train_cmd.cpp

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00001 /* $Id: train_cmd.cpp 19690 2010-04-21 19:20:28Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "gui.h"
00014 #include "articulated_vehicles.h"
00015 #include "command_func.h"
00016 #include "pathfinder/npf/npf_func.h"
00017 #include "pathfinder/yapf/yapf.hpp"
00018 #include "news_func.h"
00019 #include "company_func.h"
00020 #include "vehicle_gui.h"
00021 #include "newgrf_engine.h"
00022 #include "newgrf_sound.h"
00023 #include "newgrf_text.h"
00024 #include "group.h"
00025 #include "table/sprites.h"
00026 #include "strings_func.h"
00027 #include "functions.h"
00028 #include "window_func.h"
00029 #include "vehicle_func.h"
00030 #include "sound_func.h"
00031 #include "autoreplace_gui.h"
00032 #include "ai/ai.hpp"
00033 #include "newgrf_station.h"
00034 #include "effectvehicle_func.h"
00035 #include "effectvehicle_base.h"
00036 #include "gamelog.h"
00037 #include "network/network.h"
00038 #include "spritecache.h"
00039 #include "core/random_func.hpp"
00040 #include "company_base.h"
00041 #include "engine_base.h"
00042 #include "engine_func.h"
00043 #include "newgrf.h"
00044 
00045 #include "table/strings.h"
00046 #include "table/train_cmd.h"
00047 
00048 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
00049 static bool TrainCheckIfLineEnds(Train *v);
00050 static void TrainController(Train *v, Vehicle *nomove);
00051 static TileIndex TrainApproachingCrossingTile(const Train *v);
00052 static void CheckIfTrainNeedsService(Train *v);
00053 static void CheckNextTrainTile(Train *v);
00054 
00055 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
00056 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
00057 
00058 
00066 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
00067 {
00068   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
00069 
00070   DiagDirection diagdir = DirToDiagDir(direction);
00071 
00072   /* Determine the diagonal direction in which we will exit this tile */
00073   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
00074     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
00075   }
00076 
00077   return diagdir;
00078 }
00079 
00080 
00085 byte FreightWagonMult(CargoID cargo)
00086 {
00087   if (!CargoSpec::Get(cargo)->is_freight) return 1;
00088   return _settings_game.vehicle.freight_trains;
00089 }
00090 
00091 
00095 void Train::PowerChanged()
00096 {
00097   assert(this->First() == this);
00098 
00099   uint32 total_power = 0;
00100   uint32 max_te = 0;
00101   uint32 number_of_parts = 0;
00102   uint16 max_rail_speed = this->tcache.cached_max_speed;
00103 
00104   for (const Train *u = this; u != NULL; u = u->Next()) {
00105     uint32 current_power = u->GetPower();
00106     total_power += current_power;
00107 
00108     /* Only powered parts add tractive effort */
00109     if (current_power > 0) max_te += u->GetWeight() * u->GetTractiveEffort();
00110     total_power += u->GetPoweredPartPower(this);
00111     number_of_parts++;
00112 
00113     /* Get minimum max speed for rail */
00114     uint16 rail_speed = GetRailTypeInfo(GetRailType(u->tile))->max_speed;
00115     if (rail_speed > 0) max_rail_speed = min(max_rail_speed, rail_speed);
00116   }
00117 
00118   this->tcache.cached_axle_resistance = 60 * number_of_parts;
00119   this->tcache.cached_air_drag = 20 + 3 * number_of_parts;
00120 
00121   max_te *= 10000; // Tractive effort in (tonnes * 1000 * 10 =) N
00122   max_te /= 256;   // Tractive effort is a [0-255] coefficient
00123   if (this->tcache.cached_power != total_power || this->tcache.cached_max_te != max_te) {
00124     /* Stop the vehicle if it has no power */
00125     if (total_power == 0) this->vehstatus |= VS_STOPPED;
00126 
00127     this->tcache.cached_power = total_power;
00128     this->tcache.cached_max_te = max_te;
00129     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
00130     SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
00131   }
00132 
00133   this->tcache.cached_max_rail_speed = max_rail_speed;
00134 }
00135 
00136 
00141 void Train::CargoChanged()
00142 {
00143   assert(this->First() == this);
00144   uint32 weight = 0;
00145 
00146   for (Train *u = this; u != NULL; u = u->Next()) {
00147     uint32 current_weight = u->GetWeight();
00148     weight += current_weight;
00149     u->tcache.cached_slope_resistance = current_weight * u->GetSlopeSteepness();
00150   }
00151 
00152   /* store consist weight in cache */
00153   this->tcache.cached_weight = weight;
00154 
00155   /* Now update train power (tractive effort is dependent on weight) */
