trains) {
    02399     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02400     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02401
    02402     default: NOT_REACHED();
    02403   }
    02404 }
    02405
    02407 class VehicleOrderSaver {
    02408 private:
    02409   Train          *v;
    02410   Order          old_order;
    02411   TileIndex      old_dest_tile;
    02412   StationID      old_last_station_visited;
    02413   VehicleOrderID index;
    02414   bool           suppress_implicit_orders;
    02415
    02416 public:
    02417   VehicleOrderSaver(Train *_v) :
    02418     v(_v),
    02419     old_order(_v->current_order),
    02420     old_dest_tile(_v->dest_tile),
    02421     old_last_station_visited(_v->last_station_visited),
    02422     index(_v->cur_real_order_index),
    02423     suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
    02424   {
    02425   }
    02426
    02427   ~VehicleOrderSaver()
    02428   {
    02429     this->v->current_order = this->old_order;
    02430     this->v->dest_tile = this->old_dest_tile;
    02431     this->v->last_station_visited = this->old_last_station_visited;
    02432     SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
    02433   }
    02434
    02440   bool SwitchToNextOrder(bool skip_first)
    02441   {
    02442     if (this->v->GetNumOrders() == 0) return false;
    02443
    02444     if (skip_first) ++this->index;
    02445
    02446     int depth = 0;
    02447
    02448     do {
    02449       /* Wrap around. */
    02450       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02451
    02452       Order *order = this->v->GetOrder(this->index);
    02453       assert(order != NULL);
    02454
    02455       switch (order->GetType()) {
    02456         case OT_GOTO_DEPOT:
    02457           /* Skip service in depot orders when the train doesn't need service. */
    02458           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02459         case OT_GOTO_STATION:
    02460         case OT_GOTO_WAYPOINT:
    02461           this->v->current_order = *order;
    02462           return UpdateOrderDest(this->v, order, 0, true);
    02463         case OT_CONDITIONAL: {
    02464           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02465           if (next != INVALID_VEH_ORDER_ID) {
    02466             depth++;
    02467             this->index = next;
    02468             /* Don't increment next, so no break here. */
    02469             continue;
    02470           }
    02471           break;
    02472         }
    02473         default:
    02474           break;
    02475       }
    02476       /* Don't increment inside the while because otherwise conditional
    02477        * orders can lead to an infinite loop. */
    02478       ++this->index;
    02479       depth++;
    02480     } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
    02481
    02482     return false;
    02483   }
    02484 };
    02485
    02486 /* choose a track */
    02487 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02488 {
    02489   Track best_track = INVALID_TRACK;
    02490   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02491   bool changed_signal = false;
    02492
    02493   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02494
    02495   if (got_reservation != NULL) *got_reservation = false;
    02496
    02497   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02498   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02499   /* Do we have a suitable reserved track? */
    02500   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02501
    02502   /* Quick return in case only one possible track is available */
    02503   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02504     Track track = FindFirstTrack(tracks);
    02505     /* We need to check for signals only here, as a junction tile can't have signals. */
    02506     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02507       do_track_reservation = true;
    02508       changed_signal = true;
    02509       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02510     } else if (!do_track_reservation) {
    02511       return track;
    02512     }
    02513     best_track = track;
    02514   }
    02515
    02516   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02517   DiagDirection dest_enterdir = enterdir;
    02518   if (do_track_reservation) {
    02519     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02520     if (res_dest.tile == INVALID_TILE) {
    02521       /* Reservation failed? */
    02522       if (mark_stuck) MarkTrainAsStuck(v);
    02523       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02524       return FindFirstTrack(tracks);
    02525     }
    02526     if (res_dest.okay) {
    02527       /* Got a valid reservation that ends at a safe target, quick exit. */
    02528       if (got_reservation != NULL) *got_reservation = true;
    02529       if (changed_signal) MarkTileDirtyByTile(tile);
    02530       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02531       return best_track;
    02532     }
    02533
    02534     /* Check if the train needs service here, so it has a chance to always find a depot.
    02535      * Also check if the current order is a service order so we don't reserve a path to
    02536      * the destination but instead to the next one if service isn't needed. */
    02537     CheckIfTrainNeedsService(v);
    02538     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02539   }
    02540
    02541   /* Save the current train order. The destructor will restore the old order on function exit. */
    02542   VehicleOrderSaver orders(v);
    02543
    02544   /* If the current tile is the destination of the current order and
    02545    * a reservation was requested, advance to the next order.
    02546    * Don't advance on a depot order as depots are always safe end points
    02547    * for a path and no look-ahead is necessary. This also avoids a
    02548    * problem with depot orders not part of the order list when the
    02549    * order list itself is empty. */
    02550   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02551     orders.SwitchToNextOrder(false);
    02552   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02553       v->current_order.IsType(OT_GOTO_STATION) ?
