# train_cmd.cpp

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    00001 /* $Id: train_cmd.cpp 26317 2014-02-07 23:48:56Z frosch $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "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 #include "newgrf_debug.h"
    00038
    00039 #include "table/strings.h"
    00040 #include "table/train_cmd.h"
    00041
    00042 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
    00043 static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
    00044 bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
    00045 static TileIndex TrainApproachingCrossingTile(const Train *v);
    00046 static void CheckIfTrainNeedsService(Train *v);
    00047 static void CheckNextTrainTile(Train *v);
    00048
    00049 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
    00050 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
    00051
    00052 template <>
    00053 bool IsValidImageIndex<VEH_TRAIN>(uint8 image_index)
    00054 {
    00055   return image_index < lengthof(_engine_sprite_base);
    00056 }
    00057
    00065 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
    00066 {
    00067   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
    00068
    00069   DiagDirection diagdir = DirToDiagDir(direction);
    00070
    00071   /* Determine the diagonal direction in which we will exit this tile */
    00072   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
    00073     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
    00074   }
    00075
    00076   return diagdir;
    00077 }
    00078
    00079
    00085 byte FreightWagonMult(CargoID cargo)
    00086 {
    00087   if (!CargoSpec::Get(cargo)->is_freight) return 1;
    00088   return _settings_game.vehicle.freight_trains;
    00089 }
    00090
    00092 void CheckTrainsLengths()
    00093 {
    00094   const Train *v;
    00095   bool first = true;
    00096
    00097   FOR_ALL_TRAINS(v) {
    00098     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
    00099       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
    00100         if (u->track != TRACK_BIT_DEPOT) {
    00101           if ((w->track != TRACK_BIT_DEPOT &&
    00102               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
    00103               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
    00104             SetDParam(0, v->index);
    00105             SetDParam(1, v->owner);
    00106             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
    00107
    00108             if (!_networking && first) {
    00109               first = false;
    00110               DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
    00111             }
    00112             /* Break so we warn only once for each train. */
    00113             break;
    00114           }
    00115         }
    00116       }
    00117     }
    00118   }
    00119 }
    00120
    00127 void Train::ConsistChanged(ConsistChangeFlags allowed_changes)
    00128 {
    00129   uint16 max_speed = UINT16_MAX;
    00130
    00131   assert(this->IsFrontEngine() || this->IsFreeWagon());
    00132
    00133   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
    00134   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
    00135   this->gcache.cached_total_length = 0;
    00136   this->compatible_railtypes = RAILTYPES_NONE;
    00137
    00138   bool train_can_tilt = true;
    00139
    00140   for (Train *u = this; u != NULL; u = u->Next()) {
    00141     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
    00142
    00143     /* Check the this->first cache. */
    00144     assert(u->First() == this);
    00145
    00146     /* update the 'first engine' */
    00147     u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
    00148     u->railtype = rvi_u->railtype;
    00149
    00150     if (u->IsEngine()) first_engine = u->engine_type;
    00151
    00152     /* Set user defined data to its default value */
    00153     u->tcache.user_def_data = rvi_u->user_def_data;
    00154     this->InvalidateNewGRFCache();
    00155     u->InvalidateNewGRFCache();
    00156   }
    00157
    00158   for (Train *u = this; u != NULL; u = u->Next()) {
    00159     /* Update user defined data (must be done before other properties) */
    00160     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
    00161     this->InvalidateNewGRFCache();
    00162     u->InvalidateNewGRFCache();
    00163   }
    00164
    00165   for (Train *u = this; u != NULL; u = u->Next()) {
    00166     const Engine *e_u = u->GetEngine();
    00167     const RailVehicleInfo *rvi_u = &e_u->u.rail;
    00168
    00169     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
    00170
    00171     /* Cache wagon override sprite group. NULL is returned if there is none */
    00172     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
    00173
    00174     /* Reset colour map */
    00175     u->colourmap = PAL_NONE;
    00176
    00177     /* Update powered-wagon-status and visual effect */
    00178     u->UpdateVisualEffect(true);
    00179
    00180     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
    00181         UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
    00182       /* wagon is powered */
    00183       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
    00184     } else {
    00185       ClrBit(u->flags, VRF_POWEREDWAGON);
    00186     }
    00187
    00188     if (!u->IsArticulatedPart()) {
    00189       /* Do not count powered wagons for the compatible railtypes, as wagons always
    00190          have railtype normal */
    00191       if (rvi_u->power > 0) {
    00192         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
    00193       }
    00194
    00195       /* Some electric engines can be allowed to run on normal rail. It happens to all
    00196        * existing electric engines when elrails are disabled and then re-enabled */
    00197       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
    00198         u->railtype = RAILTYPE_RAIL;
    00199         u->compatible_railtypes |= RAILTYPES_RAIL;
    00200       }
    00201
    00202       /* max speed is the minimum of the speed limits of all vehicles in the consist */
    00203       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
    00204         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
    00205         if (speed != 0) max_speed = min(speed, max_speed);
    00206       }
    00207     }
    00208
    00209     uint16 new_cap = e_u->DetermineCapacity(u);
    00210     if (allowed_changes & CCF_CAPACITY) {
    00211       /* Update vehicle capacity. */
    00212       if (u->cargo_cap > new_cap) u->cargo.Truncate(new_cap);
    00213       u->refit_cap = min(new_cap, u->refit_cap);
    00214       u->cargo_cap = new_cap;
    00215     } else {
    00216       /* Verify capacity hasn't changed. */
    00217       if (new_cap != u->cargo_cap) ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_CAPACITY, GBUG_VEH_CAPACITY, true);
    00218     }
    00219     u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
    00220
    00221     /* check the vehicle length (callback) */
    00222     uint16 veh_len = CALLBACK_FAILED;
    00223     if (e_u->GetGRF() != NULL && e_u->GetGRF()->grf_version >= 8) {
    00224       /* Use callback 36 */
    00225       veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
    00226
    00227       if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
    00228         ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
    00229       }
    00230     } else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
    00231       /* Use callback 11 */
    00232       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
    00233     }
    00234     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
    00235     veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
    00236
    00237     if (allowed_changes & CCF_LENGTH) {
    00238       /* Update vehicle length. */
    00239       u->gcache.cached_veh_length = veh_len;
    00240     } else {
    00241       /* Verify length hasn't changed. */
    00242       if (veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
    00243     }
    00244
    00245     this->gcache.cached_total_length += u->gcache.cached_veh_length;
    00246     this->InvalidateNewGRFCache();
    00247     u->InvalidateNewGRFCache();
    00248   }
    00249
    00250   /* store consist weight/max speed in cache */
    00251   this->vcache.cached_max_speed = max_speed;
    00252   this->tcache.cached_tilt = train_can_tilt;
    00253   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
    00254
    00255   /* 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) */
    00256   this->CargoChanged();
    00257
    00258   if (this->IsFrontEngine()) {
    00259     this->UpdateAcceleration();
    00260     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    00261     InvalidateWindowData(WC_VEHICLE_REFIT, this->index, VIWD_CONSIST_CHANGED);
    00262     InvalidateWindowData(WC_VEHICLE_ORDERS, this->index, VIWD_CONSIST_CHANGED);
    00263     InvalidateNewGRFInspectWindow(GSF_TRAINS, this->index);
    00264   }
    00265 }
    00266
    00277 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
    00278 {
    00279   const Station *st = Station::Get(station_id);
    00280   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
    00281   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
    00282
    00283   /* Default to the middle of the station for stations stops that are not in
    00284    * the order list like intermediate stations when non-stop is disabled */
    00285   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
    00286   if (v->gcache.cached_total_length >= *station_length) {
    00287     /* The train is longer than the station, make it stop at the far end of the platform */
    00288     osl = OSL_PLATFORM_FAR_END;
    00289   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
    00290     osl = v->current_order.GetStopLocation();
    00291   }
    00292
    00293   /* The stop location of the FRONT! of the train */
    00294   int stop;
    00295   switch (osl) {
    00296     default: NOT_REACHED();
    00297
    00298     case OSL_PLATFORM_NEAR_END:
    00299       stop = v->gcache.cached_total_length;
    00300       break;
    00301
    00302     case OSL_PLATFORM_MIDDLE:
    00303       stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
    00304       break;
    00305
    00306     case OSL_PLATFORM_FAR_END:
    00307       stop = *station_length;
    00308       break;
    00309   }
    00310
    00311   /* Subtract half the front vehicle length of the train so we get the real
    00312    * stop location of the train. */
    00313   return stop - (v->gcache.cached_veh_length + 1) / 2;
    00314 }
    00315
    00316
    00321 int Train::GetCurveSpeedLimit() const
    00322 {
    00323   assert(this->First() == this);
    00324
    00325   static const int absolute_max_speed = UINT16_MAX;
    00326   int max_speed = absolute_max_speed;
    00327
    00328   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
    00329
    00330   int curvecount[2] = {0, 0};
    00331
    00332   /* first find the curve speed limit */
    00333   int numcurve = 0;
    00334   int sum = 0;
    00335   int pos = 0;
    00336   int lastpos = -1;
    00337   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
    00338     Direction this_dir = u->direction;
    00339     Direction next_dir = u->Next()->direction;
    00340
    00341     DirDiff dirdiff = DirDifference(this_dir, next_dir);
    00342     if (dirdiff == DIRDIFF_SAME) continue;
    00343
    00344     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
    00345     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
    00346     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
    00347       if (lastpos != -1) {
    00348         numcurve++;
    00349         sum += pos - lastpos;
    00350         if (pos - lastpos == 1 && max_speed > 88) {
    00351           max_speed = 88;
    00352         }
    00353       }
    00354       lastpos = pos;
    00355     }
    00356
    00357     /* if we have a 90 degree turn, fix the speed limit to 60 */
    00358     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
    00359       max_speed = 61;
    00360     }
    00361   }
    00362
    00363   if (numcurve > 0 && max_speed > 88) {
    00364     if (curvecount[0] == 1 && curvecount[1] == 1) {
    00365       max_speed = absolute_max_speed;
    00366     } else {
    00367       sum /= numcurve;
    00368       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
    00369     }
    00370   }
    00371
    00372   if (max_speed != absolute_max_speed) {
    00373     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
    00374     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
    00375     max_speed += (max_speed / 2) * rti->curve_speed;
    00376
    00377     if (this->tcache.cached_tilt) {
    00378       /* Apply max_speed bonus of 20% for a tilting train */
    00379       max_speed += max_speed / 5;
    00380     }
    00381   }
    00382
    00383   return max_speed;
    00384 }
    00385
    00390 int Train::GetCurrentMaxSpeed() const
    00391 {
    00392   int max_speed = _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL ?