00156   this->PowerChanged();
00157 }
00158 
00159 
00164 static void RailVehicleLengthChanged(const Train *u)
00165 {
00166   /* show a warning once for each engine in whole game and once for each GRF after each game load */
00167   const Engine *engine = Engine::Get(u->engine_type);
00168   uint32 grfid = engine->grffile->grfid;
00169   GRFConfig *grfconfig = GetGRFConfig(grfid);
00170   if (GamelogGRFBugReverse(grfid, engine->internal_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
00171     ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
00172   }
00173 }
00174 
00176 void CheckTrainsLengths()
00177 {
00178   const Train *v;
00179 
00180   FOR_ALL_TRAINS(v) {
00181     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
00182       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
00183         if (u->track != TRACK_BIT_DEPOT) {
00184           if ((w->track != TRACK_BIT_DEPOT &&
00185               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->tcache.cached_veh_length) ||
00186               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
00187             SetDParam(0, v->index);
00188             SetDParam(1, v->owner);
00189             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, 0, 0, true);
00190 
00191             if (!_networking) DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
00192           }
00193         }
00194       }
00195     }
00196   }
00197 }
00198 
00205 void Train::ConsistChanged(bool same_length)
00206 {
00207   uint16 max_speed = UINT16_MAX;
00208 
00209   assert(this->IsFrontEngine() || this->IsFreeWagon());
00210 
00211   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
00212   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
00213   this->tcache.cached_total_length = 0;
00214   this->compatible_railtypes = RAILTYPES_NONE;
00215 
00216   bool train_can_tilt = true;
00217 
00218   for (Train *u = this; u != NULL; u = u->Next()) {
00219     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
00220 
00221     /* Check the this->first cache. */
00222     assert(u->First() == this);
00223 
00224     /* update the 'first engine' */
00225     u->tcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
00226     u->railtype = rvi_u->railtype;
00227 
00228     if (u->IsEngine()) first_engine = u->engine_type;
00229 
00230     /* Set user defined data to its default value */
00231     u->tcache.user_def_data = rvi_u->user_def_data;
00232     this->InvalidateNewGRFCache();
00233     u->InvalidateNewGRFCache();
00234   }
00235 
00236   for (Train *u = this; u != NULL; u = u->Next()) {
00237     /* Update user defined data (must be done before other properties) */
00238     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
00239     this->InvalidateNewGRFCache();
00240     u->InvalidateNewGRFCache();
00241   }
00242 
00243   for (Train *u = this; u != NULL; u = u->Next()) {
00244     const Engine *e_u = Engine::Get(u->engine_type);
00245     const RailVehicleInfo *rvi_u = &e_u->u.rail;
00246 
00247     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
00248 
00249     /* Cache wagon override sprite group. NULL is returned if there is none */
00250     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->tcache.first_engine);
00251 
00252     /* Reset colour map */
00253     u->colourmap = PAL_NONE;
00254 
00255     if (rvi_u->visual_effect != 0) {
00256       u->tcache.cached_vis_effect = rvi_u->visual_effect;
00257     } else {
00258       if (u->IsWagon() || u->IsArticulatedPart()) {
00259         /* Wagons and articulated parts have no effect by default */
00260         u->tcache.cached_vis_effect = 0x40;
00261       } else if (rvi_u->engclass == 0) {
00262         /* Steam is offset by -4 units */
00263         u->tcache.cached_vis_effect = 4;
00264       } else {
00265         /* Diesel fumes and sparks come from the centre */
00266         u->tcache.cached_vis_effect = 8;
00267       }
00268     }
00269 
00270     /* Check powered wagon / visual effect callback */
00271     if (HasBit(e_u->info.callback_mask, CBM_TRAIN_WAGON_POWER)) {
00272       uint16 callback = GetVehicleCallback(CBID_TRAIN_WAGON_POWER, 0, 0, u->engine_type, u);
00273 
00274       if (callback != CALLBACK_FAILED) u->tcache.cached_vis_effect = GB(callback, 0, 8);
00275     }
00276 
00277     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
00278       UsesWagonOverride(u) && !HasBit(u->tcache.cached_vis_effect, 7)) {
00279       /* wagon is powered */
00280       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
00281     } else {
00282       ClrBit(u->flags, VRF_POWEREDWAGON);