    02554       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02555       v->tile == v->dest_tile))) {
    02556     orders.SwitchToNextOrder(true);
    02557   }
    02558
    02559   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02560     /* Pathfinders are able to tell that route was only 'guessed'. */
    02561     bool      path_found = true;
    02562     TileIndex new_tile = res_dest.tile;
    02563
    02564     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
    02565     if (new_tile == tile) best_track = next_track;
    02566     v->HandlePathfindingResult(path_found);
    02567   }
    02568
    02569   /* No track reservation requested -> finished. */
    02570   if (!do_track_reservation) return best_track;
    02571
    02572   /* A path was found, but could not be reserved. */
    02573   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02574     if (mark_stuck) MarkTrainAsStuck(v);
    02575     FreeTrainTrackReservation(v);
    02576     return best_track;
    02577   }
    02578
    02579   /* No possible reservation target found, we are probably lost. */
    02580   if (res_dest.tile == INVALID_TILE) {
    02581     /* Try to find any safe destination. */
    02582     PBSTileInfo origin = FollowTrainReservation(v);
    02583     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02584       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02585       best_track = FindFirstTrack(res);
    02586       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02587       if (got_reservation != NULL) *got_reservation = true;
    02588       if (changed_signal) MarkTileDirtyByTile(tile);
    02589     } else {
    02590       FreeTrainTrackReservation(v);
    02591       if (mark_stuck) MarkTrainAsStuck(v);
    02592     }
    02593     return best_track;
    02594   }
    02595
    02596   if (got_reservation != NULL) *got_reservation = true;
    02597
    02598   /* Reservation target found and free, check if it is safe. */
    02599   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02600     /* Extend reservation until we have found a safe position. */
    02601     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02602     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02603     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02604     if (_settings_game.pf.forbid_90_deg) {
    02605       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02606     }
    02607
    02608     /* Get next order with destination. */
    02609     if (orders.SwitchToNextOrder(true)) {
    02610       PBSTileInfo cur_dest;
    02611       bool path_found;
    02612       DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
    02613       if (cur_dest.tile != INVALID_TILE) {
    02614         res_dest = cur_dest;
    02615         if (res_dest.okay) continue;
    02616         /* Path found, but could not be reserved. */
    02617         FreeTrainTrackReservation(v);
    02618         if (mark_stuck) MarkTrainAsStuck(v);
    02619         if (got_reservation != NULL) *got_reservation = false;
    02620         changed_signal = false;
    02621         break;
    02622       }
    02623     }
    02624     /* No order or no safe position found, try any position. */
    02625     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02626       FreeTrainTrackReservation(v);
    02627       if (mark_stuck) MarkTrainAsStuck(v);
    02628       if (got_reservation != NULL) *got_reservation = false;
    02629       changed_signal = false;
    02630     }
    02631     break;
    02632   }
    02633
    02634   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02635
    02636   if (changed_signal) MarkTileDirtyByTile(tile);
    02637
    02638   return best_track;
    02639 }
    02640
    02649 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02650 {
    02651   assert(v->IsFrontEngine());
    02652
    02653   /* We have to handle depots specially as the track follower won't look
    02654    * at the depot tile itself but starts from the next tile. If we are still
    02655    * inside the depot, a depot reservation can never be ours. */
    02656   if (v->track == TRACK_BIT_DEPOT) {
    02657     if (HasDepotReservation(v->tile)) {
    02658       if (mark_as_stuck) MarkTrainAsStuck(v);
    02659       return false;
    02660     } else {
    02661       /* Depot not reserved, but the next tile might be. */
    02662       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02663       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02664     }
    02665   }
    02666
    02667   Vehicle *other_train = NULL;
    02668   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02669   /* The path we are driving on is already blocked by some other train.
    02670    * This can only happen in certain situations when mixing path and
    02671    * block signals or when changing tracks and/or signals.
    02672    * Exit here as doing any further reservations will probably just
    02673    * make matters worse. */
    02674   if (other_train != NULL && other_train->index != v->index) {
    02675     if (mark_as_stuck) MarkTrainAsStuck(v);
    02676     return false;
    02677   }
    02678   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02679   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02680     /* Can't be stuck then. */
    02681     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02682     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02683     return true;
    02684   }
    02685
    02686   /* If we are in a depot, tentatively reserve the depot. */
    02687   if (v->track == TRACK_BIT_DEPOT) {
    02688     SetDepotReservation(v->tile, true);
    02689     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02690   }
    02691
    02692   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02693   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02694   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02695
    02696   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02697
    02698   bool res_made = false;
    02699   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02700
    02701   if (!res_made) {
    02702     /* Free the depot reservation as well. */
    02703     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02704     return false;
    02705   }
    02706
    02707   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02708     v->wait_counter = 0;
    02709     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02710   }
    02711   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02712   return true;
    02713 }
    02714
    02715
    02716 static bool CheckReverseTrain(const Train *v)
    02717 {
    02718   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02719       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02720       !(v->direction & 1)) {
    02721     return false;
    02722   }
    02723
    02724   assert(v->track != TRACK_BIT_NONE);
    02725
    02726   switch (_settings_game.pf.pathfinder_for_trains) {
    02727     case VPF_NPF: return NPFTrainCheckReverse(v);
    02728     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02729
    02730     default: NOT_REACHED();
    02731   }
    02732 }
    02733
    02739 TileIndex Train::GetOrderStationLocation(StationID station)
    02740 {
    02741   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02742
    02743   const Station *st = Station::Get(station);
    02744   if (!(st->facilities & FACIL_TRAIN)) {
    02745     /* The destination station has no trainstation tiles. */