    00393       this->gcache.cached_max_track_speed :
    00394       this->tcache.cached_max_curve_speed;
    00395
    00396   if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && IsRailStationTile(this->tile)) {
    00397     StationID sid = GetStationIndex(this->tile);
    00398     if (this->current_order.ShouldStopAtStation(this, sid)) {
    00399       int station_ahead;
    00400       int station_length;
    00401       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
    00402
    00403       /* The distance to go is whatever is still ahead of the train minus the
    00404        * distance from the train's stop location to the end of the platform */
    00405       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
    00406
    00407       if (distance_to_go > 0) {
    00408         int st_max_speed = 120;
    00409
    00410         int delta_v = this->cur_speed / (distance_to_go + 1);
    00411         if (max_speed > (this->cur_speed - delta_v)) {
    00412           st_max_speed = this->cur_speed - (delta_v / 10);
    00413         }
    00414
    00415         st_max_speed = max(st_max_speed, 25 * distance_to_go);
    00416         max_speed = min(max_speed, st_max_speed);
    00417       }
    00418     }
    00419   }
    00420
    00421   for (const Train *u = this; u != NULL; u = u->Next()) {
    00422     if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && u->track == TRACK_BIT_DEPOT) {
    00423       max_speed = min(max_speed, 61);
    00424       break;
    00425     }
    00426
    00427     /* Vehicle is on the middle part of a bridge. */
    00428     if (u->track == TRACK_BIT_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
    00429       max_speed = min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
    00430     }
    00431   }
    00432
    00433   max_speed = min(max_speed, this->current_order.max_speed);
    00434   return min(max_speed, this->gcache.cached_max_track_speed);
    00435 }
    00436
    00438 void Train::UpdateAcceleration()
    00439 {
    00440   assert(this->IsFrontEngine() || this->IsFreeWagon());
    00441
    00442   uint power = this->gcache.cached_power;
    00443   uint weight = this->gcache.cached_weight;
    00444   assert(weight != 0);
    00445   this->acceleration = Clamp(power / weight * 4, 1, 255);
    00446 }
    00447
    00453 int Train::GetDisplayImageWidth(Point *offset) const
    00454 {
    00455   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
    00456   int vehicle_pitch = 0;
    00457
    00458   const Engine *e = this->GetEngine();
    00459   if (e->GetGRF() != NULL && is_custom_sprite(e->u.rail.image_index)) {
    00460     reference_width = e->GetGRF()->traininfo_vehicle_width;
    00461     vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
    00462   }
    00463
    00464   if (offset != NULL) {
    00465     offset->x = reference_width / 2;
    00466     offset->y = vehicle_pitch;
    00467   }
    00468   return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
    00469 }
    00470
    00471 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
    00472 {
    00473   assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
    00474   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
    00475 }
    00476
    00483 SpriteID Train::GetImage(Direction direction, EngineImageType image_type) const
    00484 {
    00485   uint8 spritenum = this->spritenum;
    00486   SpriteID sprite;
    00487
    00488   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
    00489
    00490   if (is_custom_sprite(spritenum)) {
    00491     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type);
    00492     if (sprite != 0) return sprite;
    00493
    00494     spritenum = this->GetEngine()->original_image_index;
    00495   }
    00496
    00497   assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
    00498   sprite = GetDefaultTrainSprite(spritenum, direction);
    00499
    00500   if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
    00501
    00502   return sprite;
    00503 }
    00504
    00505 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type)
    00506 {
    00507   const Engine *e = Engine::Get(engine);
    00508   Direction dir = rear_head ? DIR_E : DIR_W;
    00509   uint8 spritenum = e->u.rail.image_index;
    00510
    00511   if (is_custom_sprite(spritenum)) {
    00512     SpriteID sprite = GetCustomVehicleIcon(engine, dir, image_type);
    00513     if (sprite != 0) {
    00514       if (e->GetGRF() != NULL) {
    00515         y += e->GetGRF()->traininfo_vehicle_pitch;
    00516       }
    00517       return sprite;
    00518     }
    00519
    00520     spritenum = Engine::Get(engine)->original_image_index;
    00521   }
    00522
    00523   if (rear_head) spritenum++;
    00524
    00525   return GetDefaultTrainSprite(spritenum, DIR_W);
    00526 }
    00527
    00528 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
    00529 {
    00530   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00531     int yf = y;
    00532     int yr = y;
    00533
    00534     SpriteID spritef = GetRailIcon(engine, false, yf, image_type);
    00535     SpriteID spriter = GetRailIcon(engine, true, yr, image_type);
    00536     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
    00537     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
    00538
    00539     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);
    00540
    00541     DrawSprite(spritef, pal, preferred_x - 14, yf);
    00542     DrawSprite(spriter, pal, preferred_x + 15, yr);
    00543   } else {
    00544     SpriteID sprite = GetRailIcon(engine, false, y, image_type);
    00545     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00546     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));
    00547     DrawSprite(sprite, pal, preferred_x, y);
    00548   }
    00549 }
    00550
    00560 void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
    00561 {
    00562   int y = 0;
    00563
    00564   SpriteID sprite = GetRailIcon(engine, false, y, image_type);
    00565   const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
    00566
    00567   width  = UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI);
    00568   height = UnScaleByZoom(real_sprite->height, ZOOM_LVL_GUI);
    00569   xoffs  = UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI);
    00570   yoffs  = UnScaleByZoom(real_sprite->y_offs, ZOOM_LVL_GUI);
    00571
    00572   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
    00573     sprite = GetRailIcon(engine, true, y, image_type);
    00574     real_sprite = GetSprite(sprite, ST_NORMAL);
    00575
    00576     /* Calculate values relative to an imaginary center between the two sprites. */
    00577     width = TRAININFO_DEFAULT_VEHICLE_WIDTH + UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI) + UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI) - xoffs;
    00578     height = max<uint>(height, UnScaleByZoom(real_sprite->height, ZOOM_LVL_GUI));
    00579     xoffs  = xoffs - TRAININFO_DEFAULT_VEHICLE_WIDTH / 2;
    00580     yoffs  = min(yoffs, UnScaleByZoom(real_sprite->y_offs, ZOOM_LVL_GUI));
    00581   }
    00582 }
    00583
    00592 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
    00593 {
    00594   const RailVehicleInfo *rvi = &e->u.rail;
    00595
    00596   /* Check that the wagon can drive on the track in question */
    00597   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00598
    00599   if (flags & DC_EXEC) {
    00600     Train *v = new Train();
    00601     *ret = v;
    00602     v->spritenum = rvi->image_index;
    00603
    00604     v->engine_type = e->index;
    00605     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00606
    00607     DiagDirection dir = GetRailDepotDirection(tile);
    00608
    00609     v->direction = DiagDirToDir(dir);
    00610     v->tile = tile;
    00611
    00612     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
    00613     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
    00614
    00615     v->x_pos = x;
    00616     v->y_pos = y;
    00617     v->z_pos = GetSlopePixelZ(x, y);
    00618     v->owner = _current_company;
    00619     v->track = TRACK_BIT_DEPOT;
    00620     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
    00621
    00622     v->SetWagon();
    00623
    00624     v->SetFreeWagon();
    00625     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00626
    00627     v->cargo_type = e->GetDefaultCargoType();
    00628     v->cargo_cap = rvi->capacity;
    00629     v->refit_cap = 0;
    00630
    00631     v->railtype = rvi->railtype;
    00632
    00633     v->build_year = _cur_year;
    00634     v->cur_image = SPR_IMG_QUERY;
    00635     v->random_bits = VehicleRandomBits();
    00636
    00637     v->group_id = DEFAULT_GROUP;
    00638
    00639     AddArticulatedParts(v);
    00640
    00641     _new_vehicle_id = v->index;
    00642
    00643     VehicleUpdatePosition(v);
    00644     v->First()->ConsistChanged(CCF_ARRANGE);
    00645     UpdateTrainGroupID(v->First());
    00646
    00647     CheckConsistencyOfArticulatedVehicle(v);
    00648
    00649     /* Try to connect the vehicle to one of free chains of wagons. */
    00650     Train *w;
    00651     FOR_ALL_TRAINS(w) {
    00652       if (w->tile == tile &&
    00653           w->IsFreeWagon() &&
    00654           w->engine_type == e->index &&
    00655           w->First() != v &&
    00656           !(w->vehstatus & VS_CRASHED)) {
    00657         DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
    00658         break;
    00659       }
    00660     }
    00661   }
    00662
    00663   return CommandCost();
    00664 }
    00665
    00667 static void NormalizeTrainVehInDepot(const Train *u)
    00668 {
    00669   const Train *v;
    00670   FOR_ALL_TRAINS(v) {
    00671     if (v->IsFreeWagon() && v->tile == u->tile &&
    00672         v->track == TRACK_BIT_DEPOT) {
    00673       if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
    00674           CMD_MOVE_RAIL_VEHICLE).Failed())
    00675         break;
    00676     }
    00677   }
    00678 }
    00679
    00680 static void AddRearEngineToMultiheadedTrain(Train *v)
    00681 {
    00682   Train *u = new Train();
    00683   v->value >>= 1;
    00684   u->value = v->value;
    00685   u->direction = v->direction;
    00686   u->owner = v->owner;
    00687   u->tile = v->tile;
    00688   u->x_pos = v->x_pos;
    00689   u->y_pos = v->y_pos;
    00690   u->z_pos = v->z_pos;
    00691   u->track = TRACK_BIT_DEPOT;
    00692   u->vehstatus = v->vehstatus & ~VS_STOPPED;
    00693   u->spritenum = v->spritenum + 1;
    00694   u->cargo_type = v->cargo_type;
    00695   u->cargo_subtype = v->cargo_subtype;
    00696   u->cargo_cap = v->cargo_cap;
    00697   u->refit_cap = v->refit_cap;
    00698   u->railtype = v->railtype;
    00699   u->engine_type = v->engine_type;
    00700   u->build_year = v->build_year;
    00701   u->cur_image = SPR_IMG_QUERY;
    00702   u->random_bits = VehicleRandomBits();
    00703   v->SetMultiheaded();
    00704   u->SetMultiheaded();
    00705   v->SetNext(u);
    00706   VehicleUpdatePosition(u);
    00707
    00708   /* Now we need to link the front and rear engines together */
    00709   v->other_multiheaded_part = u;
    00710   u->other_multiheaded_part = v;
    00711 }
    00712
    00722 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
    00723 {
    00724   const RailVehicleInfo *rvi = &e->u.rail;
    00725
    00726   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
    00727
    00728   /* Check if depot and new engine uses the same kind of tracks *
    00729    * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
    00730   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
    00731
    00732   if (flags & DC_EXEC) {
    00733     DiagDirection dir = GetRailDepotDirection(tile);
    00734     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
    00735     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
    00736
    00737     Train *v = new Train();
    00738     *ret = v;
    00739     v->direction = DiagDirToDir(dir);
    00740     v->tile = tile;
    00741     v->owner = _current_company;
    00742     v->x_pos = x;
    00743     v->y_pos = y;
    00744     v->z_pos = GetSlopePixelZ(x, y);
    00745     v->track = TRACK_BIT_DEPOT;
    00746     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
    00747     v->spritenum = rvi->image_index;
    00748     v->cargo_type = e->GetDefaultCargoType();
    00749     v->cargo_cap = rvi->capacity;
    00750     v->refit_cap = 0;
    00751     v->last_station_visited = INVALID_STATION;
    00752     v->last_loading_station = INVALID_STATION;
    00753
    00754     v->engine_type = e->index;
    00755     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
    00756
    00757     v->reliability = e->reliability;
    00758     v->reliability_spd_dec = e->reliability_spd_dec;
    00759     v->max_age = e->GetLifeLengthInDays();
    00760
    00761     v->railtype = rvi->railtype;
    00762     _new_vehicle_id = v->index;
    00763
    00764     v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
    00765     v->date_of_last_service = _date;
    00766     v->build_year = _cur_year;
    00767     v->cur_image = SPR_IMG_QUERY;
    00768     v->random_bits = VehicleRandomBits();
    00769
    00770     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
    00771     v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
    00772
    00773     v->group_id = DEFAULT_GROUP;
    00774
    00775     v->SetFrontEngine();
    00776     v->SetEngine();
    00777
    00778     VehicleUpdatePosition(v);
    00779
    00780     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
    00781       AddRearEngineToMultiheadedTrain(v);
    00782     } else {
    00783       AddArticulatedParts(v);
    00784     }
    00785
    00786     v->ConsistChanged(CCF_ARRANGE);
    00787     UpdateTrainGroupID(v);
    00788
    00789     if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
    00790       NormalizeTrainVehInDepot(v);
    00791     }
    00792
    00793     CheckConsistencyOfArticulatedVehicle(v);
    00794   }
    00795
    00796   return CommandCost();
    00797 }
    00798
    00799 static Train *FindGoodVehiclePos(const Train *src)
    00800 {
    00801   EngineID eng = src->engine_type;
    00802   TileIndex tile = src->tile;
    00803
    00804   Train *dst;
    00805   FOR_ALL_TRAINS(dst) {
    00806     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
    00807       /* check so all vehicles in the line have the same engine. */
    00808       Train *t = dst;
    00809       while (t->engine_type == eng) {
    00810         t = t->Next();
    00811         if (t == NULL) return dst;
    00812       }
    00813     }
    00814   }
    00815
    00816   return NULL;
    00817 }
    00818
    00820 typedef SmallVector<Train *, 16> TrainList;
    00821
    00827 static void MakeTrainBackup(TrainList &list, Train *t)
    00828 {
    00829   for (; t != NULL; t = t->Next()) *list.Append() = t;
    00830 }
    00831
    00836 static void RestoreTrainBackup(TrainList &list)
    00837 {
    00838   /* No train, nothing to do. */
    00839   if (list.Length() == 0) return;
    00840
    00841   Train *prev = NULL;
    00842   /* Iterate over the list and rebuild it. */
    00843   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
    00844     Train *t = *iter;
    00845     if (prev != NULL) {
    00846       prev->SetNext(t);
    00847     } else if (t->Previous() != NULL) {
    00848       /* Make sure the head of the train is always the first in the chain. */
    00849       t->Previous()->SetNext(NULL);
    00850     }
    00851     prev = t;
    00852   }
    00853 }
    00854
    00860 static void RemoveFromConsist(Train *part, bool chain = false)
    00861 {
    00862   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
    00863
    00864   /* Unlink at the front, but make it point to the next
    00865    * vehicle after the to be remove part. */
    00866   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
    00867
    00868   /* Unlink at the back */
    00869   tail->SetNext(NULL);
    00870 }
    00871
    00877 static void InsertInConsist(Train *dst, Train *chain)
    00878 {
    00879   /* We do not want to add something in the middle of an articulated part. */
    00880   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
    00881
    00882   chain->Last()->SetNext(dst->Next());
    00883   dst->SetNext(chain);
    00884 }
    00885
    00891 static void NormaliseDualHeads(Train *t)
    00892 {
    00893   for (; t != NULL; t = t->GetNextVehicle()) {
    00894     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
    00895
    00896     /* Make sure that there are no free cars before next engine */
    00897     Train *u;
    00898     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
    00899
    00900     if (u == t->other_multiheaded_part) continue;
    00901
    00902     /* Remove the part from the 'wrong' train */
    00903     RemoveFromConsist(t->other_multiheaded_part);
    00904     /* And add it to the 'right' train */
    00905     InsertInConsist(u, t->other_multiheaded_part);
    00906   }
    00907 }
    00908
    00913 static void NormaliseSubtypes(Train *chain)
    00914 {
    00915   /* Nothing to do */
    00916   if (chain == NULL) return;
    00917
    00918   /* We must be the first in the chain. */
    00919   assert(chain->Previous() == NULL);
    00920
    00921   /* Set the appropriate bits for the first in the chain. */
    00922   if (chain->IsWagon()) {
    00923     chain->SetFreeWagon();
    00924   } else {
    00925     assert(chain->IsEngine());
    00926     chain->SetFrontEngine();
    00927   }
    00928
    00929   /* Now clear the bits for the rest of the chain */
    00930   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
    00931     t->ClearFreeWagon();
    00932     t->ClearFrontEngine();
    00933   }
    00934 }
    00935
    00945 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
    00946 {
    00947   /* Just add 'new' engines and subtract the original ones.
    00948    * If that's less than or equal to 0 we can be sure we did
    00949    * not add any engines (read: trains) along the way. */
    00950   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
    00951       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
    00952       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
    00953       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
    00954     return CommandCost();
    00955   }
    00956
    00957   /* Get a free unit number and check whether it's within the bounds.