00283     }
00284 
00285     if (!u->IsArticulatedPart()) {
00286       /* Do not count powered wagons for the compatible railtypes, as wagons always
00287          have railtype normal */
00288       if (rvi_u->power > 0) {
00289         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
00290       }
00291 
00292       /* Some electric engines can be allowed to run on normal rail. It happens to all
00293        * existing electric engines when elrails are disabled and then re-enabled */
00294       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
00295         u->railtype = RAILTYPE_RAIL;
00296         u->compatible_railtypes |= RAILTYPES_RAIL;
00297       }
00298 
00299       /* max speed is the minimum of the speed limits of all vehicles in the consist */
00300       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
00301         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
00302         if (speed != 0) max_speed = min(speed, max_speed);
00303       }
00304     }
00305 
00306     u->cargo_cap = GetVehicleCapacity(u);
00307 
00308     /* check the vehicle length (callback) */
00309     uint16 veh_len = CALLBACK_FAILED;
00310     if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
00311       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
00312     }
00313     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
00314     veh_len = 8 - Clamp(veh_len, 0, 7);
00315 
00316     /* verify length hasn't changed */
00317     if (same_length && veh_len != u->tcache.cached_veh_length) RailVehicleLengthChanged(u);
00318 
00319     /* update vehicle length? */
00320     if (!same_length) u->tcache.cached_veh_length = veh_len;
00321 
00322     this->tcache.cached_total_length += u->tcache.cached_veh_length;
00323     this->InvalidateNewGRFCache();
00324     u->InvalidateNewGRFCache();
00325   }
00326 
00327   /* store consist weight/max speed in cache */
00328   this->tcache.cached_max_speed = max_speed;
00329   this->tcache.cached_tilt = train_can_tilt;
00330   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
00331 
00332   /* 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) */
00333   this->CargoChanged();
00334 
00335   if (this->IsFrontEngine()) {
00336     this->UpdateAcceleration();
00337     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
00338   }
00339 }
00340 
00351 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
00352 {
00353   const Station *st = Station::Get(station_id);
00354   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
00355   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
00356 
00357   /* Default to the middle of the station for stations stops that are not in
00358    * the order list like intermediate stations when non-stop is disabled */
00359   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
00360   if (v->tcache.cached_total_length >= *station_length) {
00361     /* The train is longer than the station, make it stop at the far end of the platform */
00362     osl = OSL_PLATFORM_FAR_END;
00363   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
00364     osl = v->current_order.GetStopLocation();
00365   }
00366 
00367   /* The stop location of the FRONT! of the train */
00368   int stop;
00369   switch (osl) {
00370     default: NOT_REACHED();
00371 
00372     case OSL_PLATFORM_NEAR_END:
00373       stop = v->tcache.cached_total_length;
00374       break;
00375 
00376     case OSL_PLATFORM_MIDDLE:
00377       stop = *station_length - (*station_length - v->tcache.cached_total_length) / 2;
00378       break;
00379 
00380     case OSL_PLATFORM_FAR_END:
00381       stop = *station_length;
00382       break;
00383   }
00384 
00385   /* Substract half the front vehicle length of the train so we get the real
00386    * stop location of the train. */
00387   return stop - (v->tcache.cached_veh_length + 1) / 2;
00388 }
00389 
00390 
00395 int Train::GetCurveSpeedLimit() const
00396 {
00397   assert(this->First() == this);
00398 
00399   static const int absolute_max_speed = UINT16_MAX;
00400   int max_speed = absolute_max_speed;
00401 
00402   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
00403 
00404   int curvecount[2] = {0, 0};
00405 
00406   /* first find the curve speed limit */
00407   int numcurve = 0;
00408   int sum = 0;
00409   int pos = 0;
00410   int lastpos = -1;
00411   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
00412     Direction this_dir = u->direction;
00413     Direction next_dir = u->Next()->direction;
00414 
00415     DirDiff dirdiff = DirDifference(this_dir, next_dir);
00416     if (dirdiff == DIRDIFF_SAME) continue;