    02746     this->IncrementRealOrderIndex();
    02747     return 0;
    02748   }
    02749
    02750   return st->xy;
    02751 }
    02752
    02754 void Train::MarkDirty()
    02755 {
    02756   Train *v = this;
    02757   do {
    02758     v->UpdateViewport(false, false);
    02759   } while ((v = v->Next()) != NULL);
    02760
    02761   /* need to update acceleration and cached values since the goods on the train changed. */
    02762   this->CargoChanged();
    02763   this->UpdateAcceleration();
    02764 }
    02765
    02773 int Train::UpdateSpeed()
    02774 {
    02775   switch (_settings_game.vehicle.train_acceleration_model) {
    02776     default: NOT_REACHED();
    02777     case AM_ORIGINAL:
    02778       return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, min(this->gcache.cached_max_track_speed, this->current_order.max_speed));
    02779
    02780     case AM_REALISTIC:
    02781       return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
    02782   }
    02783 }
    02784
    02790 static void TrainEnterStation(Train *v, StationID station)
    02791 {
    02792   v->last_station_visited = station;
    02793
    02794   /* check if a train ever visited this station before */
    02795   Station *st = Station::Get(station);
    02796   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    02797     st->had_vehicle_of_type |= HVOT_TRAIN;
    02798     SetDParam(0, st->index);
    02799     AddVehicleNewsItem(
    02800       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    02801       v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
    02802       v->index,
    02803       st->index
    02804     );
    02805     AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
    02806     Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
    02807   }
    02808
    02809   v->force_proceed = TFP_NONE;
    02810   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02811
    02812   v->BeginLoading();
    02813
    02814   TriggerStationRandomisation(st, v->tile, SRT_TRAIN_ARRIVES);
    02815   TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
    02816 }
    02817
    02818 /* Check if the vehicle is compatible with the specified tile */
    02819 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    02820 {
    02821   return IsTileOwner(tile, v->owner) &&
    02822       (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
    02823 }
    02824
    02826 struct AccelerationSlowdownParams {
    02827   byte small_turn;
    02828   byte large_turn;
    02829   byte z_up;
    02830   byte z_down;
    02831 };
    02832
    02834 static const AccelerationSlowdownParams _accel_slowdown[] = {
    02835   /* normal accel */
    02836   {256 / 4, 256 / 2, 256 / 4, 2},
    02837   {256 / 4, 256 / 2, 256 / 4, 2},
    02838   {0,       256 / 2, 256 / 4, 2},
    02839 };
    02840
    02846 static inline void AffectSpeedByZChange(Train *v, int old_z)
    02847 {
    02848   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
    02849
    02850   const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
    02851
    02852   if (old_z < v->z_pos) {
    02853     v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
    02854   } else {
    02855     uint16 spd = v->cur_speed + asp->z_down;
    02856     if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
    02857   }
    02858 }
    02859
    02860 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    02861 {
    02862   if (IsTileType(tile, MP_RAILWAY) &&
    02863       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    02864     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    02865     Trackdir trackdir = FindFirstTrackdir(tracks);
    02866     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    02867       /* A PBS block with a non-PBS signal facing us? */
    02868       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    02869     }
    02870   }
    02871   return false;
    02872 }
    02873
    02875 void Train::ReserveTrackUnderConsist() const
    02876 {
    02877   for (const Train *u = this; u != NULL; u = u->Next()) {
    02878     switch (u->track) {
    02879       case TRACK_BIT_WORMHOLE:
    02880         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    02881         break;
    02882       case TRACK_BIT_DEPOT:
    02883         break;
    02884       default:
    02885         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    02886         break;
    02887     }
    02888   }
    02889 }
    02890
    02897 uint Train::Crash(bool flooded)
    02898 {
    02899   uint pass = 0;
    02900   if (this->IsFrontEngine()) {
    02901     pass += 2; // driver
    02902
    02903     /* Remove the reserved path in front of the train if it is not stuck.
    02904      * Also clear all reserved tracks the train is currently on. */
    02905     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    02906     for (const Train *v = this; v != NULL; v = v->Next()) {
    02907       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    02908       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    02909         /* ClearPathReservation will not free the wormhole exit
    02910          * if the train has just entered the wormhole. */
    02911         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    02912       }
    02913     }
    02914
    02915     /* we may need to update crossing we were approaching,
    02916      * but must be updated after the train has been marked crashed */
    02917     TileIndex crossing = TrainApproachingCrossingTile(this);
    02918     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    02919
    02920     /* Remove the loading indicators (if any) */
    02921     HideFillingPercent(&this->fill_percent_te_id);
    02922   }
    02923
    02924   pass += this->GroundVehicleBase::Crash(flooded);
    02925
    02926   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    02927   return pass;
    02928 }
    02929
    02936 static uint TrainCrashed(Train *v)
    02937 {
    02938   uint num = 0;
    02939
    02940   /* do not crash train twice */
    02941   if (!(v->vehstatus & VS_CRASHED)) {
    02942     num = v->Crash();
    02943     AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02944     Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02945   }
    02946
    02947   /* Try to re-reserve track under already crashed train too.
    02948    * Crash() clears the reservation! */
    02949   v->ReserveTrackUnderConsist();
    02950
    02951   return num;
    02952 }
    02953
    02955 struct TrainCollideChecker {
    02956   Train *v;
    02957   uint num;
    02958 };
    02959
    02966 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    02967 {
    02968   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    02969
    02970   /* not a train or in depot */
    02971   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    02972
    02973   /* do not crash into trains of another company. */
    02974   if (v->owner != tcc->v->owner) return NULL;
    02975
    02976   /* get first vehicle now to make most usual checks faster */
    02977   Train *coll = Train::From(v)->First();
    02978
    02979   /* can't collide with own wagons */
    02980   if (coll == tcc->v) return NULL;
    02981
    02982   int x_diff = v->x_pos - tcc->v->x_pos;
    02983   int y_diff = v->y_pos - tcc->v->y_pos;
    02984
    02985   /* Do fast calculation to check whether trains are not in close vicinity
    02986    * and quickly reject trains distant enough for any collision.