    00958    * There will always be a maximum of one new train. */
    00959   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
    00960
    00961   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00962 }
    00963
    00969 static CommandCost CheckTrainAttachment(Train *t)
    00970 {
    00971   /* No multi-part train, no need to check. */
    00972   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
    00973
    00974   /* The maximum length for a train. For each part we decrease this by one
    00975    * and if the result is negative the train is simply too long. */
    00976   int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
    00977
    00978   Train *head = t;
    00979   Train *prev = t;
    00980
    00981   /* Break the prev -> t link so it always holds within the loop. */
    00982   t = t->Next();
    00983   prev->SetNext(NULL);
    00984
    00985   /* Make sure the cache is cleared. */
    00986   head->InvalidateNewGRFCache();
    00987
    00988   while (t != NULL) {
    00989     allowed_len -= t->gcache.cached_veh_length;
    00990
    00991     Train *next = t->Next();
    00992
    00993     /* Unlink the to-be-added piece; it is already unlinked from the previous
    00994      * part due to the fact that the prev -> t link is broken. */
    00995     t->SetNext(NULL);
    00996
    00997     /* Don't check callback for articulated or rear dual headed parts */
    00998     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
    00999       /* Back up and clear the first_engine data to avoid using wagon override group */
    01000       EngineID first_engine = t->gcache.first_engine;
    01001       t->gcache.first_engine = INVALID_ENGINE;
    01002
    01003       /* We don't want the cache to interfere. head's cache is cleared before
    01004        * the loop and after each callback does not need to be cleared here. */
    01005       t->InvalidateNewGRFCache();
    01006
    01007       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
    01008
    01009       /* Restore original first_engine data */
    01010       t->gcache.first_engine = first_engine;
    01011
    01012       /* We do not want to remember any cached variables from the test run */
    01013       t->InvalidateNewGRFCache();
    01014       head->InvalidateNewGRFCache();
    01015
    01016       if (callback != CALLBACK_FAILED) {
    01017         /* A failing callback means everything is okay */
    01018         StringID error = STR_NULL;
    01019
    01020         if (head->GetGRF()->grf_version < 8) {
    01021           if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    01022           if (callback  < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    01023           if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
    01024         } else {
    01025           if (callback < 0x400) {
    01026             error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
    01027           } else {
    01028             switch (callback) {
    01029               case 0x400: // allow if railtypes match (always the case for OpenTTD)
    01030               case 0x401: // allow
    01031                 break;
    01032
    01033               default:    // unknown reason -> disallow
    01034               case 0x402: // disallow attaching
    01035                 error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
    01036                 break;
    01037             }
    01038           }
    01039         }
    01040
    01041         if (error != STR_NULL) return_cmd_error(error);
    01042       }
    01043     }
    01044
    01045     /* And link it to the new part. */
    01046     prev->SetNext(t);
    01047     prev = t;
    01048     t = next;
    01049   }
    01050
    01051   if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
    01052   return CommandCost();
    01053 }
    01054
    01065 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
    01066 {
    01067   /* Check whether we may actually construct the trains. */
    01068   CommandCost ret = CheckTrainAttachment(src);
    01069   if (ret.Failed()) return ret;
    01070   ret = CheckTrainAttachment(dst);
    01071   if (ret.Failed()) return ret;
    01072
    01073   /* Check whether we need to build a new train. */
    01074   return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
    01075 }
    01076
    01085 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
    01086 {
    01087   /* First determine the front of the two resulting trains */
    01088   if (*src_head == *dst_head) {
    01089     /* If we aren't moving part(s) to a new train, we are just moving the
    01090      * front back and there is not destination head. */
    01091     *dst_head = NULL;
    01092   } else if (*dst_head == NULL) {
    01093     /* If we are moving to a new train the head of the move train would become
    01094      * the head of the new vehicle. */
    01095     *dst_head = src;
    01096   }
    01097
    01098   if (src == *src_head) {
    01099     /* If we are moving the front of a train then we are, in effect, creating
    01100      * a new head for the train. Point to that. Unless we are moving the whole
    01101      * train in which case there is not 'source' train anymore.
    01102      * In case we are a multiheaded part we want the complete thing to come
    01103      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
    01104      * that is followed by a rear multihead we do not want to include that. */
    01105     *src_head = move_chain ? NULL :
    01106         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
    01107   }
    01108
    01109   /* Now it's just simply removing the part that we are going to move from the
    01110    * source train and *if* the destination is a not a new train add the chain
    01111    * at the destination location. */
    01112   RemoveFromConsist(src, move_chain);
    01113   if (*dst_head != src) InsertInConsist(dst, src);
    01114
    01115   /* Now normalise the dual heads, that is move the dual heads around in such
    01116    * a way that the head and rear of a dual head are in the same train */
    01117   NormaliseDualHeads(*src_head);
    01118   NormaliseDualHeads(*dst_head);
    01119 }
    01120
    01126 static void NormaliseTrainHead(Train *head)
    01127 {
    01128   /* Not much to do! */
    01129   if (head == NULL) return;
    01130
    01131   /* Tell the 'world' the train changed. */
    01132   head->ConsistChanged(CCF_ARRANGE);
    01133   UpdateTrainGroupID(head);
    01134
    01135   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
    01136   if (!head->IsFrontEngine()) return;
    01137
    01138   /* Update the refit button and window */
    01139   InvalidateWindowData(WC_VEHICLE_REFIT, head->index, VIWD_CONSIST_CHANGED);
    01140   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
    01141
    01142   /* If we don't have a unit number yet, set one. */
    01143   if (head->unitnumber != 0) return;
    01144   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
    01145 }
    01146
    01159 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01160 {
    01161   VehicleID s = GB(p1, 0, 20);
    01162   VehicleID d = GB(p2, 0, 20);
    01163   bool move_chain = HasBit(p1, 20);
    01164
    01165   Train *src = Train::GetIfValid(s);
    01166   if (src == NULL) return CMD_ERROR;
    01167
    01168   CommandCost ret = CheckOwnership(src->owner);
    01169   if (ret.Failed()) return ret;
    01170
    01171   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
    01172   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
    01173
    01174   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
    01175   Train *dst;
    01176   if (d == INVALID_VEHICLE) {
    01177     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
    01178   } else {
    01179     dst = Train::GetIfValid(d);
    01180     if (dst == NULL) return CMD_ERROR;
    01181
    01182     CommandCost ret = CheckOwnership(dst->owner);
    01183     if (ret.Failed()) return ret;
    01184
    01185     /* Do not allow appending to crashed vehicles, too */
    01186     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
    01187   }
    01188
    01189   /* if an articulated part is being handled, deal with its parent vehicle */
    01190   src = src->GetFirstEnginePart();
    01191   if (dst != NULL) {
    01192     dst = dst->GetFirstEnginePart();
    01193   }
    01194
    01195   /* don't move the same vehicle.. */
    01196   if (src == dst) return CommandCost();
    01197
    01198   /* locate the head of the two chains */
    01199   Train *src_head = src->First();
    01200   Train *dst_head;
    01201   if (dst != NULL) {
    01202     dst_head = dst->First();
    01203     if (dst_head->tile != src_head->tile) return CMD_ERROR;
    01204     /* Now deal with articulated part of destination wagon */
    01205     dst = dst->GetLastEnginePart();
    01206   } else {
    01207     dst_head = NULL;
    01208   }
    01209
    01210   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01211
    01212   /* When moving all wagons, we can't have the same src_head and dst_head */
    01213   if (move_chain && src_head == dst_head) return CommandCost();
    01214
    01215   /* When moving a multiheaded part to be place after itself, bail out. */
    01216   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
    01217
    01218   /* Check if all vehicles in the source train are stopped inside a depot. */
    01219   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01220
    01221   /* Check if all vehicles in the destination train are stopped inside a depot. */
    01222   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01223
    01224   /* First make a backup of the order of the trains. That way we can do
    01225    * whatever we want with the order and later on easily revert. */
    01226   TrainList original_src;
    01227   TrainList original_dst;
    01228
    01229   MakeTrainBackup(original_src, src_head);
    01230   MakeTrainBackup(original_dst, dst_head);
    01231
    01232   /* Also make backup of the original heads as ArrangeTrains can change them.
    01233    * For the destination head we do not care if it is the same as the source
    01234    * head because in that case it's just a copy. */
    01235   Train *original_src_head = src_head;
    01236   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
    01237
    01238   /* We want this information from before the rearrangement, but execute this after the validation.
    01239    * original_src_head can't be NULL; src is by definition != NULL, so src_head can't be NULL as
    01240    * src->GetFirst() always yields non-NULL, so eventually original_src_head != NULL as well. */
    01241   bool original_src_head_front_engine = original_src_head->IsFrontEngine();
    01242   bool original_dst_head_front_engine = original_dst_head != NULL && original_dst_head->IsFrontEngine();
    01243
    01244   /* (Re)arrange the trains in the wanted arrangement. */
    01245   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
    01246
    01247   if ((flags & DC_AUTOREPLACE) == 0) {
    01248     /* If the autoreplace flag is set we do not need to test for the validity
    01249      * because we are going to revert the train to its original state. As we
    01250      * assume the original state was correct autoreplace can skip this. */
    01251     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
    01252     if (ret.Failed()) {
    01253       /* Restore the train we had. */
    01254       RestoreTrainBackup(original_src);
    01255       RestoreTrainBackup(original_dst);
    01256       return ret;
    01257     }
    01258   }
    01259
    01260   /* do it? */
    01261   if (flags & DC_EXEC) {
    01262     /* Remove old heads from the statistics */
    01263     if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
    01264     if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
    01265
    01266     /* First normalise the sub types of the chains. */
    01267     NormaliseSubtypes(src_head);
    01268     NormaliseSubtypes(dst_head);
    01269
    01270     /* There are 14 different cases:
    01271      *  1) front engine gets moved to a new train, it stays a front engine.
    01272      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01273      *     b) the 'next' part is an engine that becomes a front engine.
    01274      *     c) there is no 'next' part, nothing else happens
    01275      *  2) front engine gets moved to another train, it is not a front engine anymore
    01276      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01277      *     b) the 'next' part is an engine that becomes a front engine.
    01278      *     c) there is no 'next' part, nothing else happens
    01279      *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
    01280      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01281      *     b) the 'next' part is an engine that becomes a front engine.
    01282      *  4) free wagon gets moved
    01283      *     a) the 'next' part is a wagon that becomes a free wagon chain.
    01284      *     b) the 'next' part is an engine that becomes a front engine.
    01285      *     c) there is no 'next' part, nothing else happens
    01286      *  5) non front engine gets moved and becomes a new train, nothing else happens
    01287      *  6) non front engine gets moved within a train / to another train, nothing hapens
    01288      *  7) wagon gets moved, nothing happens
    01289      */
    01290     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
    01291       /* Cases #2 and #3: the front engine gets trashed. */
    01292       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
    01293       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
    01294       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
    01295       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
    01296       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
    01297       DeleteNewGRFInspectWindow(GSF_TRAINS, src->index);
    01298       SetWindowDirty(WC_COMPANY, _current_company);
    01299
    01300       /* Delete orders, group stuff and the unit number as we're not the
    01301        * front of any vehicle anymore. */
    01302       DeleteVehicleOrders(src);
    01303       RemoveVehicleFromGroup(src);
    01304       src->unitnumber = 0;
    01305     }
    01306
    01307     /* We weren't a front engine but are becoming one. So
    01308      * we should be put in the default group. */
    01309     if (original_src_head != src && dst_head == src) {
    01310       SetTrainGroupID(src, DEFAULT_GROUP);
    01311       SetWindowDirty(WC_COMPANY, _current_company);
    01312     }
    01313
    01314     /* Add new heads to statistics */
    01315     if (src_head != NULL && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
    01316     if (dst_head != NULL && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
    01317
    01318     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
    01319     NormaliseTrainHead(src_head);
    01320     NormaliseTrainHead(dst_head);
    01321
    01322     if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
    01323       CheckCargoCapacity(src_head);
    01324       CheckCargoCapacity(dst_head);
    01325     }
    01326
    01327     if (src_head != NULL) src_head->First()->MarkDirty();
    01328     if (dst_head != NULL) dst_head->First()->MarkDirty();
    01329
    01330     /* We are undoubtedly changing something in the depot and train list. */
    01331     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
    01332     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01333   } else {
    01334     /* We don't want to execute what we're just tried. */
    01335     RestoreTrainBackup(original_src);
    01336     RestoreTrainBackup(original_dst);
    01337   }
    01338
    01339   return CommandCost();
    01340 }
    01341
    01353 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
    01354 {
    01355   /* Sell a chain of vehicles or not? */
    01356   bool sell_chain = HasBit(data, 0);
    01357
    01358   Train *v = Train::From(t)->GetFirstEnginePart();
    01359   Train *first = v->First();
    01360
    01361   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
    01362
    01363   /* First make a backup of the order of the train. That way we can do
    01364    * whatever we want with the order and later on easily revert. */
    01365   TrainList original;
    01366   MakeTrainBackup(original, first);
    01367
    01368   /* We need to keep track of the new head and the head of what we're going to sell. */
    01369   Train *new_head = first;
    01370   Train *sell_head = NULL;
    01371
    01372   /* Split the train in the wanted way. */
    01373   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
    01374
    01375   /* We don't need to validate the second train; it's going to be sold. */
    01376   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
    01377   if (ret.Failed()) {
    01378     /* Restore the train we had. */
    01379     RestoreTrainBackup(original);
    01380     return ret;
    01381   }
    01382
    01383   CommandCost cost(EXPENSES_NEW_VEHICLES);
    01384   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
    01385
    01386   if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
    01387     return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
    01388   }
    01389
    01390   /* do it? */
    01391   if (flags & DC_EXEC) {
    01392     /* First normalise the sub types of the chain. */
    01393     NormaliseSubtypes(new_head);
    01394
    01395     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
    01396       /* We are selling the front engine. In this case we want to
    01397        * 'give' the order, unit number and such to the new head. */
    01398       new_head->orders.list = first->orders.list;
    01399       new_head->AddToShared(first);
    01400       DeleteVehicleOrders(first);
    01401
    01402       /* Copy other important data from the front engine */
    01403       new_head->CopyVehicleConfigAndStatistics(first);
    01404       GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
    01405     } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
    01406       OrderBackup::Backup(v, user);
    01407     }
    01408
    01409     /* We need to update the information about the train. */
    01410     NormaliseTrainHead(new_head);
    01411
    01412     /* We are undoubtedly changing something in the depot and train list. */
    01413     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01414     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01415
    01416     /* Actually delete the sold 'goods' */
    01417     delete sell_head;