00417 
00418     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
00419     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
00420     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
00421       if (lastpos != -1) {
00422         numcurve++;
00423         sum += pos - lastpos;
00424         if (pos - lastpos == 1) {
00425           max_speed = 88;
00426         }
00427       }
00428       lastpos = pos;
00429     }
00430 
00431     /* if we have a 90 degree turn, fix the speed limit to 60 */
00432     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
00433       max_speed = 61;
00434     }
00435   }
00436 
00437   if (numcurve > 0 && max_speed > 88) {
00438     if (curvecount[0] == 1 && curvecount[1] == 1) {
00439       max_speed = absolute_max_speed;
00440     } else {
00441       sum /= numcurve;
00442       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
00443     }
00444   }
00445 
00446   if (max_speed != absolute_max_speed) {
00447     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
00448     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
00449     max_speed += (max_speed / 2) * rti->curve_speed;
00450 
00451     if (this->tcache.cached_tilt) {
00452       /* Apply max_speed bonus of 20% for a tilting train */
00453       max_speed += max_speed / 5;
00454     }
00455   }
00456 
00457   return max_speed;
00458 }
00459 
00464 int Train::GetCurrentMaxSpeed() const
00465 {
00466   int max_speed = this->tcache.cached_max_curve_speed;
00467   assert(max_speed == this->GetCurveSpeedLimit());
00468 
00469   if (IsRailStationTile(this->tile)) {
00470     StationID sid = GetStationIndex(this->tile);
00471     if (this->current_order.ShouldStopAtStation(this, sid)) {
00472       int station_ahead;
00473       int station_length;
00474       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
00475 
00476       /* The distance to go is whatever is still ahead of the train minus the
00477        * distance from the train's stop location to the end of the platform */
00478       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
00479 
00480       if (distance_to_go > 0) {
00481         int st_max_speed = 120;
00482 
00483         int delta_v = this->cur_speed / (distance_to_go + 1);
00484         if (max_speed > (this->cur_speed - delta_v)) {
00485           st_max_speed = this->cur_speed - (delta_v / 10);
00486         }
00487 
00488         st_max_speed = max(st_max_speed, 25 * distance_to_go);
00489         max_speed = min(max_speed, st_max_speed);
00490       }
00491     }
00492   }
00493 
00494   for (const Train *u = this; u != NULL; u = u->Next()) {
00495     if (u->track == TRACK_BIT_DEPOT) {
00496       max_speed = min(max_speed, 61);
00497       break;
00498     }
00499   }
00500 
00501   return min(max_speed, this->tcache.cached_max_rail_speed);
00502 }
00503 
00509 int Train::GetAcceleration() const
00510 {
00511   int32 speed = this->GetCurrentSpeed();
00512 
00513   /* Weight is stored in tonnes */
00514   int32 mass = this->tcache.cached_weight;
00515 
00516   /* Power is stored in HP, we need it in watts. */
00517   int32 power = this->tcache.cached_power * 746;
00518 
00519   int32 resistance = 0;
00520 
00521   bool maglev = this->GetAccelerationType() == 2;
00522 
00523   const int area = 120;
00524   if (!maglev) {
00525     resistance = (13 * mass) / 10;
00526     resistance += this->tcache.cached_axle_resistance;
00527     resistance += (this->GetRollingFriction() * mass * speed) / 1000;
00528     resistance += (area * this->tcache.cached_air_drag * speed * speed) / 10000;
00529   } else {
00530     resistance += (area * this->tcache.cached_air_drag * speed * speed) / 20000;
00531   }
00532 
00533   resistance += this->GetSlopeResistance();
00534   resistance *= 4; //[N]
00535 
00536   /* This value allows to know if the vehicle is accelerating or braking. */
00537   AccelStatus mode = this->GetAccelerationStatus();
00538 
00539   const int max_te = this->tcache.cached_max_te; // [N]
00540   int force;
00541   if (speed > 0) {
00542     if (!maglev) {
00543       force = power / speed; //[N]
00544       force *= 22;
00545       force /= 10;
00546       if (mode == AS_ACCEL && force > max_te) force = max_te;
00547     } else {
00548       force = power / 25;
00549     }
00550   } else {
00551     /* "kickoff" acceleration */
00552     force = (mode == AS_ACCEL && !maglev) ? min(max_te, power) : power;
00553     force = max(force, (mass * 8) + resistance);
00554   }
00555 
00556   if (mode == AS_ACCEL) {
00557     return (force - resistance) / (mass * 2);