    02987    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    02988    * Differences are then ORed and then we check for any higher bits */
    02989   uint hash = (y_diff + 7) | (x_diff + 7);
    02990   if (hash & ~15) return NULL;
    02991
    02992   /* Slower check using multiplication */
    02993   int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
    02994   if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return NULL;
    02995
    02996   /* Happens when there is a train under bridge next to bridge head */
    02997   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    02998
    02999   /* crash both trains */
    03000   tcc->num += TrainCrashed(tcc->v);
    03001   tcc->num += TrainCrashed(coll);
    03002
    03003   return NULL; // continue searching
    03004 }
    03005
    03013 static bool CheckTrainCollision(Train *v)
    03014 {
    03015   /* can't collide in depot */
    03016   if (v->track == TRACK_BIT_DEPOT) return false;
    03017
    03018   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    03019
    03020   TrainCollideChecker tcc;
    03021   tcc.v = v;
    03022   tcc.num = 0;
    03023
    03024   /* find colliding vehicles */
    03025   if (v->track == TRACK_BIT_WORMHOLE) {
    03026     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    03027     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    03028   } else {
    03029     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    03030   }
    03031
    03032   /* any dead -> no crash */
    03033   if (tcc.num == 0) return false;
    03034
    03035   SetDParam(0, tcc.num);
    03036   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->index);
    03037
    03038   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    03039   if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    03040   return true;
    03041 }
    03042
    03043 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    03044 {
    03045   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    03046
    03047   Train *t = Train::From(v);
    03048   DiagDirection exitdir = *(DiagDirection *)data;
    03049
    03050   /* not front engine of a train, inside wormhole or depot, crashed */
    03051   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    03052
    03053   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    03054
    03055   return t;
    03056 }
    03057
    03065 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
    03066 {
    03067   Train *first = v->First();
    03068   Train *prev;
    03069   bool direction_changed = false; // has direction of any part changed?
    03070
    03071   /* For every vehicle after and including the given vehicle */
    03072   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    03073     DiagDirection enterdir = DIAGDIR_BEGIN;
    03074     bool update_signals_crossing = false; // will we update signals or crossing state?
    03075
    03076     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    03077     if (v->track != TRACK_BIT_WORMHOLE) {
    03078       /* Not inside tunnel */
    03079       if (gp.old_tile == gp.new_tile) {
    03080         /* Staying in the old tile */
    03081         if (v->track == TRACK_BIT_DEPOT) {
    03082           /* Inside depot */
    03083           gp.x = v->x_pos;
    03084           gp.y = v->y_pos;
    03085         } else {
    03086           /* Not inside depot */
    03087
    03088           /* Reverse when we are at the end of the track already, do not move to the new position */
    03089           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
    03090
    03091           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03092           if (HasBit(r, VETS_CANNOT_ENTER)) {
    03093             goto invalid_rail;
    03094           }
    03095           if (HasBit(r, VETS_ENTERED_STATION)) {
    03096             /* The new position is the end of the platform */
    03097             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03098           }
    03099         }
    03100       } else {
    03101         /* A new tile is about to be entered. */
    03102
    03103         /* Determine what direction we're entering the new tile from */
    03104         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    03105         assert(IsValidDiagDirection(enterdir));
    03106
    03107         /* Get the status of the tracks in the new tile and mask
    03108          * away the bits that aren't reachable. */
    03109         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    03110         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    03111
    03112         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03113         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    03114
    03115         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03116         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    03117           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    03118            * can be switched on halfway a turn */
    03119           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03120         }
    03121
    03122         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    03123
    03124         /* Check if the new tile constrains tracks that are compatible
    03125          * with the current train, if not, bail out. */
    03126         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    03127
    03128         TrackBits chosen_track;
    03129         if (prev == NULL) {
    03130           /* Currently the locomotive is active. Determine which one of the
    03131            * available tracks to choose */
    03132           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    03133           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    03134
    03135           if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    03136             /* For each signal we find decrease the counter by one.
    03137              * We start at two, so the first signal we pass decreases
    03138              * this to one, then if we reach the next signal it is
    03139              * decreased to zero and we won't pass that new signal. */
    03140             Trackdir dir = FindFirstTrackdir(trackdirbits);
    03141             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
    03142                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
    03143               /* However, we do not want to be stopped by PBS signals
    03144                * entered via the back. */
    03145               v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
    03146               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03147             }
    03148           }
    03149
    03150           /* Check if it's a red signal and that force proceed is not clicked. */
    03151           if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
    03152             /* In front of a red signal */
    03153             Trackdir i = FindFirstTrackdir(trackdirbits);
    03154
    03155             /* Don't handle stuck trains here. */
    03156             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
    03157
    03158             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03159               v->cur_speed = 0;
    03160               v->subspeed = 0;
    03161               v->progress = 255 - 100;
    03162               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return false;
    03163             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03164               v->cur_speed = 0;
    03165               v->subspeed = 0;
    03166               v->progress = 255 - 10;
    03167               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03168                 DiagDirection exitdir = TrackdirToExitdir(i);
    03169                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03170
    03171                 exitdir = ReverseDiagDir(exitdir);
    03172
    03173                 /* check if a train is waiting on the other side */
    03174                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
    03175               }
    03176             }
    03177
    03178             /* If we would reverse but are currently in a PBS block and
    03179              * reversing of stuck trains is disabled, don't reverse.