    01418   } else {
    01419     /* We don't want to execute what we're just tried. */
    01420     RestoreTrainBackup(original);
    01421   }
    01422
    01423   return cost;
    01424 }
    01425
    01426 void Train::UpdateDeltaXY(Direction direction)
    01427 {
    01428   /* Set common defaults. */
    01429   this->x_offs    = -1;
    01430   this->y_offs    = -1;
    01431   this->x_extent  =  3;
    01432   this->y_extent  =  3;
    01433   this->z_extent  =  6;
    01434   this->x_bb_offs =  0;
    01435   this->y_bb_offs =  0;
    01436
    01437   if (!IsDiagonalDirection(direction)) {
    01438     static const int _sign_table[] =
    01439     {
    01440       // x, y
    01441       -1, -1, // DIR_N
    01442       -1,  1, // DIR_E
    01443        1,  1, // DIR_S
    01444        1, -1, // DIR_W
    01445     };
    01446
    01447     int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
    01448
    01449     /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
    01450     this->x_offs -= half_shorten * _sign_table[direction];
    01451     this->y_offs -= half_shorten * _sign_table[direction + 1];
    01452     this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
    01453     this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
    01454   } else {
    01455     switch (direction) {
    01456         /* Shorten southern corner of the bounding box according the vehicle length
    01457          * and center the bounding box on the vehicle. */
    01458       case DIR_NE:
    01459         this->x_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01460         this->x_extent  = this->gcache.cached_veh_length - 1;
    01461         this->x_bb_offs = -1;
    01462         break;
    01463
    01464       case DIR_NW:
    01465         this->y_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
    01466         this->y_extent  = this->gcache.cached_veh_length - 1;
    01467         this->y_bb_offs = -1;
    01468         break;
    01469
    01470         /* Move northern corner of the bounding box down according to vehicle length
    01471          * and center the bounding box on the vehicle. */
    01472       case DIR_SW:
    01473         this->x_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01474         this->x_extent  = VEHICLE_LENGTH - 1;
    01475         this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01476         break;
    01477
    01478       case DIR_SE:
    01479         this->y_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
    01480         this->y_extent  = VEHICLE_LENGTH - 1;
    01481         this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
    01482         break;
    01483
    01484       default:
    01485         NOT_REACHED();
    01486     }
    01487   }
    01488 }
    01489
    01494 static void MarkTrainAsStuck(Train *v)
    01495 {
    01496   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01497     /* It is the first time the problem occurred, set the "train stuck" flag. */
    01498     SetBit(v->flags, VRF_TRAIN_STUCK);
    01499
    01500     v->wait_counter = 0;
    01501
    01502     /* Stop train */
    01503     v->cur_speed = 0;
    01504     v->subspeed = 0;
    01505     v->SetLastSpeed();
    01506
    01507     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01508   }
    01509 }
    01510
    01518 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
    01519 {
    01520   uint16 flag1 = *swap_flag1;
    01521   uint16 flag2 = *swap_flag2;
    01522
    01523   /* Clear the flags */
    01524   ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
    01525   ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01526   ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
    01527   ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01528
    01529   /* Reverse the rail-flags (if needed) */
    01530   if (HasBit(flag1, GVF_GOINGUP_BIT)) {
    01531     SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
    01532   } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
    01533     SetBit(*swap_flag2, GVF_GOINGUP_BIT);
    01534   }
    01535   if (HasBit(flag2, GVF_GOINGUP_BIT)) {
    01536     SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
    01537   } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
    01538     SetBit(*swap_flag1, GVF_GOINGUP_BIT);
    01539   }
    01540 }
    01541
    01546 static void UpdateStatusAfterSwap(Train *v)
    01547 {
    01548   /* Reverse the direction. */
    01549   if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
    01550
    01551   /* Call the proper EnterTile function unless we are in a wormhole. */
    01552   if (v->track != TRACK_BIT_WORMHOLE) {
    01553     VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
    01554   } else {
    01555     /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
    01556      * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
    01557      * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
    01558      * when we shouldn't have. Check if this is the case. */
    01559     TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
    01560     if (IsTileType(vt, MP_TUNNELBRIDGE)) {
    01561       VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
    01562       if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
    01563         /* We have just left the wormhole, possibly set the
    01564          * "goingdown" bit. UpdateInclination() can be used
    01565          * because we are at the border of the tile. */
    01566         VehicleUpdatePosition(v);
    01567         v->UpdateInclination(true, true);
    01568         return;
    01569       }
    01570     }
    01571   }
    01572
    01573   VehicleUpdatePosition(v);
    01574   v->UpdateViewport(true, true);
    01575 }
    01576
    01583 void ReverseTrainSwapVeh(Train *v, int l, int r)
    01584 {
    01585   Train *a, *b;
    01586
    01587   /* locate vehicles to swap */
    01588   for (a = v; l != 0; l--) a = a->Next();
    01589   for (b = v; r != 0; r--) b = b->Next();
    01590
    01591   if (a != b) {
    01592     /* swap the hidden bits */
    01593     {
    01594       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
    01595       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
    01596       a->vehstatus = tmp;
    01597     }
    01598
    01599     Swap(a->track, b->track);
    01600     Swap(a->direction, b->direction);
    01601     Swap(a->x_pos, b->x_pos);
    01602     Swap(a->y_pos, b->y_pos);
    01603     Swap(a->tile,  b->tile);
    01604     Swap(a->z_pos, b->z_pos);
    01605
    01606     SwapTrainFlags(&a->gv_flags, &b->gv_flags);
    01607
    01608     UpdateStatusAfterSwap(a);
    01609     UpdateStatusAfterSwap(b);
    01610   } else {
    01611     /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
    01612      * This is a little bit redundant way, a->gv_flags will
    01613      * be (re)set twice, but it reduces code duplication */
    01614     SwapTrainFlags(&a->gv_flags, &a->gv_flags);
    01615     UpdateStatusAfterSwap(a);
    01616   }
    01617 }
    01618
    01619
    01625 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
    01626 {
    01627   return (v->type == VEH_TRAIN) ? v : NULL;
    01628 }
    01629
    01630
    01637 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
    01638 {
    01639   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    01640
    01641   Train *t = Train::From(v);
    01642   if (!t->IsFrontEngine()) return NULL;
    01643
    01644   TileIndex tile = *(TileIndex *)data;
    01645
    01646   if (TrainApproachingCrossingTile(t) != tile) return NULL;
    01647
    01648   return t;
    01649 }
    01650
    01651
    01658 static bool TrainApproachingCrossing(TileIndex tile)
    01659 {
    01660   assert(IsLevelCrossingTile(tile));
    01661
    01662   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
    01663   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
    01664
    01665   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
    01666
    01667   dir = ReverseDiagDir(dir);
    01668   tile_from = tile + TileOffsByDiagDir(dir);
    01669
    01670   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
    01671 }
    01672
    01673
    01680 void UpdateLevelCrossing(TileIndex tile, bool sound)
    01681 {
    01682   assert(IsLevelCrossingTile(tile));
    01683
    01684   /* train on crossing || train approaching crossing || reserved */
    01685   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
    01686
    01687   if (new_state != IsCrossingBarred(tile)) {
    01688     if (new_state && sound) {
    01689       if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01690     }
    01691     SetCrossingBarred(tile, new_state);
    01692     MarkTileDirtyByTile(tile);
    01693   }
    01694 }
    01695
    01696
    01702 static inline void MaybeBarCrossingWithSound(TileIndex tile)
    01703 {
    01704   if (!IsCrossingBarred(tile)) {
    01705     BarCrossing(tile);
    01706     if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
    01707     MarkTileDirtyByTile(tile);
    01708   }
    01709 }
    01710
    01711
    01717 static void AdvanceWagonsBeforeSwap(Train *v)
    01718 {
    01719   Train *base = v;
    01720   Train *first = base; // first vehicle to move
    01721   Train *last = v->Last(); // last vehicle to move
    01722   uint length = CountVehiclesInChain(v);
    01723
    01724   while (length > 2) {
    01725     last = last->Previous();
    01726     first = first->Next();
    01727
    01728     int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
    01729
    01730     /* do not update images now
    01731      * negative differential will be handled in AdvanceWagonsAfterSwap() */
    01732     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
    01733
    01734     base = first; // == base->Next()
    01735     length -= 2;
    01736   }
    01737 }
    01738
    01739
    01745 static void AdvanceWagonsAfterSwap(Train *v)
    01746 {
    01747   /* first of all, fix the situation when the train was entering a depot */
    01748   Train *dep = v; // last vehicle in front of just left depot
    01749   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
    01750     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
    01751   }
    01752
    01753   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
    01754
    01755   if (leave != NULL) {
    01756     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
    01757     int d = TicksToLeaveDepot(dep);
    01758
    01759     if (d <= 0) {
    01760       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
    01761       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
    01762       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
    01763     }
    01764   } else {
    01765     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
    01766   }
    01767
    01768   Train *base = v;
    01769   Train *first = base; // first vehicle to move
    01770   Train *last = v->Last(); // last vehicle to move
    01771   uint length = CountVehiclesInChain(v);
    01772
    01773   /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
    01774    * they have already correct spacing, so we have to make sure they are moved how they should */
    01775   bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
    01776
    01777   while (length > 2) {
    01778     /* we reached vehicle (originally) in front of a depot, stop now
    01779      * (we would move wagons that are already moved with new wagon length). */
    01780     if (base == dep) break;
    01781
    01782     /* the last wagon was that one leaving a depot, so do not move it anymore */
    01783     if (last == dep) nomove = true;
    01784
    01785     last = last->Previous();
    01786     first = first->Next();
    01787
    01788     int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
    01789
    01790     /* do not update images now */
    01791     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
    01792
    01793     base = first; // == base->Next()
    01794     length -= 2;
    01795   }
    01796 }
    01797
    01802 void ReverseTrainDirection(Train *v)
    01803 {
    01804   if (IsRailDepotTile(v->tile)) {
    01805     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01806   }
    01807
    01808   /* Clear path reservation in front if train is not stuck. */
    01809   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
    01810
    01811   /* Check if we were approaching a rail/road-crossing */
    01812   TileIndex crossing = TrainApproachingCrossingTile(v);
    01813
    01814   /* count number of vehicles */
    01815   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
    01816
    01817   AdvanceWagonsBeforeSwap(v);
    01818
    01819   /* swap start<>end, start+1<>end-1, ... */
    01820   int l = 0;
    01821   do {
    01822     ReverseTrainSwapVeh(v, l++, r--);
    01823   } while (l <= r);
    01824
    01825   AdvanceWagonsAfterSwap(v);
    01826
    01827   if (IsRailDepotTile(v->tile)) {
    01828     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    01829   }
    01830
    01831   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
    01832
    01833   ClrBit(v->flags, VRF_REVERSING);
    01834
    01835   /* recalculate cached data */
    01836   v->ConsistChanged(CCF_TRACK);
    01837
    01838   /* update all images */
    01839   for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
    01840
    01841   /* update crossing we were approaching */
    01842   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    01843
    01844   /* maybe we are approaching crossing now, after reversal */
    01845   crossing = TrainApproachingCrossingTile(v);
    01846   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
    01847
    01848   /* If we are inside a depot after reversing, don't bother with path reserving. */
    01849   if (v->track == TRACK_BIT_DEPOT) {
    01850     /* Can't be stuck here as inside a depot is always a safe tile. */
    01851     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    01852     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01853     return;
    01854   }
    01855
    01856   /* TrainExitDir does not always produce the desired dir for depots and
    01857    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
    01858   DiagDirection dir = TrainExitDir(v->direction, v->track);
    01859   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    01860
    01861   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    01862     /* If we are currently on a tile with conventional signals, we can't treat the
    01863      * current tile as a safe tile or we would enter a PBS block without a reservation. */
    01864     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
    01865       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
    01866       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
    01867
    01868     /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
    01869     if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
    01870
    01871     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
    01872     if (TryPathReserve(v, false, first_tile_okay)) {
    01873       /* Do a look-ahead now in case our current tile was already a safe tile. */
    01874       CheckNextTrainTile(v);
    01875     } else if (v->current_order.GetType() != OT_LOADING) {
    01876       /* Do not wait for a way out when we're still loading */
    01877       MarkTrainAsStuck(v);
    01878     }
    01879   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    01880     /* A train not inside a PBS block can't be stuck. */
    01881     ClrBit(v->flags, VRF_TRAIN_STUCK);
    01882     v->wait_counter = 0;
    01883   }
    01884 }
    01885
    01895 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01896 {
    01897   Train *v = Train::GetIfValid(p1);
    01898   if (v == NULL) return CMD_ERROR;
    01899
    01900   CommandCost ret = CheckOwnership(v->owner);
    01901   if (ret.Failed()) return ret;
    01902
    01903   if (p2 != 0) {
    01904     /* turn a single unit around */
    01905
    01906     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
    01907       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
    01908     }
    01909     if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
    01910
    01911     Train *front = v->First();
    01912     /* make sure the vehicle is stopped in the depot */
    01913     if (!front->IsStoppedInDepot()) {
    01914       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
    01915     }
    01916
    01917     if (flags & DC_EXEC) {
    01918       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
    01919
    01920       front->ConsistChanged(CCF_ARRANGE);
    01921       SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    01922       SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01923       SetWindowDirty(WC_VEHICLE_VIEW, front->index);
    01924       SetWindowClassesDirty(WC_TRAINS_LIST);
    01925     }
    01926   } else {
    01927     /* turn the whole train around */
    01928     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
    01929
    01930     if (flags & DC_EXEC) {
    01931       /* Properly leave the station if we are loading and won't be loading anymore */
    01932       if (v->current_order.IsType(OT_LOADING)) {
    01933         const Vehicle *last = v;
    01934         while (last->Next() != NULL) last = last->Next();
    01935
    01936         /* not a station || different station --> leave the station */
    01937         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
    01938           v->LeaveStation();
    01939         }
    01940       }
    01941
    01942       /* We cancel any 'skip signal at dangers' here */
    01943       v->force_proceed = TFP_NONE;
    01944       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    01945
    01946       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
    01947         ToggleBit(v->flags, VRF_REVERSING);
    01948       } else {
    01949         v->cur_speed = 0;
    01950         v->SetLastSpeed();
    01951         HideFillingPercent(&v->fill_percent_te_id);
    01952         ReverseTrainDirection(v);
    01953       }
    01954     }
    01955   }
    01956   return CommandCost();
    01957 }
    01958
    01968 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01969 {
    01970   Train *t = Train::GetIfValid(p1);
    01971   if (t == NULL) return CMD_ERROR;
    01972
    01973   if (!t->IsPrimaryVehicle()) return CMD_ERROR;
    01974
    01975   CommandCost ret = CheckOwnership(t->owner);
    01976   if (ret.Failed()) return ret;
    01977
    01978
    01979   if (flags & DC_EXEC) {
    01980     /* If we are forced to proceed, cancel that order.