00558   } else {
00559     return min(-force - resistance, -10000) / mass;
00560   }
00561 }
00562 
00563 void Train::UpdateAcceleration()
00564 {
00565   assert(this->IsFrontEngine());
00566 
00567   this->max_speed = this->tcache.cached_max_rail_speed;
00568 
00569   uint power = this->tcache.cached_power;
00570   uint weight = this->tcache.cached_weight;
00571   assert(weight != 0);
00572   this->acceleration = Clamp(power / weight * 4, 1, 255);
00573 }
00574 
00580 int Train::GetDisplayImageWidth(Point *offset) const
00581 {
00582   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
00583   int vehicle_pitch = 0;
00584 
00585   const Engine *e = Engine::Get(this->engine_type);
00586   if (e->grffile != NULL && is_custom_sprite(e->u.rail.image_index)) {
00587     reference_width = e->grffile->traininfo_vehicle_width;
00588     vehicle_pitch = e->grffile->traininfo_vehicle_pitch;
00589   }
00590 
00591   if (offset != NULL) {
00592     offset->x = reference_width / 2;
00593     offset->y = vehicle_pitch;
00594   }
00595   return this->tcache.cached_veh_length * reference_width / 8;
00596 }
00597 
00598 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
00599 {
00600   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
00601 }
00602 
00603 SpriteID Train::GetImage(Direction direction) const
00604 {
00605   uint8 spritenum = this->spritenum;
00606   SpriteID sprite;
00607 
00608   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
00609 
00610   if (is_custom_sprite(spritenum)) {
00611     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
00612     if (sprite != 0) return sprite;
00613 
00614     spritenum = Engine::Get(this->engine_type)->original_image_index;
00615   }
00616 
00617   sprite = GetDefaultTrainSprite(spritenum, direction);
00618 
00619   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
00620 
00621   return sprite;
00622 }
00623 
00624 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
00625 {
00626   const Engine *e = Engine::Get(engine);
00627   Direction dir = rear_head ? DIR_E : DIR_W;
00628   uint8 spritenum = e->u.rail.image_index;
00629 
00630   if (is_custom_sprite(spritenum)) {
00631     SpriteID sprite = GetCustomVehicleIcon(engine, dir);
00632     if (sprite != 0) {
00633       if (e->grffile != NULL) {
00634         y += e->grffile->traininfo_vehicle_pitch;
00635       }
00636       return sprite;
00637     }
00638 
00639     spritenum = Engine::Get(engine)->original_image_index;
00640   }
00641 
00642   if (rear_head) spritenum++;
00643 
00644   return GetDefaultTrainSprite(spritenum, DIR_W);
00645 }
00646 
00647 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
00648 {
00649   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
00650     int yf = y;
00651     int yr = y;
00652 
00653     SpriteID spritef = GetRailIcon(engine, false, yf);
00654     SpriteID spriter = GetRailIcon(engine, true, yr);
00655     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
00656     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
00657 
00658     preferred_x = Clamp(preferred_x, left - real_spritef->x_offs + 14, right - real_spriter->width - real_spriter->x_offs - 15);
00659 
00660     DrawSprite(spritef, pal, preferred_x - 14, yf);
00661     DrawSprite(spriter, pal, preferred_x + 15, yr);
00662   } else {
00663     SpriteID sprite = GetRailIcon(engine, false, y);
00664     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
00665     preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
00666     DrawSprite(sprite, pal, preferred_x, y);
00667   }
00668 }
00669 
00670 static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandFlag flags)
00671 {
00672   const Engine *e = Engine::Get(engine);
00673   const RailVehicleInfo *rvi = &e->u.rail;
00674   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
00675 
00676   /* Engines without valid cargo should not be available */
00677   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
00678 
00679   if (flags & DC_QUERY_COST) return value;
00680 
00681   /* Check that the wagon can drive on the track in question */
00682   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
00683 
00684   uint num_vehicles = 1 + CountArticulatedParts(engine, false);
00685 
00686   /* Allow for the wagon and the articulated parts */
00687   if (!Vehicle::CanAllocateItem(num_vehicles)) {
00688     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00689   }
00690 
00691   if (flags & DC_EXEC) {
00692     Train *v = new Train();
00693     v->spritenum = rvi->image_index;
00694 
00695     v->engine_type = engine;
00696     v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