    03180              * This does not apply if the reason for reversing is a one-way
    03181              * signal blocking us, because a train would then be stuck forever. */
    03182             if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
    03183                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03184               v->wait_counter = 0;
    03185               return false;
    03186             }
    03187             goto reverse_train_direction;
    03188           } else {
    03189             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
    03190           }
    03191         } else {
    03192           /* The wagon is active, simply follow the prev vehicle. */
    03193           if (prev->tile == gp.new_tile) {
    03194             /* Choose the same track as prev */
    03195             if (prev->track == TRACK_BIT_WORMHOLE) {
    03196               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03197                * However, just choose the track into the wormhole. */
    03198               assert(IsTunnel(prev->tile));
    03199               chosen_track = bits;
    03200             } else {
    03201               chosen_track = prev->track;
    03202             }
    03203           } else {
    03204             /* Choose the track that leads to the tile where prev is.
    03205              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03206              * I.e. when the tile between them has only space for a single vehicle like
    03207              *  1) horizontal/vertical track tiles and
    03208              *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
    03209              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
    03210              */
    03211             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03212               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03213               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03214               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03215               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03216             };
    03217             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03218             assert(IsValidDiagDirection(exitdir));
    03219             chosen_track = _connecting_track[enterdir][exitdir];
    03220           }
    03221           chosen_track &= bits;
    03222         }
    03223
    03224         /* Make sure chosen track is a valid track */
    03225         assert(
    03226             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03227             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03228             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03229
    03230         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03231         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03232         gp.x = (gp.x & ~0xF) | b[0];
    03233         gp.y = (gp.y & ~0xF) | b[1];
    03234         Direction chosen_dir = (Direction)b[2];
    03235
    03236         /* Call the landscape function and tell it that the vehicle entered the tile */
    03237         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03238         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03239           goto invalid_rail;
    03240         }
    03241
    03242         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03243           Track track = FindFirstTrack(chosen_track);
    03244           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03245           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03246             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03247             MarkTileDirtyByTile(gp.new_tile);
    03248           }
    03249
    03250           /* Clear any track reservation when the last vehicle leaves the tile */
    03251           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03252
    03253           v->tile = gp.new_tile;
    03254
    03255           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03256             v->First()->ConsistChanged(true);
    03257           }
    03258
    03259           v->track = chosen_track;
    03260           assert(v->track);
    03261         }
    03262
    03263         /* We need to update signal status, but after the vehicle position hash
    03264          * has been updated by UpdateInclination() */
    03265         update_signals_crossing = true;
    03266
    03267         if (chosen_dir != v->direction) {
    03268           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
    03269             const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
    03270             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03271             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
    03272           }
    03273           direction_changed = true;
    03274           v->direction = chosen_dir;
    03275         }
    03276
    03277         if (v->IsFrontEngine()) {
    03278           v->wait_counter = 0;
    03279
    03280           /* If we are approaching a crossing that is reserved, play the sound now. */
    03281           TileIndex crossing = TrainApproachingCrossingTile(v);
    03282           if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.new_year) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03283
    03284           /* Always try to extend the reservation when entering a tile. */
    03285           CheckNextTrainTile(v);
    03286         }
    03287
    03288         if (HasBit(r, VETS_ENTERED_STATION)) {
    03289           /* The new position is the location where we want to stop */
    03290           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03291         }
    03292       }
    03293     } else {
    03294       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03295         /* Perform look-ahead on tunnel exit. */
    03296         if (v->IsFrontEngine()) {
    03297           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03298           CheckNextTrainTile(v);
    03299         }
    03300         /* Prevent v->UpdateInclination() being called with wrong parameters.
    03301          * This could happen if the train was reversed inside the tunnel/bridge. */
    03302         if (gp.old_tile == gp.new_tile) {
    03303           gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
    03304         }
    03305       } else {
    03306         v->x_pos = gp.x;
    03307         v->y_pos = gp.y;
    03308         VehicleUpdatePosition(v);
    03309         if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true);
    03310         continue;
    03311       }
    03312     }
    03313
    03314     /* update image of train, as well as delta XY */
    03315     v->UpdateDeltaXY(v->direction);
    03316
    03317     v->x_pos = gp.x;
    03318     v->y_pos = gp.y;
    03319     VehicleUpdatePosition(v);
    03320
    03321     /* update the Z position of the vehicle */
    03322     int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
    03323
    03324     if (prev == NULL) {
    03325       /* This is the first vehicle in the train */
    03326       AffectSpeedByZChange(v, old_z);
    03327     }
    03328
    03329     if (update_signals_crossing) {
    03330       if (v->IsFrontEngine()) {
    03331         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03332           /* We are entering a block with PBS signals right now, but
    03333            * not through a PBS signal. This means we don't have a
    03334            * reservation right now. As a conventional signal will only
    03335            * ever be green if no other train is in the block, getting
    03336            * a path should always be possible. If the player built