    01981      * If we are marked stuck we would want to force the train
    01982      * to proceed to the next signal. In the other cases we
    01983      * would like to pass the signal at danger and run till the
    01984      * next signal we encounter. */
    01985     t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
    01986     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
    01987   }
    01988
    01989   return CommandCost();
    01990 }
    01991
    01999 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
    02000 {
    02001   assert(!(v->vehstatus & VS_CRASHED));
    02002
    02003   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
    02004
    02005   PBSTileInfo origin = FollowTrainReservation(v);
    02006   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
    02007
    02008   switch (_settings_game.pf.pathfinder_for_trains) {
    02009     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
    02010     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
    02011
    02012     default: NOT_REACHED();
    02013   }
    02014 }
    02015
    02023 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
    02024 {
    02025   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
    02026   if (tfdd.best_length == UINT_MAX) return false;
    02027
    02028   if (location    != NULL) *location    = tfdd.tile;
    02029   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
    02030   if (reverse     != NULL) *reverse     = tfdd.reverse;
    02031
    02032   return true;
    02033 }
    02034
    02036 void Train::PlayLeaveStationSound() const
    02037 {
    02038   static const SoundFx sfx[] = {
    02039     SND_04_TRAIN,
    02040     SND_0A_TRAIN_HORN,
    02041     SND_0A_TRAIN_HORN,
    02042     SND_47_MAGLEV_2,
    02043     SND_41_MAGLEV
    02044   };
    02045
    02046   if (PlayVehicleSound(this, VSE_START)) return;
    02047
    02048   EngineID engtype = this->engine_type;
    02049   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
    02050 }
    02051
    02056 static void CheckNextTrainTile(Train *v)
    02057 {
    02058   /* Don't do any look-ahead if path_backoff_interval is 255. */
    02059   if (_settings_game.pf.path_backoff_interval == 255) return;
    02060
    02061   /* Exit if we are inside a depot. */
    02062   if (v->track == TRACK_BIT_DEPOT) return;
    02063
    02064   switch (v->current_order.GetType()) {
    02065     /* Exit if we reached our destination depot. */
    02066     case OT_GOTO_DEPOT:
    02067       if (v->tile == v->dest_tile) return;
    02068       break;
    02069
    02070     case OT_GOTO_WAYPOINT:
    02071       /* If we reached our waypoint, make sure we see that. */
    02072       if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
    02073       break;
    02074
    02075     case OT_NOTHING:
    02076     case OT_LEAVESTATION:
    02077     case OT_LOADING:
    02078       /* Exit if the current order doesn't have a destination, but the train has orders. */
    02079       if (v->GetNumOrders() > 0) return;
    02080       break;
    02081
    02082     default:
    02083       break;
    02084   }
    02085   /* Exit if we are on a station tile and are going to stop. */
    02086   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
    02087
    02088   Trackdir td = v->GetVehicleTrackdir();
    02089
    02090   /* On a tile with a red non-pbs signal, don't look ahead. */
    02091   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
    02092       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
    02093       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
    02094
    02095   CFollowTrackRail ft(v);
    02096   if (!ft.Follow(v->tile, td)) return;
    02097
    02098   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
    02099     /* Next tile is not reserved. */
    02100     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02101       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
    02102         /* If the next tile is a PBS signal, try to make a reservation. */
    02103         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02104         if (_settings_game.pf.forbid_90_deg) {
    02105           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
    02106         }
    02107         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
    02108       }
    02109     }
    02110   }
    02111 }
    02112
    02118 static bool CheckTrainStayInDepot(Train *v)
    02119 {
    02120   /* bail out if not all wagons are in the same depot or not in a depot at all */
    02121   for (const Train *u = v; u != NULL; u = u->Next()) {
    02122     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
    02123   }
    02124
    02125   /* if the train got no power, then keep it in the depot */
    02126   if (v->gcache.cached_power == 0) {
    02127     v->vehstatus |= VS_STOPPED;
    02128     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    02129     return true;
    02130   }
    02131
    02132   SigSegState seg_state;
    02133
    02134   if (v->force_proceed == TFP_NONE) {
    02135     /* force proceed was not pressed */
    02136     if (++v->wait_counter < 37) {
    02137       SetWindowClassesDirty(WC_TRAINS_LIST);
    02138       return true;
    02139     }
    02140
    02141     v->wait_counter = 0;
    02142
    02143     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02144     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
    02145       /* Full and no PBS signal in block or depot reserved, can't exit. */
    02146       SetWindowClassesDirty(WC_TRAINS_LIST);
    02147       return true;
    02148     }
    02149   } else {
    02150     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02151   }
    02152
    02153   /* We are leaving a depot, but have to go to the exact same one; re-enter */
    02154   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
    02155     /* We need to have a reservation for this to work. */
    02156     if (HasDepotReservation(v->tile)) return true;
    02157     SetDepotReservation(v->tile, true);
    02158     VehicleEnterDepot(v);
    02159     return true;
    02160   }
    02161
    02162   /* Only leave when we can reserve a path to our destination. */
    02163   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
    02164     /* No path and no force proceed. */
    02165     SetWindowClassesDirty(WC_TRAINS_LIST);
    02166     MarkTrainAsStuck(v);
    02167     return true;
    02168   }
    02169
    02170   SetDepotReservation(v->tile, true);
    02171   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02172
    02173   VehicleServiceInDepot(v);
    02174   SetWindowClassesDirty(WC_TRAINS_LIST);
    02175   v->PlayLeaveStationSound();
    02176
    02177   v->track = TRACK_BIT_X;
    02178   if (v->direction & 2) v->track = TRACK_BIT_Y;
    02179
    02180   v->vehstatus &= ~VS_HIDDEN;
    02181   v->cur_speed = 0;
    02182
    02183   v->UpdateViewport(true, true);
    02184   VehicleUpdatePosition(v);
    02185   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
    02186   v->UpdateAcceleration();
    02187   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    02188
    02189   return false;
    02190 }
    02191
    02198 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
    02199 {
    02200   DiagDirection dir = TrackdirToExitdir(track_dir);
    02201
    02202   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    02203     /* Are we just leaving a tunnel/bridge? */
    02204     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
    02205       TileIndex end = GetOtherTunnelBridgeEnd(tile);
    02206
    02207       if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
    02208         /* Free the reservation only if no other train is on the tiles. */
    02209         SetTunnelBridgeReservation(tile, false);
    02210         SetTunnelBridgeReservation(end, false);
    02211
    02212         if (_settings_client.gui.show_track_reservation) {
    02213           MarkTileDirtyByTile(tile);
    02214           MarkTileDirtyByTile(end);
    02215         }
    02216       }
    02217     }
    02218   } else if (IsRailStationTile(tile)) {
    02219     TileIndex new_tile = TileAddByDiagDir(tile, dir);
    02220     /* If the new tile is not a further tile of the same station, we
    02221      * clear the reservation for the whole platform. */
    02222     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
    02223       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
    02224     }
    02225   } else {
    02226     /* Any other tile */
    02227     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
    02228   }
    02229 }
    02230
    02237 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
    02238 {
    02239   assert(v->IsFrontEngine());
    02240
    02241   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
    02242   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
    02243   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
    02244   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
    02245
    02246   /* Can't be holding a reservation if we enter a depot. */
    02247   if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
    02248   if (v->track == TRACK_BIT_DEPOT) {
    02249     /* Front engine is in a depot. We enter if some part is not in the depot. */
    02250     for (const Train *u = v; u != NULL; u = u->Next()) {
    02251       if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
    02252     }
    02253   }
    02254   /* Don't free reservation if it's not ours. */
    02255   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
    02256
    02257   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
    02258   while (ft.Follow(tile, td)) {
    02259     tile = ft.m_new_tile;
    02260     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
    02261     td = RemoveFirstTrackdir(&bits);
    02262     assert(bits == TRACKDIR_BIT_NONE);
    02263
    02264     if (!IsValidTrackdir(td)) break;
    02265
    02266     if (IsTileType(tile, MP_RAILWAY)) {
    02267       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
    02268         /* Conventional signal along trackdir: remove reservation and stop. */
    02269         UnreserveRailTrack(tile, TrackdirToTrack(td));
    02270         break;
    02271       }
    02272       if (HasPbsSignalOnTrackdir(tile, td)) {
    02273         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
    02274           /* Red PBS signal? Can't be our reservation, would be green then. */
    02275           break;
    02276         } else {
    02277           /* Turn the signal back to red. */
    02278           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
    02279           MarkTileDirtyByTile(tile);
    02280         }
    02281       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
    02282         break;
    02283       }
    02284     }
    02285
    02286     /* Don't free first station/bridge/tunnel if we are on it. */
    02287     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);
    02288
    02289     free_tile = true;
    02290   }
    02291 }
    02292
    02293 static const byte _initial_tile_subcoord[6][4][3] = {
    02294 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
    02295 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
    02296 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
    02297 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
    02298 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
    02299 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
    02300 };
    02301
    02314 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
    02315 {
    02316   switch (_settings_game.pf.pathfinder_for_trains) {
    02317     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02318     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
    02319
    02320     default: NOT_REACHED();
    02321   }
    02322 }
    02323
    02329 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
    02330 {
    02331   PBSTileInfo origin = FollowTrainReservation(v);
    02332
    02333   CFollowTrackRail ft(v);
    02334
    02335   TileIndex tile = origin.tile;
    02336   Trackdir  cur_td = origin.trackdir;
    02337   while (ft.Follow(tile, cur_td)) {
    02338     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
    02339       /* Possible signal tile. */
    02340       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
    02341     }
    02342
    02343     if (_settings_game.pf.forbid_90_deg) {
    02344       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02345       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
    02346     }
    02347
    02348     /* Station, depot or waypoint are a possible target. */
    02349     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
    02350     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
    02351       /* Choice found or possible target encountered.
    02352        * On finding a possible target, we need to stop and let the pathfinder handle the
    02353        * remaining path. This is because we don't know if this target is in one of our
    02354        * orders, so we might cause pathfinding to fail later on if we find a choice.
    02355        * This failure would cause a bogous call to TryReserveSafePath which might reserve
    02356        * a wrong path not leading to our next destination. */
    02357       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
    02358
    02359       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
    02360        * actually starts its search at the first unreserved tile. */
    02361       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
    02362
    02363       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
    02364       if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
    02365       if (enterdir != NULL) *enterdir = ft.m_exitdir;
    02366       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
    02367     }
    02368
    02369     tile = ft.m_new_tile;
    02370     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02371
    02372     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
    02373       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
    02374       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
    02375       /* Safe position is all good, path valid and okay. */
    02376       return PBSTileInfo(tile, cur_td, true);
    02377     }
    02378
    02379     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
    02380   }
    02381
    02382   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
    02383     /* End of line, path valid and okay. */
    02384     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
    02385   }
    02386
    02387   /* Sorry, can't reserve path, back out. */
    02388   tile = origin.tile;
    02389   cur_td = origin.trackdir;
    02390   TileIndex stopped = ft.m_old_tile;
    02391   Trackdir  stopped_td = ft.m_old_td;
    02392   while (tile != stopped || cur_td != stopped_td) {
    02393     if (!ft.Follow(tile, cur_td)) break;
    02394
    02395     if (_settings_game.pf.forbid_90_deg) {
    02396       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
    02397       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
    02398     }
    02399     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
    02400
    02401     tile = ft.m_new_tile;
    02402     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
    02403
    02404     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
    02405   }
    02406
    02407   /* Path invalid. */
    02408   return PBSTileInfo();
    02409 }
    02410
    02421 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
    02422 {
    02423   switch (_settings_game.pf.pathfinder_for_trains) {
    02424     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02425     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
    02426
    02427     default: NOT_REACHED();
    02428   }
    02429 }
    02430
    02432 class VehicleOrderSaver {
    02433 private:
    02434   Train          *v;
    02435   Order          old_order;
    02436   TileIndex      old_dest_tile;
    02437   StationID      old_last_station_visited;
    02438   VehicleOrderID index;
    02439   bool           suppress_implicit_orders;
    02440
    02441 public:
    02442   VehicleOrderSaver(Train *_v) :
    02443     v(_v),
    02444     old_order(_v->current_order),
    02445     old_dest_tile(_v->dest_tile),
    02446     old_last_station_visited(_v->last_station_visited),
    02447     index(_v->cur_real_order_index),
    02448     suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
    02449   {
    02450   }
    02451
    02452   ~VehicleOrderSaver()
    02453   {
    02454     this->v->current_order = this->old_order;
    02455     this->v->dest_tile = this->old_dest_tile;
    02456     this->v->last_station_visited = this->old_last_station_visited;
    02457     SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
    02458   }
    02459
    02465   bool SwitchToNextOrder(bool skip_first)
    02466   {
    02467     if (this->v->GetNumOrders() == 0) return false;
    02468
    02469     if (skip_first) ++this->index;
    02470
    02471     int depth = 0;
    02472
    02473     do {
    02474       /* Wrap around. */
    02475       if (this->index >= this->v->GetNumOrders()) this->index = 0;
    02476
    02477       Order *order = this->v->GetOrder(this->index);
    02478       assert(order != NULL);
    02479
    02480       switch (order->GetType()) {
    02481         case OT_GOTO_DEPOT:
    02482           /* Skip service in depot orders when the train doesn't need service. */
    02483           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
    02484         case OT_GOTO_STATION:
    02485         case OT_GOTO_WAYPOINT:
    02486           this->v->current_order = *order;
    02487           return UpdateOrderDest(this->v, order, 0, true);
    02488         case OT_CONDITIONAL: {
    02489           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
    02490           if (next != INVALID_VEH_ORDER_ID) {
    02491             depth++;
    02492             this->index = next;
    02493             /* Don't increment next, so no break here. */
    02494             continue;
    02495           }
    02496           break;
    02497         }
    02498         default:
    02499           break;
    02500       }
    02501       /* Don't increment inside the while because otherwise conditional
    02502        * orders can lead to an infinite loop. */
    02503       ++this->index;
    02504       depth++;
    02505     } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
    02506
    02507     return false;
    02508   }
    02509 };
    02510
    02511 /* choose a track */
    02512 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
    02513 {
    02514   Track best_track = INVALID_TRACK;
    02515   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
    02516   bool changed_signal = false;
    02517
    02518   assert((tracks & ~TRACK_BIT_MASK) == 0);
    02519
    02520   if (got_reservation != NULL) *got_reservation = false;
    02521
    02522   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
    02523   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
    02524   /* Do we have a suitable reserved track? */
    02525   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
    02526
    02527   /* Quick return in case only one possible track is available */
    02528   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
    02529     Track track = FindFirstTrack(tracks);
    02530     /* We need to check for signals only here, as a junction tile can't have signals. */
    02531     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
    02532       do_track_reservation = true;
    02533       changed_signal = true;
    02534       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
    02535     } else if (!do_track_reservation) {
    02536       return track;
    02537     }
    02538     best_track = track;
    02539   }
    02540
    02541   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
    02542   DiagDirection dest_enterdir = enterdir;
    02543   if (do_track_reservation) {
    02544     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
    02545     if (res_dest.tile == INVALID_TILE) {
    02546       /* Reservation failed? */
    02547       if (mark_stuck) MarkTrainAsStuck(v);
    02548       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
    02549       return FindFirstTrack(tracks);
    02550     }
    02551     if (res_dest.okay) {
    02552       /* Got a valid reservation that ends at a safe target, quick exit. */
    02553       if (got_reservation != NULL) *got_reservation = true;
    02554       if (changed_signal) MarkTileDirtyByTile(tile);
    02555       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02556       return best_track;
    02557     }
    02558
    02559     /* Check if the train needs service here, so it has a chance to always find a depot.