00697 
00698     DiagDirection dir = GetRailDepotDirection(tile);
00699 
00700     v->direction = DiagDirToDir(dir);
00701     v->tile = tile;
00702 
00703     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
00704     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
00705 
00706     v->x_pos = x;
00707     v->y_pos = y;
00708     v->z_pos = GetSlopeZ(x, y);
00709     v->owner = _current_company;
00710     v->track = TRACK_BIT_DEPOT;
00711     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
00712 
00713     v->SetWagon();
00714 
00715     v->SetFreeWagon();
00716     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00717 
00718     v->cargo_type = e->GetDefaultCargoType();
00719     v->cargo_cap = rvi->capacity;
00720     v->value = value.GetCost();
00721 
00722     v->railtype = rvi->railtype;
00723 
00724     v->build_year = _cur_year;
00725     v->cur_image = SPR_IMG_QUERY;
00726     v->random_bits = VehicleRandomBits();
00727 
00728     v->group_id = DEFAULT_GROUP;
00729 
00730     AddArticulatedParts(v);
00731 
00732     _new_vehicle_id = v->index;
00733 
00734     VehicleMove(v, false);
00735     v->First()->ConsistChanged(false);
00736     UpdateTrainGroupID(v->First());
00737 
00738     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
00739     if (IsLocalCompany()) {
00740       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
00741     }
00742     Company::Get(_current_company)->num_engines[engine]++;
00743 
00744     CheckConsistencyOfArticulatedVehicle(v);
00745 
00746     /* Try to connect the vehicle to one of free chains of wagons. */
00747     Train *w;
00748     FOR_ALL_TRAINS(w) {
00749       if (w->tile == tile &&              
00750           w->IsFreeWagon() &&             
00751           w->engine_type == engine &&     
00752           w->First() != v &&              
00753           !(w->vehstatus & VS_CRASHED)) { 
00754         DoCommand(0, v->index | (w->Last()->index << 16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
00755         break;
00756       }
00757     }
00758   }
00759 
00760   return value;
00761 }
00762 
00764 static void NormalizeTrainVehInDepot(const Train *u)
00765 {
00766   const Train *v;
00767   FOR_ALL_TRAINS(v) {
00768     if (v->IsFreeWagon() && v->tile == u->tile &&
00769         v->track == TRACK_BIT_DEPOT) {
00770       if (DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
00771           CMD_MOVE_RAIL_VEHICLE).Failed())
00772         break;
00773     }
00774   }
00775 }
00776 
00777 static void AddRearEngineToMultiheadedTrain(Train *v)
00778 {
00779   Train *u = new Train();
00780   v->value >>= 1;
00781   u->value = v->value;
00782   u->direction = v->direction;
00783   u->owner = v->owner;
00784   u->tile = v->tile;
00785   u->x_pos = v->x_pos;
00786   u->y_pos = v->y_pos;
00787   u->z_pos = v->z_pos;
00788   u->track = TRACK_BIT_DEPOT;
00789   u->vehstatus = v->vehstatus & ~VS_STOPPED;
00790   u->spritenum = v->spritenum + 1;
00791   u->cargo_type = v->cargo_type;
00792   u->cargo_subtype = v->cargo_subtype;
00793   u->cargo_cap = v->cargo_cap;
00794   u->railtype = v->railtype;
00795   u->engine_type = v->engine_type;
00796   u->build_year = v->build_year;
00797   u->cur_image = SPR_IMG_QUERY;
00798   u->random_bits = VehicleRandomBits();
00799   v->SetMultiheaded();
00800   u->SetMultiheaded();
00801   v->SetNext(u);
00802   VehicleMove(u, false);
00803 
00804   /* Now we need to link the front and rear engines together */
00805   v->other_multiheaded_part = u;
00806   u->other_multiheaded_part = v;
00807 }
00808 
00817 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00818 {
00819   EngineID eid = GB(p1, 0, 16);
00820   /* Check if the engine-type is valid (for the company) */
00821   if (!IsEngineBuildable(eid, VEH_TRAIN, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE);
00822 
00823   const Engine *e = Engine::Get(eid);
00824   const RailVehicleInfo *rvi = &e->u.rail;
00825   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
00826 
00827   /* Engines with CT_INVALID should not be available */
00828   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
00829 
00830   if (flags & DC_QUERY_COST) return value;
00831 
00832   /* Check if the train is actually being built in a depot belonging
00833    * to the company. Doesn't matter if only the cost is queried */
00834   if (!IsRailDepotTile(tile)) return CMD_ERROR;
00835   if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
00836 
00837   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(eid, tile, flags);
00838 
00839   uint num_vehicles =