    03337            * such a strange network that it is not possible, the train
    03338            * will be marked as stuck and the player has to deal with
    03339            * the problem. */
    03340           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03341               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03342               !TryPathReserve(v)) {
    03343             MarkTrainAsStuck(v);
    03344           }
    03345         }
    03346       }
    03347
    03348       /* Signals can only change when the first
    03349        * (above) or the last vehicle moves. */
    03350       if (v->Next() == NULL) {
    03351         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03352         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03353       }
    03354     }
    03355
    03356     /* Do not check on every tick to save some computing time. */
    03357     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03358   }
    03359
    03360   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
    03361
    03362   return true;
    03363
    03364 invalid_rail:
    03365   /* We've reached end of line?? */
    03366   if (prev != NULL) error("Disconnecting train");
    03367
    03368 reverse_train_direction:
    03369   if (reverse) {
    03370     v->wait_counter = 0;
    03371     v->cur_speed = 0;
    03372     v->subspeed = 0;
    03373     ReverseTrainDirection(v);
    03374   }
    03375
    03376   return false;
    03377 }
    03378
    03385 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03386 {
    03387   TrackBits *trackbits = (TrackBits *)data;
    03388
    03389   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03390     TrackBits train_tbits = Train::From(v)->track;
    03391     if (train_tbits == TRACK_BIT_WORMHOLE) {
    03392       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03393       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03394     } else if (train_tbits != TRACK_BIT_DEPOT) {
    03395       *trackbits |= train_tbits;
    03396     }
    03397   }
    03398
    03399   return NULL;
    03400 }
    03401
    03409 static void DeleteLastWagon(Train *v)
    03410 {
    03411   Train *first = v->First();
    03412
    03413   /* Go to the last wagon and delete the link pointing there
    03414    * *u is then the one-before-last wagon, and *v the last
    03415    * one which will physically be removed */
    03416   Train *u = v;
    03417   for (; v->Next() != NULL; v = v->Next()) u = v;
    03418   u->SetNext(NULL);
    03419
    03420   if (first != v) {
    03421     /* Recalculate cached train properties */
    03422     first->ConsistChanged(false);
    03423     /* Update the depot window if the first vehicle is in depot -
    03424      * if v == first, then it is updated in PreDestructor() */
    03425     if (first->track == TRACK_BIT_DEPOT) {
    03426       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03427     }
    03428   }
    03429
    03430   /* 'v' shouldn't be accessed after it has been deleted */
    03431   TrackBits trackbits = v->track;
    03432   TileIndex tile = v->tile;
    03433   Owner owner = v->owner;
    03434
    03435   delete v;
    03436   v = NULL; // make sure nobody will try to read 'v' anymore
    03437
    03438   if (trackbits == TRACK_BIT_WORMHOLE) {
    03439     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03440     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03441   }
    03442
    03443   Track track = TrackBitsToTrack(trackbits);
    03444   if (HasReservedTracks(tile, trackbits)) {
    03445     UnreserveRailTrack(tile, track);
    03446
    03447     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03448     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03449     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03450
    03451     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03452     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03453     Track t;
    03454     FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
    03455   }
    03456
    03457   /* check if the wagon was on a road/rail-crossing */
    03458   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03459
    03460   /* Update signals */
    03461   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03462     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03463   } else {
    03464     SetSignalsOnBothDir(tile, track, owner);
    03465   }
    03466 }
    03467
    03472 static void ChangeTrainDirRandomly(Train *v)
    03473 {
    03474   static const DirDiff delta[] = {
    03475     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03476   };
    03477
    03478   do {
    03479     /* We don't need to twist around vehicles if they're not visible */
    03480     if (!(v->vehstatus & VS_HIDDEN)) {
    03481       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03482       v->UpdateDeltaXY(v->direction);
    03483       v->cur_image = v->GetImage(v->direction, EIT_ON_MAP);
    03484       /* Refrain from updating the z position of the vehicle when on
    03485        * a bridge, because UpdateInclination() will put the vehicle under
    03486        * the bridge in that case */
    03487       if (v->track != TRACK_BIT_WORMHOLE) {
    03488         VehicleUpdatePosition(v);
    03489         v->UpdateInclination(false, false);
    03490       }
    03491     }
    03492   } while ((v = v->Next()) != NULL);
    03493 }
    03494
    03500 static bool HandleCrashedTrain(Train *v)
    03501 {
    03502   int state = ++v->crash_anim_pos;
    03503
    03504   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03505     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03506   }
    03507
    03508   uint32 r;
    03509   if (state <= 200 && Chance16R(1, 7, r)) {
    03510     int index = (r * 10 >> 16);
    03511
    03512     Vehicle *u = v;
    03513     do {
    03514       if (--index < 0) {
    03515         r = Random();
    03516
    03517         CreateEffectVehicleRel(u,
    03518           GB(r,  8, 3) + 2,
    03519           GB(r, 16, 3) + 2,
    03520           GB(r,  0, 3) + 5,
    03521           EV_EXPLOSION_SMALL);
    03522         break;
    03523       }
    03524     } while ((u = u->Next()) != NULL);
    03525   }
    03526
    03527   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03528
    03529   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03530     bool ret = v->Next() != NULL;
    03531     DeleteLastWagon(v);
    03532     return ret;
    03533   }
    03534
    03535   return true;
    03536 }
    03537
    03539 static const uint16 _breakdown_speeds[16] = {
    03540   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03541 };
    03542
    03543
    03552 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
    03553 {
    03554   /* Calc position within the current tile */
    03555   uint x = v->x_pos & 0xF;
    03556   uint y = v->y_pos & 0xF;
    03557
    03558   /* for diagonal directions, 'x' will be 0..15 -
    03559    * for other directions, it will be 1, 3, 5, ..., 15 */
    03560   switch (v->direction) {
    03561     case DIR_N : x = ~x + ~y + 25; break;
    03562     case DIR_NW: x = y;            // FALL THROUGH
    03563     case DIR_NE: x = ~x + 16;      break;
    03564     case DIR_E : x = ~x + y + 9;   break;
    03565     case DIR_SE: x = y;            break;
    03566     case DIR_S : x = x + y - 7;    break;
    03567     case DIR_W : x = ~y + x + 9;   break;
    03568     default: break;
    03569   }
    03570
    03571   /* Do not reverse when approaching red signal. Make sure the vehicle's front
    03572    * does not cross the tile boundary when we do reverse, but as the vehicle's
    03573    * location is based on their center, use half a vehicle's length as offset.