    02560      * Also check if the current order is a service order so we don't reserve a path to
    02561      * the destination but instead to the next one if service isn't needed. */
    02562     CheckIfTrainNeedsService(v);
    02563     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
    02564   }
    02565
    02566   /* Save the current train order. The destructor will restore the old order on function exit. */
    02567   VehicleOrderSaver orders(v);
    02568
    02569   /* If the current tile is the destination of the current order and
    02570    * a reservation was requested, advance to the next order.
    02571    * Don't advance on a depot order as depots are always safe end points
    02572    * for a path and no look-ahead is necessary. This also avoids a
    02573    * problem with depot orders not part of the order list when the
    02574    * order list itself is empty. */
    02575   if (v->current_order.IsType(OT_LEAVESTATION)) {
    02576     orders.SwitchToNextOrder(false);
    02577   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
    02578       v->current_order.IsType(OT_GOTO_STATION) ?
    02579       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
    02580       v->tile == v->dest_tile))) {
    02581     orders.SwitchToNextOrder(true);
    02582   }
    02583
    02584   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02585     /* Pathfinders are able to tell that route was only 'guessed'. */
    02586     bool      path_found = true;
    02587     TileIndex new_tile = res_dest.tile;
    02588
    02589     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
    02590     if (new_tile == tile) best_track = next_track;
    02591     v->HandlePathfindingResult(path_found);
    02592   }
    02593
    02594   /* No track reservation requested -> finished. */
    02595   if (!do_track_reservation) return best_track;
    02596
    02597   /* A path was found, but could not be reserved. */
    02598   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
    02599     if (mark_stuck) MarkTrainAsStuck(v);
    02600     FreeTrainTrackReservation(v);
    02601     return best_track;
    02602   }
    02603
    02604   /* No possible reservation target found, we are probably lost. */
    02605   if (res_dest.tile == INVALID_TILE) {
    02606     /* Try to find any safe destination. */
    02607     PBSTileInfo origin = FollowTrainReservation(v);
    02608     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
    02609       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
    02610       best_track = FindFirstTrack(res);
    02611       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02612       if (got_reservation != NULL) *got_reservation = true;
    02613       if (changed_signal) MarkTileDirtyByTile(tile);
    02614     } else {
    02615       FreeTrainTrackReservation(v);
    02616       if (mark_stuck) MarkTrainAsStuck(v);
    02617     }
    02618     return best_track;
    02619   }
    02620
    02621   if (got_reservation != NULL) *got_reservation = true;
    02622
    02623   /* Reservation target found and free, check if it is safe. */
    02624   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
    02625     /* Extend reservation until we have found a safe position. */
    02626     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
    02627     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
    02628     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
    02629     if (_settings_game.pf.forbid_90_deg) {
    02630       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
    02631     }
    02632
    02633     /* Get next order with destination. */
    02634     if (orders.SwitchToNextOrder(true)) {
    02635       PBSTileInfo cur_dest;
    02636       bool path_found;
    02637       DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
    02638       if (cur_dest.tile != INVALID_TILE) {
    02639         res_dest = cur_dest;
    02640         if (res_dest.okay) continue;
    02641         /* Path found, but could not be reserved. */
    02642         FreeTrainTrackReservation(v);
    02643         if (mark_stuck) MarkTrainAsStuck(v);
    02644         if (got_reservation != NULL) *got_reservation = false;
    02645         changed_signal = false;
    02646         break;
    02647       }
    02648     }
    02649     /* No order or no safe position found, try any position. */
    02650     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
    02651       FreeTrainTrackReservation(v);
    02652       if (mark_stuck) MarkTrainAsStuck(v);
    02653       if (got_reservation != NULL) *got_reservation = false;
    02654       changed_signal = false;
    02655     }
    02656     break;
    02657   }
    02658
    02659   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
    02660
    02661   if (changed_signal) MarkTileDirtyByTile(tile);
    02662
    02663   return best_track;
    02664 }
    02665
    02674 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
    02675 {
    02676   assert(v->IsFrontEngine());
    02677
    02678   /* We have to handle depots specially as the track follower won't look
    02679    * at the depot tile itself but starts from the next tile. If we are still
    02680    * inside the depot, a depot reservation can never be ours. */
    02681   if (v->track == TRACK_BIT_DEPOT) {
    02682     if (HasDepotReservation(v->tile)) {
    02683       if (mark_as_stuck) MarkTrainAsStuck(v);
    02684       return false;
    02685     } else {
    02686       /* Depot not reserved, but the next tile might be. */
    02687       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
    02688       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
    02689     }
    02690   }
    02691
    02692   Vehicle *other_train = NULL;
    02693   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
    02694   /* The path we are driving on is already blocked by some other train.
    02695    * This can only happen in certain situations when mixing path and
    02696    * block signals or when changing tracks and/or signals.
    02697    * Exit here as doing any further reservations will probably just
    02698    * make matters worse. */
    02699   if (other_train != NULL && other_train->index != v->index) {
    02700     if (mark_as_stuck) MarkTrainAsStuck(v);
    02701     return false;
    02702   }
    02703   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
    02704   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
    02705     /* Can't be stuck then. */
    02706     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02707     ClrBit(v->flags, VRF_TRAIN_STUCK);
    02708     return true;
    02709   }
    02710
    02711   /* If we are in a depot, tentatively reserve the depot. */
    02712   if (v->track == TRACK_BIT_DEPOT) {
    02713     SetDepotReservation(v->tile, true);
    02714     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
    02715   }
    02716
    02717   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
    02718   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
    02719   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
    02720
    02721   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
    02722
    02723   bool res_made = false;
    02724   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
    02725
    02726   if (!res_made) {
    02727     /* Free the depot reservation as well. */
    02728     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
    02729     return false;
    02730   }
    02731
    02732   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
    02733     v->wait_counter = 0;
    02734     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    02735   }
    02736   ClrBit(v->flags, VRF_TRAIN_STUCK);
    02737   return true;
    02738 }
    02739
    02740
    02741 static bool CheckReverseTrain(const Train *v)
    02742 {
    02743   if (_settings_game.difficulty.line_reverse_mode != 0 ||
    02744       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
    02745       !(v->direction & 1)) {
    02746     return false;
    02747   }
    02748
    02749   assert(v->track != TRACK_BIT_NONE);
    02750
    02751   switch (_settings_game.pf.pathfinder_for_trains) {
    02752     case VPF_NPF: return NPFTrainCheckReverse(v);
    02753     case VPF_YAPF: return YapfTrainCheckReverse(v);
    02754
    02755     default: NOT_REACHED();
    02756   }
    02757 }
    02758
    02764 TileIndex Train::GetOrderStationLocation(StationID station)
    02765 {
    02766   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
    02767
    02768   const Station *st = Station::Get(station);
    02769   if (!(st->facilities & FACIL_TRAIN)) {
    02770     /* The destination station has no trainstation tiles. */
    02771     this->IncrementRealOrderIndex();
    02772     return 0;
    02773   }
    02774
    02775   return st->xy;
    02776 }
    02777
    02779 void Train::MarkDirty()
    02780 {
    02781   Train *v = this;
    02782   do {
    02783     v->colourmap = PAL_NONE;
    02784     v->UpdateViewport(true, false);
    02785   } while ((v = v->Next()) != NULL);
    02786
    02787   /* need to update acceleration and cached values since the goods on the train changed. */
    02788   this->CargoChanged();
    02789   this->UpdateAcceleration();
    02790 }
    02791
    02799 int Train::UpdateSpeed()
    02800 {
    02801   switch (_settings_game.vehicle.train_acceleration_model) {
    02802     default: NOT_REACHED();
    02803     case AM_ORIGINAL:
    02804       return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed());
    02805
    02806     case AM_REALISTIC:
    02807       return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
    02808   }
    02809 }
    02810
    02816 static void TrainEnterStation(Train *v, StationID station)
    02817 {
    02818   v->last_station_visited = station;
    02819
    02820   /* check if a train ever visited this station before */
    02821   Station *st = Station::Get(station);
    02822   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
    02823     st->had_vehicle_of_type |= HVOT_TRAIN;
    02824     SetDParam(0, st->index);
    02825     AddVehicleNewsItem(
    02826       STR_NEWS_FIRST_TRAIN_ARRIVAL,
    02827       v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
    02828       v->index,
    02829       st->index
    02830     );
    02831     AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
    02832     Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
    02833   }
    02834
    02835   v->force_proceed = TFP_NONE;
    02836   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    02837
    02838   v->BeginLoading();
    02839
    02840   TriggerStationRandomisation(st, v->tile, SRT_TRAIN_ARRIVES);
    02841   TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
    02842 }
    02843
    02844 /* Check if the vehicle is compatible with the specified tile */
    02845 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
    02846 {
    02847   return IsTileOwner(tile, v->owner) &&
    02848       (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
    02849 }
    02850
    02852 struct AccelerationSlowdownParams {
    02853   byte small_turn;
    02854   byte large_turn;
    02855   byte z_up;
    02856   byte z_down;
    02857 };
    02858
    02860 static const AccelerationSlowdownParams _accel_slowdown[] = {
    02861   /* normal accel */
    02862   {256 / 4, 256 / 2, 256 / 4, 2},
    02863   {256 / 4, 256 / 2, 256 / 4, 2},
    02864   {0,       256 / 2, 256 / 4, 2},
    02865 };
    02866
    02872 static inline void AffectSpeedByZChange(Train *v, int old_z)
    02873 {
    02874   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
    02875
    02876   const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
    02877
    02878   if (old_z < v->z_pos) {
    02879     v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
    02880   } else {
    02881     uint16 spd = v->cur_speed + asp->z_down;
    02882     if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
    02883   }
    02884 }
    02885
    02886 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
    02887 {
    02888   if (IsTileType(tile, MP_RAILWAY) &&
    02889       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
    02890     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
    02891     Trackdir trackdir = FindFirstTrackdir(tracks);
    02892     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
    02893       /* A PBS block with a non-PBS signal facing us? */
    02894       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
    02895     }
    02896   }
    02897   return false;
    02898 }
    02899
    02901 void Train::ReserveTrackUnderConsist() const
    02902 {
    02903   for (const Train *u = this; u != NULL; u = u->Next()) {
    02904     switch (u->track) {
    02905       case TRACK_BIT_WORMHOLE:
    02906         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
    02907         break;
    02908       case TRACK_BIT_DEPOT:
    02909         break;
    02910       default:
    02911         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
    02912         break;
    02913     }
    02914   }
    02915 }
    02916
    02923 uint Train::Crash(bool flooded)
    02924 {
    02925   uint pass = 0;
    02926   if (this->IsFrontEngine()) {
    02927     pass += 2; // driver
    02928
    02929     /* Remove the reserved path in front of the train if it is not stuck.
    02930      * Also clear all reserved tracks the train is currently on. */
    02931     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
    02932     for (const Train *v = this; v != NULL; v = v->Next()) {
    02933       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    02934       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
    02935         /* ClearPathReservation will not free the wormhole exit
    02936          * if the train has just entered the wormhole. */
    02937         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
    02938       }
    02939     }
    02940
    02941     /* we may need to update crossing we were approaching,
    02942      * but must be updated after the train has been marked crashed */
    02943     TileIndex crossing = TrainApproachingCrossingTile(this);
    02944     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
    02945
    02946     /* Remove the loading indicators (if any) */
    02947     HideFillingPercent(&this->fill_percent_te_id);
    02948   }
    02949
    02950   pass += this->GroundVehicleBase::Crash(flooded);
    02951
    02952   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
    02953   return pass;
    02954 }
    02955
    02962 static uint TrainCrashed(Train *v)
    02963 {
    02964   uint num = 0;
    02965
    02966   /* do not crash train twice */
    02967   if (!(v->vehstatus & VS_CRASHED)) {
    02968     num = v->Crash();
    02969     AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02970     Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
    02971   }
    02972
    02973   /* Try to re-reserve track under already crashed train too.
    02974    * Crash() clears the reservation! */
    02975   v->ReserveTrackUnderConsist();
    02976
    02977   return num;
    02978 }
    02979
    02981 struct TrainCollideChecker {
    02982   Train *v;
    02983   uint num;
    02984 };
    02985
    02992 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
    02993 {
    02994   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
    02995
    02996   /* not a train or in depot */
    02997   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
    02998
    02999   /* do not crash into trains of another company. */
    03000   if (v->owner != tcc->v->owner) return NULL;
    03001
    03002   /* get first vehicle now to make most usual checks faster */
    03003   Train *coll = Train::From(v)->First();
    03004
    03005   /* can't collide with own wagons */
    03006   if (coll == tcc->v) return NULL;
    03007
    03008   int x_diff = v->x_pos - tcc->v->x_pos;
    03009   int y_diff = v->y_pos - tcc->v->y_pos;
    03010
    03011   /* Do fast calculation to check whether trains are not in close vicinity
    03012    * and quickly reject trains distant enough for any collision.