    03574    * Multiply the half-length by two for straight directions to compensate that
    03575    * we only get odd x offsets there. */
    03576   if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
    03577     /* we are too near the tile end, reverse now */
    03578     v->cur_speed = 0;
    03579     if (reverse) ReverseTrainDirection(v);
    03580     return false;
    03581   }
    03582
    03583   /* slow down */
    03584   v->vehstatus |= VS_TRAIN_SLOWING;
    03585   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03586   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03587
    03588   return true;
    03589 }
    03590
    03591
    03597 static bool TrainCanLeaveTile(const Train *v)
    03598 {
    03599   /* Exit if inside a tunnel/bridge or a depot */
    03600   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03601
    03602   TileIndex tile = v->tile;
    03603
    03604   /* entering a tunnel/bridge? */
    03605   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03606     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03607     if (DiagDirToDir(dir) == v->direction) return false;
    03608   }
    03609
    03610   /* entering a depot? */
    03611   if (IsRailDepotTile(tile)) {
    03612     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03613     if (DiagDirToDir(dir) == v->direction) return false;
    03614   }
    03615
    03616   return true;
    03617 }
    03618
    03619
    03627 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03628 {
    03629   assert(v->IsFrontEngine());
    03630   assert(!(v->vehstatus & VS_CRASHED));
    03631
    03632   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03633
    03634   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03635   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03636
    03637   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03638   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03639       !CheckCompatibleRail(v, tile)) {
    03640     return INVALID_TILE;
    03641   }
    03642
    03643   return tile;
    03644 }
    03645
    03646
    03654 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
    03655 {
    03656   /* First, handle broken down train */
    03657
    03658   int t = v->breakdown_ctr;
    03659   if (t > 1) {
    03660     v->vehstatus |= VS_TRAIN_SLOWING;
    03661
    03662     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    03663     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03664   } else {
    03665     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03666   }
    03667
    03668   if (!TrainCanLeaveTile(v)) return true;
    03669
    03670   /* Determine the non-diagonal direction in which we will exit this tile */
    03671   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03672   /* Calculate next tile */
    03673   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03674
    03675   /* Determine the track status on the next tile */
    03676   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03677   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03678
    03679   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03680   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03681
    03682   /* We are sure the train is not entering a depot, it is detected above */
    03683
    03684   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03685   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03686   if (_settings_game.pf.forbid_90_deg) {
    03687     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03688   }
    03689
    03690   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03691   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03692     return TrainApproachingLineEnd(v, false, reverse);
    03693   }
    03694
    03695   /* approaching red signal */
    03696   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
    03697
    03698   /* approaching a rail/road crossing? then make it red */
    03699   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03700
    03701   return true;
    03702 }
    03703
    03704
    03705 static bool TrainLocoHandler(Train *v, bool mode)
    03706 {
    03707   /* train has crashed? */
    03708   if (v->vehstatus & VS_CRASHED) {
    03709     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03710   }
    03711
    03712   if (v->force_proceed != TFP_NONE) {
    03713     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03714     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03715   }
    03716
    03717   /* train is broken down? */
    03718   if (v->HandleBreakdown()) return true;
    03719
    03720   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03721     ReverseTrainDirection(v);
    03722   }
    03723
    03724   /* exit if train is stopped */
    03725   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03726
    03727   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03728   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03729     v->wait_counter = 0;
    03730     v->cur_speed = 0;
    03731     v->subspeed = 0;
    03732     ClrBit(v->flags, VRF_LEAVING_STATION);
    03733     ReverseTrainDirection(v);
    03734     return true;
    03735   } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
    03736     /* Try to reserve a path when leaving the station as we
    03737      * might not be marked as wanting a reservation, e.g.
    03738      * when an overlength train gets turned around in a station. */
    03739     DiagDirection dir = TrainExitDir(v->direction, v->track);
    03740     if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    03741
    03742     if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    03743       TryPathReserve(v, true, true);
    03744     }
    03745     ClrBit(v->flags, VRF_LEAVING_STATION);
    03746   }
    03747
    03748   v->HandleLoading(mode);
    03749
    03750   if (v->current_order.IsType(OT_LOADING)) return true;
    03751
    03752   if (CheckTrainStayInDepot(v)) return true;
    03753
    03754   if (!mode) v->ShowVisualEffect();
    03755
    03756   /* We had no order but have an order now, do look ahead. */
    03757   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    03758     CheckNextTrainTile(v);
    03759   }
    03760
    03761   /* Handle stuck trains. */
    03762   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    03763     ++v->wait_counter;
    03764
    03765     /* Should we try reversing this tick if still stuck? */
    03766     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
    03767
    03768     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
    03769     if (!TryPathReserve(v)) {
    03770       /* Still stuck. */
    03771       if (turn_around) ReverseTrainDirection(v);
    03772
    03773       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    03774         /* Show message to player. */
    03775         if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
    03776           SetDParam(0, v->index);
    03777           AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
    03778         }
    03779         v->wait_counter = 0;
    03780       }
    03781       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    03782       if (v->force_proceed == TFP_NONE) return true;
    03783       ClrBit(v->flags, VRF_TRAIN_STUCK);
    03784       v->wait_counter = 0;
    03785       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03786     }
    03787   }
    03788
    03789   if (v->current_order.IsType(OT_LEAVESTATION)) {
    03790     v->current_order.Free();
    03791     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03792     return true;
    03793   }
    03794
    03795   int j = v->UpdateSpeed();
    03796
    03797   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    03798   if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    03799     /* If we manually stopped, we're not force-proceeding anymore. */
    03800     v->force_proceed = TFP_NONE;
    03801     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03802   }
    03803
    03804   int adv_spd = v->GetAdvanceDistance();
    03805   if (j < adv_spd) {
    03806     /* if the vehicle has speed 0, update the last_speed field. */
    03807     if (v->cur_speed == 0) v->SetLastSpeed();
    03808   } else {
    03809     TrainCheckIfLineEnds(v);
    03810     /* Loop until the train has finished moving. */
    03811     for (;;) {
    03812       j -= adv_spd;
    03813       TrainController(v, NULL);
    03814       /* Don't continue to move if the train crashed. */
    03815       if (CheckTrainCollision(v)) break;
    03816       /* Determine distance to next map position */
    03817       adv_spd = v->GetAdvanceDistance();
    03818
    03819       /* No more moving this tick */
    03820       if (j < adv_spd || v->cur_speed == 0) break;
    03821
    03822       OrderType order_type = v->current_order.GetType();
    03823       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    03824       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    03825             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    03826             IsTileType(v->tile, MP_STATION) &&
    03827             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    03828         ProcessOrders(v);
    03829       }
    03830     }
    03831     v->SetLastSpeed();
    03832   }
    03833
    03834   for (Train *u = v; u != NULL; u = u->Next()) {
    03835     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    03836
    03837     u->UpdateViewport(false, false);
    03838   }
    03839
    03840   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    03841
    03842   return true;
    03843 }
    03844
    03849 Money Train::GetRunningCost() const
    03850 {
    03851   Money cost = 0;
    03852   const Train *v = this;
    03853
    03854   do {
    03855     const Engine *e = v->GetEngine();
    03856     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    03857
    03858     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    03859     if (cost_factor == 0) continue;
    03860
    03861     /* Halve running cost for multiheaded parts */
    03862     if (v->IsMultiheaded()) cost_factor /= 2;
    03863
    03864     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
    03865   } while ((v = v->GetNextVehicle()) != NULL);
    03866
    03867   return cost;
    03868 }
    03869
    03874 bool Train::Tick()
    03875 {
    03876   this->tick_counter++;
    03877
    03878   if (this->IsFrontEngine()) {
    03879     if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
    03880
    03881     this->current_order_time++;
    03882
    03883     if (!TrainLocoHandler(this, false)) return false;
    03884
    03885     return TrainLocoHandler(this, true);
    03886   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    03887     /* Delete flooded standalone wagon chain */
    03888     if (++this->crash_anim_pos >= 4400) {
    03889       delete this;
    03890       return false;
    03891     }
    03892   }
    03893
    03894   return true;
    03895 }
    03896
    03901 static void CheckIfTrainNeedsService(Train *v)
    03902 {
    03903   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    03904   if (v->IsChainInDepot()) {
    03905     VehicleServiceInDepot(v);
    03906     return;
    03907   }
    03908
    03909   uint max_penalty;
    03910   switch (_settings_game.pf.pathfinder_for_trains) {
    03911     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    03912     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    03913     default: NOT_REACHED();
    03914   }
    03915
    03916   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    03917   /* Only go to the depot if it is not too far out of our way. */
    03918   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    03919     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    03920       /* If we were already heading for a depot but it has
    03921        * suddenly moved farther away, we continue our normal
    03922        * schedule? */
    03923       v->current_order.MakeDummy();
    03924       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03925     }
    03926     return;
    03927   }
    03928
    03929   DepotID depot = GetDepotIndex(tfdd.tile);
    03930
    03931   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    03932       v->current_order.GetDestination() != depot &&
    03933       !Chance16(3, 16)) {
    03934     return;
    03935   }
    03936
    03937   SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
    03938   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    03939   v->dest_tile = tfdd.tile;
    03940   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03941 }
    03942
    03944 void Train::OnNewDay()
    03945 {
    03946   AgeVehicle(this);
    03947
    03948   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    03949
    03950   if (this->IsFrontEngine()) {
    03951     CheckVehicleBreakdown(this);
    03952
    03953     CheckIfTrainNeedsService(this);
    03954
    03955     CheckOrders(this);
    03956
    03957     /* update destination */
    03958     if (this->current_order.IsType(OT_GOTO_STATION)) {
    03959       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    03960       if (tile != INVALID_TILE) this->dest_tile = tile;
    03961     }
    03962
    03963     if (this->running_ticks != 0) {
    03964       /* running costs */
    03965       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    03966
    03967       this->profit_this_year -= cost.GetCost();
    03968       this->running_ticks = 0;
    03969
    03970       SubtractMoneyFromCompanyFract(this->owner, cost);
    03971
    03972       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    03973       SetWindowClassesDirty(WC_TRAINS_LIST);
    03974     }
    03975   }
    03976 }
    03977
    03982 Trackdir Train::GetVehicleTrackdir() const
    03983 {
    03984   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    03985
    03986   if (this->track == TRACK_BIT_DEPOT) {
    03987     /* We'll assume the train is facing outwards */
    03988     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    03989   }
    03990
    03991   if (this->track == TRACK_BIT_WORMHOLE) {
    03992     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    03993     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    03994   }
    03995
    03996   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    03997 }