    03013    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
    03014    * Differences are then ORed and then we check for any higher bits */
    03015   uint hash = (y_diff + 7) | (x_diff + 7);
    03016   if (hash & ~15) return NULL;
    03017
    03018   /* Slower check using multiplication */
    03019   int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
    03020   if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return NULL;
    03021
    03022   /* Happens when there is a train under bridge next to bridge head */
    03023   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
    03024
    03025   /* crash both trains */
    03026   tcc->num += TrainCrashed(tcc->v);
    03027   tcc->num += TrainCrashed(coll);
    03028
    03029   return NULL; // continue searching
    03030 }
    03031
    03039 static bool CheckTrainCollision(Train *v)
    03040 {
    03041   /* can't collide in depot */
    03042   if (v->track == TRACK_BIT_DEPOT) return false;
    03043
    03044   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
    03045
    03046   TrainCollideChecker tcc;
    03047   tcc.v = v;
    03048   tcc.num = 0;
    03049
    03050   /* find colliding vehicles */
    03051   if (v->track == TRACK_BIT_WORMHOLE) {
    03052     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
    03053     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
    03054   } else {
    03055     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
    03056   }
    03057
    03058   /* any dead -> no crash */
    03059   if (tcc.num == 0) return false;
    03060
    03061   SetDParam(0, tcc.num);
    03062   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->index);
    03063
    03064   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
    03065   if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_BIG_CRASH, v);
    03066   return true;
    03067 }
    03068
    03069 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
    03070 {
    03071   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
    03072
    03073   Train *t = Train::From(v);
    03074   DiagDirection exitdir = *(DiagDirection *)data;
    03075
    03076   /* not front engine of a train, inside wormhole or depot, crashed */
    03077   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
    03078
    03079   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
    03080
    03081   return t;
    03082 }
    03083
    03091 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
    03092 {
    03093   Train *first = v->First();
    03094   Train *prev;
    03095   bool direction_changed = false; // has direction of any part changed?
    03096
    03097   /* For every vehicle after and including the given vehicle */
    03098   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
    03099     DiagDirection enterdir = DIAGDIR_BEGIN;
    03100     bool update_signals_crossing = false; // will we update signals or crossing state?
    03101
    03102     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
    03103     if (v->track != TRACK_BIT_WORMHOLE) {
    03104       /* Not inside tunnel */
    03105       if (gp.old_tile == gp.new_tile) {
    03106         /* Staying in the old tile */
    03107         if (v->track == TRACK_BIT_DEPOT) {
    03108           /* Inside depot */
    03109           gp.x = v->x_pos;
    03110           gp.y = v->y_pos;
    03111         } else {
    03112           /* Not inside depot */
    03113
    03114           /* Reverse when we are at the end of the track already, do not move to the new position */
    03115           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
    03116
    03117           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03118           if (HasBit(r, VETS_CANNOT_ENTER)) {
    03119             goto invalid_rail;
    03120           }
    03121           if (HasBit(r, VETS_ENTERED_STATION)) {
    03122             /* The new position is the end of the platform */
    03123             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03124           }
    03125         }
    03126       } else {
    03127         /* A new tile is about to be entered. */
    03128
    03129         /* Determine what direction we're entering the new tile from */
    03130         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
    03131         assert(IsValidDiagDirection(enterdir));
    03132
    03133         /* Get the status of the tracks in the new tile and mask
    03134          * away the bits that aren't reachable. */
    03135         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
    03136         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
    03137
    03138         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03139         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
    03140
    03141         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03142         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
    03143           /* We allow wagons to make 90 deg turns, because forbid_90_deg
    03144            * can be switched on halfway a turn */
    03145           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03146         }
    03147
    03148         if (bits == TRACK_BIT_NONE) goto invalid_rail;
    03149
    03150         /* Check if the new tile constrains tracks that are compatible
    03151          * with the current train, if not, bail out. */
    03152         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
    03153
    03154         TrackBits chosen_track;
    03155         if (prev == NULL) {
    03156           /* Currently the locomotive is active. Determine which one of the
    03157            * available tracks to choose */
    03158           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
    03159           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
    03160
    03161           if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
    03162             /* For each signal we find decrease the counter by one.
    03163              * We start at two, so the first signal we pass decreases
    03164              * this to one, then if we reach the next signal it is
    03165              * decreased to zero and we won't pass that new signal. */
    03166             Trackdir dir = FindFirstTrackdir(trackdirbits);
    03167             if (HasSignalOnTrackdir(gp.new_tile, dir) ||
    03168                 (HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir)) &&
    03169                 GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS)) {
    03170               /* However, we do not want to be stopped by PBS signals
    03171                * entered via the back. */
    03172               v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
    03173               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03174             }
    03175           }
    03176
    03177           /* Check if it's a red signal and that force proceed is not clicked. */
    03178           if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
    03179             /* In front of a red signal */
    03180             Trackdir i = FindFirstTrackdir(trackdirbits);
    03181
    03182             /* Don't handle stuck trains here. */
    03183             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
    03184
    03185             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
    03186               v->cur_speed = 0;
    03187               v->subspeed = 0;
    03188               v->progress = 255 - 100;
    03189               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return false;
    03190             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
    03191               v->cur_speed = 0;
    03192               v->subspeed = 0;
    03193               v->progress = 255 - 10;
    03194               if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
    03195                 DiagDirection exitdir = TrackdirToExitdir(i);
    03196                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
    03197
    03198                 exitdir = ReverseDiagDir(exitdir);
    03199
    03200                 /* check if a train is waiting on the other side */
    03201                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
    03202               }
    03203             }
    03204
    03205             /* If we would reverse but are currently in a PBS block and
    03206              * reversing of stuck trains is disabled, don't reverse.
    03207              * This does not apply if the reason for reversing is a one-way
    03208              * signal blocking us, because a train would then be stuck forever. */
    03209             if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
    03210                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
    03211               v->wait_counter = 0;
    03212               return false;
    03213             }
    03214             goto reverse_train_direction;
    03215           } else {
    03216             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
    03217           }
    03218         } else {
    03219           /* The wagon is active, simply follow the prev vehicle. */
    03220           if (prev->tile == gp.new_tile) {
    03221             /* Choose the same track as prev */
    03222             if (prev->track == TRACK_BIT_WORMHOLE) {
    03223               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
    03224                * However, just choose the track into the wormhole. */
    03225               assert(IsTunnel(prev->tile));
    03226               chosen_track = bits;
    03227             } else {
    03228               chosen_track = prev->track;
    03229             }
    03230           } else {
    03231             /* Choose the track that leads to the tile where prev is.
    03232              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
    03233              * I.e. when the tile between them has only space for a single vehicle like
    03234              *  1) horizontal/vertical track tiles and
    03235              *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
    03236              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
    03237              */
    03238             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
    03239               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
    03240               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
    03241               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
    03242               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
    03243             };
    03244             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
    03245             assert(IsValidDiagDirection(exitdir));
    03246             chosen_track = _connecting_track[enterdir][exitdir];
    03247           }
    03248           chosen_track &= bits;
    03249         }
    03250
    03251         /* Make sure chosen track is a valid track */
    03252         assert(
    03253             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
    03254             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
    03255             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
    03256
    03257         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
    03258         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
    03259         gp.x = (gp.x & ~0xF) | b[0];
    03260         gp.y = (gp.y & ~0xF) | b[1];
    03261         Direction chosen_dir = (Direction)b[2];
    03262
    03263         /* Call the landscape function and tell it that the vehicle entered the tile */
    03264         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
    03265         if (HasBit(r, VETS_CANNOT_ENTER)) {
    03266           goto invalid_rail;
    03267         }
    03268
    03269         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
    03270           Track track = FindFirstTrack(chosen_track);
    03271           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
    03272           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
    03273             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
    03274             MarkTileDirtyByTile(gp.new_tile);
    03275           }
    03276
    03277           /* Clear any track reservation when the last vehicle leaves the tile */
    03278           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
    03279
    03280           v->tile = gp.new_tile;
    03281
    03282           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
    03283             v->First()->ConsistChanged(CCF_TRACK);
    03284           }
    03285
    03286           v->track = chosen_track;
    03287           assert(v->track);
    03288         }
    03289
    03290         /* We need to update signal status, but after the vehicle position hash
    03291          * has been updated by UpdateInclination() */
    03292         update_signals_crossing = true;
    03293
    03294         if (chosen_dir != v->direction) {
    03295           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
    03296             const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
    03297             DirDiff diff = DirDifference(v->direction, chosen_dir);
    03298             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
    03299           }
    03300           direction_changed = true;
    03301           v->direction = chosen_dir;
    03302         }
    03303
    03304         if (v->IsFrontEngine()) {
    03305           v->wait_counter = 0;
    03306
    03307           /* If we are approaching a crossing that is reserved, play the sound now. */
    03308           TileIndex crossing = TrainApproachingCrossingTile(v);
    03309           if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
    03310
    03311           /* Always try to extend the reservation when entering a tile. */
    03312           CheckNextTrainTile(v);
    03313         }
    03314
    03315         if (HasBit(r, VETS_ENTERED_STATION)) {
    03316           /* The new position is the location where we want to stop */
    03317           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
    03318         }
    03319       }
    03320     } else {
    03321       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
    03322         /* Perform look-ahead on tunnel exit. */
    03323         if (v->IsFrontEngine()) {
    03324           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
    03325           CheckNextTrainTile(v);
    03326         }
    03327         /* Prevent v->UpdateInclination() being called with wrong parameters.
    03328          * This could happen if the train was reversed inside the tunnel/bridge. */
    03329         if (gp.old_tile == gp.new_tile) {
    03330           gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
    03331         }
    03332       } else {
    03333         v->x_pos = gp.x;
    03334         v->y_pos = gp.y;
    03335         VehicleUpdatePosition(v);
    03336         if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true);
    03337         continue;
    03338       }
    03339     }
    03340
    03341     /* update image of train, as well as delta XY */
    03342     v->UpdateDeltaXY(v->direction);
    03343
    03344     v->x_pos = gp.x;
    03345     v->y_pos = gp.y;
    03346     VehicleUpdatePosition(v);
    03347
    03348     /* update the Z position of the vehicle */
    03349     int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
    03350
    03351     if (prev == NULL) {
    03352       /* This is the first vehicle in the train */
    03353       AffectSpeedByZChange(v, old_z);
    03354     }
    03355
    03356     if (update_signals_crossing) {
    03357       if (v->IsFrontEngine()) {
    03358         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
    03359           /* We are entering a block with PBS signals right now, but
    03360            * not through a PBS signal. This means we don't have a
    03361            * reservation right now. As a conventional signal will only
    03362            * ever be green if no other train is in the block, getting
    03363            * a path should always be possible. If the player built
    03364            * such a strange network that it is not possible, the train
    03365            * will be marked as stuck and the player has to deal with
    03366            * the problem. */
    03367           if ((!HasReservedTracks(gp.new_tile, v->track) &&
    03368               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
    03369               !TryPathReserve(v)) {
    03370             MarkTrainAsStuck(v);
    03371           }
    03372         }
    03373       }
    03374
    03375       /* Signals can only change when the first
    03376        * (above) or the last vehicle moves. */
    03377       if (v->Next() == NULL) {
    03378         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
    03379         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
    03380       }
    03381     }
    03382
    03383     /* Do not check on every tick to save some computing time. */
    03384     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
    03385   }
    03386
    03387   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
    03388
    03389   return true;
    03390
    03391 invalid_rail:
    03392   /* We've reached end of line?? */
    03393   if (prev != NULL) error("Disconnecting train");
    03394
    03395 reverse_train_direction:
    03396   if (reverse) {
    03397     v->wait_counter = 0;
    03398     v->cur_speed = 0;
    03399     v->subspeed = 0;
    03400     ReverseTrainDirection(v);
    03401   }
    03402
    03403   return false;
    03404 }
    03405
    03412 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
    03413 {
    03414   TrackBits *trackbits = (TrackBits *)data;
    03415
    03416   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
    03417     TrackBits train_tbits = Train::From(v)->track;
    03418     if (train_tbits == TRACK_BIT_WORMHOLE) {
    03419       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03420       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
    03421     } else if (train_tbits != TRACK_BIT_DEPOT) {
    03422       *trackbits |= train_tbits;
    03423     }
    03424   }
    03425
    03426   return NULL;
    03427 }
    03428
    03436 static void DeleteLastWagon(Train *v)
    03437 {
    03438   Train *first = v->First();
    03439
    03440   /* Go to the last wagon and delete the link pointing there
    03441    * *u is then the one-before-last wagon, and *v the last
    03442    * one which will physically be removed */
    03443   Train *u = v;
    03444   for (; v->Next() != NULL; v = v->Next()) u = v;
    03445   u->SetNext(NULL);
    03446
    03447   if (first != v) {
    03448     /* Recalculate cached train properties */
    03449     first->ConsistChanged(CCF_ARRANGE);
    03450     /* Update the depot window if the first vehicle is in depot -
    03451      * if v == first, then it is updated in PreDestructor() */
    03452     if (first->track == TRACK_BIT_DEPOT) {
    03453       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
    03454     }
    03455     v->last_station_visited = first->last_station_visited; // for PreDestructor
    03456   }
    03457
    03458   /* 'v' shouldn't be accessed after it has been deleted */
    03459   TrackBits trackbits = v->track;
    03460   TileIndex tile = v->tile;
    03461   Owner owner = v->owner;
    03462
    03463   delete v;
    03464   v = NULL; // make sure nobody will try to read 'v' anymore
    03465
    03466   if (trackbits == TRACK_BIT_WORMHOLE) {
    03467     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
    03468     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
    03469   }
    03470
    03471   Track track = TrackBitsToTrack(trackbits);
    03472   if (HasReservedTracks(tile, trackbits)) {
    03473     UnreserveRailTrack(tile, track);
    03474
    03475     /* If there are still crashed vehicles on the tile, give the track reservation to them */
    03476     TrackBits remaining_trackbits = TRACK_BIT_NONE;
    03477     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
    03478
    03479     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
    03480     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
    03481     Track t;
    03482     FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
    03483   }
    03484
    03485   /* check if the wagon was on a road/rail-crossing */
    03486   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
    03487
    03488   /* Update signals */
    03489   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
    03490     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
    03491   } else {
    03492     SetSignalsOnBothDir(tile, track, owner);
    03493   }
    03494 }
    03495
    03500 static void ChangeTrainDirRandomly(Train *v)
    03501 {
    03502   static const DirDiff delta[] = {
    03503     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
    03504   };
    03505
    03506   do {
    03507     /* We don't need to twist around vehicles if they're not visible */
    03508     if (!(v->vehstatus & VS_HIDDEN)) {
    03509       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
    03510       v->UpdateDeltaXY(v->direction);
    03511       v->cur_image = v->GetImage(v->direction, EIT_ON_MAP);
    03512       /* Refrain from updating the z position of the vehicle when on
    03513        * a bridge, because UpdateInclination() will put the vehicle under
    03514        * the bridge in that case */
    03515       if (v->track != TRACK_BIT_WORMHOLE) {
    03516         VehicleUpdatePosition(v);
    03517         v->UpdateInclination(false, false);
    03518       }
    03519     }
    03520   } while ((v = v->Next()) != NULL);
    03521 }
    03522
    03528 static bool HandleCrashedTrain(Train *v)
    03529 {
    03530   int state = ++v->crash_anim_pos;
    03531
    03532   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
    03533     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
    03534   }
    03535
    03536   uint32 r;
    03537   if (state <= 200 && Chance16R(1, 7, r)) {
    03538     int index = (r * 10 >> 16);
    03539
    03540     Vehicle *u = v;
    03541     do {
    03542       if (--index < 0) {
    03543         r = Random();
    03544
    03545         CreateEffectVehicleRel(u,
    03546           GB(r,  8, 3) + 2,
    03547           GB(r, 16, 3) + 2,
    03548           GB(r,  0, 3) + 5,
    03549           EV_EXPLOSION_SMALL);
    03550         break;
    03551       }
    03552     } while ((u = u->Next()) != NULL);
    03553   }
    03554
    03555   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
    03556
    03557   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
    03558     bool ret = v->Next() != NULL;
    03559     DeleteLastWagon(v);
    03560     return ret;
    03561   }
    03562
    03563   return true;
    03564 }
    03565
    03567 static const uint16 _breakdown_speeds[16] = {
    03568   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
    03569 };
    03570
    03571
    03580 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
    03581 {
    03582   /* Calc position within the current tile */
    03583   uint x = v->x_pos & 0xF;
    03584   uint y = v->y_pos & 0xF;
    03585
    03586   /* for diagonal directions, 'x' will be 0..15 -
    03587    * for other directions, it will be 1, 3, 5, ..., 15 */
    03588   switch (v->direction) {
    03589     case DIR_N : x = ~x + ~y + 25; break;
    03590     case DIR_NW: x = y;            // FALL THROUGH
    03591     case DIR_NE: x = ~x + 16;      break;
    03592     case DIR_E : x = ~x + y + 9;   break;
    03593     case DIR_SE: x = y;            break;
    03594     case DIR_S : x = x + y - 7;    break;
    03595     case DIR_W : x = ~y + x + 9;   break;
    03596     default: break;
    03597   }
    03598
    03599   /* Do not reverse when approaching red signal. Make sure the vehicle's front
    03600    * does not cross the tile boundary when we do reverse, but as the vehicle's
    03601    * location is based on their center, use half a vehicle's length as offset.
    03602    * Multiply the half-length by two for straight directions to compensate that
    03603    * we only get odd x offsets there. */
    03604   if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
    03605     /* we are too near the tile end, reverse now */
    03606     v->cur_speed = 0;
    03607     if (reverse) ReverseTrainDirection(v);
    03608     return false;
    03609   }
    03610
    03611   /* slow down */
    03612   v->vehstatus |= VS_TRAIN_SLOWING;
    03613   uint16 break_speed = _breakdown_speeds[x & 0xF];
    03614   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03615
    03616   return true;
    03617 }
    03618
    03619
    03625 static bool TrainCanLeaveTile(const Train *v)
    03626 {
    03627   /* Exit if inside a tunnel/bridge or a depot */
    03628   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
    03629
    03630   TileIndex tile = v->tile;
    03631
    03632   /* entering a tunnel/bridge? */
    03633   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    03634     DiagDirection dir = GetTunnelBridgeDirection(tile);
    03635     if (DiagDirToDir(dir) == v->direction) return false;
    03636   }
    03637
    03638   /* entering a depot? */
    03639   if (IsRailDepotTile(tile)) {
    03640     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
    03641     if (DiagDirToDir(dir) == v->direction) return false;
    03642   }
    03643
    03644   return true;
    03645 }
    03646
    03647
    03655 static TileIndex TrainApproachingCrossingTile(const Train *v)
    03656 {
    03657   assert(v->IsFrontEngine());
    03658   assert(!(v->vehstatus & VS_CRASHED));
    03659
    03660   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
    03661
    03662   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03663   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03664
    03665   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
    03666   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
    03667       !CheckCompatibleRail(v, tile)) {
    03668     return INVALID_TILE;
    03669   }
    03670
    03671   return tile;
    03672 }
    03673
    03674
    03682 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
    03683 {
    03684   /* First, handle broken down train */
    03685
    03686   int t = v->breakdown_ctr;
    03687   if (t > 1) {
    03688     v->vehstatus |= VS_TRAIN_SLOWING;
    03689
    03690     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
    03691     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
    03692   } else {
    03693     v->vehstatus &= ~VS_TRAIN_SLOWING;
    03694   }
    03695
    03696   if (!TrainCanLeaveTile(v)) return true;
    03697
    03698   /* Determine the non-diagonal direction in which we will exit this tile */
    03699   DiagDirection dir = TrainExitDir(v->direction, v->track);
    03700   /* Calculate next tile */
    03701   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
    03702
    03703   /* Determine the track status on the next tile */
    03704   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
    03705   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
    03706
    03707   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
    03708   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
    03709
    03710   /* We are sure the train is not entering a depot, it is detected above */
    03711
    03712   /* mask unreachable track bits if we are forbidden to do 90deg turns */
    03713   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
    03714   if (_settings_game.pf.forbid_90_deg) {
    03715     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
    03716   }
    03717
    03718   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
    03719   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
    03720     return TrainApproachingLineEnd(v, false, reverse);
    03721   }
    03722
    03723   /* approaching red signal */
    03724   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
    03725
    03726   /* approaching a rail/road crossing? then make it red */
    03727   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
    03728
    03729   return true;
    03730 }
    03731
    03732
    03733 static bool TrainLocoHandler(Train *v, bool mode)
    03734 {
    03735   /* train has crashed? */
    03736   if (v->vehstatus & VS_CRASHED) {
    03737     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
    03738   }
    03739
    03740   if (v->force_proceed != TFP_NONE) {
    03741     ClrBit(v->flags, VRF_TRAIN_STUCK);
    03742     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03743   }
    03744
    03745   /* train is broken down? */
    03746   if (v->HandleBreakdown()) return true;
    03747
    03748   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
    03749     ReverseTrainDirection(v);
    03750   }
    03751
    03752   /* exit if train is stopped */
    03753   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
    03754
    03755   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
    03756   if (ProcessOrders(v) && CheckReverseTrain(v)) {
    03757     v->wait_counter = 0;
    03758     v->cur_speed = 0;
    03759     v->subspeed = 0;
    03760     ClrBit(v->flags, VRF_LEAVING_STATION);
    03761     ReverseTrainDirection(v);
    03762     return true;
    03763   } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
    03764     /* Try to reserve a path when leaving the station as we
    03765      * might not be marked as wanting a reservation, e.g.
    03766      * when an overlength train gets turned around in a station. */
    03767     DiagDirection dir = TrainExitDir(v->direction, v->track);
    03768     if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
    03769
    03770     if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
    03771       TryPathReserve(v, true, true);
    03772     }
    03773     ClrBit(v->flags, VRF_LEAVING_STATION);
    03774   }
    03775
    03776   v->HandleLoading(mode);
    03777
    03778   if (v->current_order.IsType(OT_LOADING)) return true;
    03779
    03780   if (CheckTrainStayInDepot(v)) return true;
    03781
    03782   if (!mode) v->ShowVisualEffect();
    03783
    03784   /* We had no order but have an order now, do look ahead. */
    03785   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
    03786     CheckNextTrainTile(v);
    03787   }
    03788
    03789   /* Handle stuck trains. */
    03790   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
    03791     ++v->wait_counter;
    03792
    03793     /* Should we try reversing this tick if still stuck? */
    03794     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
    03795
    03796     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
    03797     if (!TryPathReserve(v)) {
    03798       /* Still stuck. */
    03799       if (turn_around) ReverseTrainDirection(v);
    03800
    03801       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
    03802         /* Show message to player. */
    03803         if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
    03804           SetDParam(0, v->index);
    03805           AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
    03806         }
    03807         v->wait_counter = 0;
    03808       }
    03809       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
    03810       if (v->force_proceed == TFP_NONE) return true;
    03811       ClrBit(v->flags, VRF_TRAIN_STUCK);
    03812       v->wait_counter = 0;
    03813       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03814     }
    03815   }
    03816
    03817   if (v->current_order.IsType(OT_LEAVESTATION)) {
    03818     v->current_order.Free();
    03819     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03820     return true;
    03821   }
    03822
    03823   int j = v->UpdateSpeed();
    03824
    03825   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
    03826   if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
    03827     /* If we manually stopped, we're not force-proceeding anymore. */
    03828     v->force_proceed = TFP_NONE;
    03829     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
    03830   }
    03831
    03832   int adv_spd = v->GetAdvanceDistance();
    03833   if (j < adv_spd) {
    03834     /* if the vehicle has speed 0, update the last_speed field. */
    03835     if (v->cur_speed == 0) v->SetLastSpeed();
    03836   } else {
    03837     TrainCheckIfLineEnds(v);
    03838     /* Loop until the train has finished moving. */
    03839     for (;;) {
    03840       j -= adv_spd;
    03841       TrainController(v, NULL);
    03842       /* Don't continue to move if the train crashed. */
    03843       if (CheckTrainCollision(v)) break;
    03844       /* Determine distance to next map position */
    03845       adv_spd = v->GetAdvanceDistance();
    03846
    03847       /* No more moving this tick */
    03848       if (j < adv_spd || v->cur_speed == 0) break;
    03849
    03850       OrderType order_type = v->current_order.GetType();
    03851       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
    03852       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
    03853             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
    03854             IsTileType(v->tile, MP_STATION) &&
    03855             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
    03856         ProcessOrders(v);
    03857       }
    03858     }
    03859     v->SetLastSpeed();
    03860   }
    03861
    03862   for (Train *u = v; u != NULL; u = u->Next()) {
    03863     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
    03864
    03865     u->UpdateViewport(false, false);
    03866   }
    03867
    03868   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
    03869
    03870   return true;
    03871 }
    03872
    03877 Money Train::GetRunningCost() const
    03878 {
    03879   Money cost = 0;
    03880   const Train *v = this;
    03881
    03882   do {
    03883     const Engine *e = v->GetEngine();
    03884     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
    03885
    03886     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
    03887     if (cost_factor == 0) continue;
    03888
    03889     /* Halve running cost for multiheaded parts */
    03890     if (v->IsMultiheaded()) cost_factor /= 2;
    03891
    03892     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
    03893   } while ((v = v->GetNextVehicle()) != NULL);
    03894
    03895   return cost;
    03896 }
    03897
    03902 bool Train::Tick()
    03903 {
    03904   this->tick_counter++;
    03905
    03906   if (this->IsFrontEngine()) {
    03907     if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
    03908
    03909     this->current_order_time++;
    03910
    03911     if (!TrainLocoHandler(this, false)) return false;
    03912
    03913     return TrainLocoHandler(this, true);
    03914   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
    03915     /* Delete flooded standalone wagon chain */
    03916     if (++this->crash_anim_pos >= 4400) {
    03917       delete this;
    03918       return false;
    03919     }
    03920   }
    03921
    03922   return true;
    03923 }
    03924
    03929 static void CheckIfTrainNeedsService(Train *v)
    03930 {
    03931   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
    03932   if (v->IsChainInDepot()) {
    03933     VehicleServiceInDepot(v);
    03934     return;
    03935   }
    03936
    03937   uint max_penalty;
    03938   switch (_settings_game.pf.pathfinder_for_trains) {
    03939     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
    03940     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
    03941     default: NOT_REACHED();
    03942   }
    03943
    03944   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
    03945   /* Only go to the depot if it is not too far out of our way. */
    03946   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
    03947     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
    03948       /* If we were already heading for a depot but it has
    03949        * suddenly moved farther away, we continue our normal
    03950        * schedule? */
    03951       v->current_order.MakeDummy();
    03952       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03953     }
    03954     return;
    03955   }
    03956
    03957   DepotID depot = GetDepotIndex(tfdd.tile);
    03958
    03959   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
    03960       v->current_order.GetDestination() != depot &&
    03961       !Chance16(3, 16)) {
    03962     return;
    03963   }
    03964
    03965   SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
    03966   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
    03967   v->dest_tile = tfdd.tile;
    03968   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
    03969 }
    03970
    03972 void Train::OnNewDay()
    03973 {
    03974   AgeVehicle(this);
    03975
    03976   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
    03977
    03978   if (this->IsFrontEngine()) {
    03979     CheckVehicleBreakdown(this);
    03980
    03981     CheckIfTrainNeedsService(this);
    03982
    03983     CheckOrders(this);
    03984
    03985     /* update destination */
    03986     if (this->current_order.IsType(OT_GOTO_STATION)) {
    03987       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
    03988       if (tile != INVALID_TILE) this->dest_tile = tile;
    03989     }
    03990
    03991     if (this->running_ticks != 0) {
    03992       /* running costs */
    03993       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
    03994
    03995       this->profit_this_year -= cost.GetCost();
    03996       this->running_ticks = 0;
    03997
    03998       SubtractMoneyFromCompanyFract(this->owner, cost);
    03999
    04000       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
    04001       SetWindowClassesDirty(WC_TRAINS_LIST);
    04002     }
    04003   }
    04004 }
    04005
    04010 Trackdir Train::GetVehicleTrackdir() const
    04011 {
    04012   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
    04013
    04014   if (this->track == TRACK_BIT_DEPOT) {
    04015     /* We'll assume the train is facing outwards */
    04016     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
    04017   }
    04018
    04019   if (this->track == TRACK_BIT_WORMHOLE) {
    04020     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
    04021     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
    04022   }
    04023
    04024   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
    04025 }