00840     (rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
00841     CountArticulatedParts(eid, false);
00842 
00843   /* Check if depot and new engine uses the same kind of tracks *
00844    * We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
00845   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
00846 
00847   /* Allow for the dual-heads and the articulated parts */
00848   if (!Vehicle::CanAllocateItem(num_vehicles)) {
00849     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00850   }
00851 
00852   UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
00853   if (unit_num > _settings_game.vehicle.max_trains) {
00854     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00855   }
00856 
00857   if (flags & DC_EXEC) {
00858     DiagDirection dir = GetRailDepotDirection(tile);
00859     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
00860     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
00861 
00862     Train *v = new Train();
00863     v->unitnumber = unit_num;
00864     v->direction = DiagDirToDir(dir);
00865     v->tile = tile;
00866     v->owner = _current_company;
00867     v->x_pos = x;
00868     v->y_pos = y;
00869     v->z_pos = GetSlopeZ(x, y);
00870     v->track = TRACK_BIT_DEPOT;
00871     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
00872     v->spritenum = rvi->image_index;
00873     v->cargo_type = e->GetDefaultCargoType();
00874     v->cargo_cap = rvi->capacity;
00875     v->max_speed = rvi->max_speed;
00876     v->value = value.GetCost();
00877     v->last_station_visited = INVALID_STATION;
00878 
00879     v->engine_type = eid;
00880     v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
00881 
00882     v->reliability = e->reliability;
00883     v->reliability_spd_dec = e->reliability_spd_dec;
00884     v->max_age = e->GetLifeLengthInDays();
00885 
00886     v->railtype = rvi->railtype;
00887     _new_vehicle_id = v->index;
00888 
00889     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
00890     v->date_of_last_service = _date;
00891     v->build_year = _cur_year;
00892     v->cur_image = SPR_IMG_QUERY;
00893     v->random_bits = VehicleRandomBits();
00894 
00895     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
00896 
00897     v->group_id = DEFAULT_GROUP;
00898 
00899     v->SetFrontEngine();
00900     v->SetEngine();
00901 
00902     VehicleMove(v, false);
00903 
00904     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
00905       AddRearEngineToMultiheadedTrain(v);
00906     } else {
00907       AddArticulatedParts(v);
00908     }
00909 
00910     v->ConsistChanged(false);
00911     UpdateTrainGroupID(v);
00912 
00913     if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
00914       NormalizeTrainVehInDepot(v);
00915     }
00916 
00917     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00918     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
00919     SetWindowDirty(WC_COMPANY, v->owner);
00920     if (IsLocalCompany()) {
00921       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
00922     }
00923 
00924     Company::Get(_current_company)->num_engines[eid]++;
00925 
00926     CheckConsistencyOfArticulatedVehicle(v);
00927   }
00928 
00929   return value;
00930 }
00931 
00932 
00933 bool Train::IsInDepot() const
00934 {
00935   /* Is the front engine stationary in the depot? */
00936   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
00937 
00938   /* Check whether the rest is also already trying to enter the depot. */
00939   for (const Train *v = this; v != NULL; v = v->Next()) {
00940     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
00941   }
00942 
00943   return true;
00944 }
00945 
00946 bool Train::IsStoppedInDepot() const
00947 {
00948   /* Are we stopped? Ofcourse wagons don't really care... */
00949   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
00950   return this->IsInDepot();
00951 }
00952 
00953 static Train *FindGoodVehiclePos(const Train *src)
00954 {
00955   EngineID eng = src->engine_type;
00956   TileIndex tile = src->tile;
00957 
00958   Train *dst;
00959   FOR_ALL_TRAINS(dst) {
00960     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
00961       /* check so all vehicles in the line have the same engine. */
00962       Train *t = dst;
00963       while (t->engine_type == eng) {
00964         t = t->Next();
00965         if (t == NULL) return dst;
00966       }
00967     }
00968   }
00969 
00970   return NULL;
00971 }
00972 
00974 typedef SmallVector<Train *, 16> TrainList;
00975 
00981 static void MakeTrainBackup(TrainList &list, Train *t)
00982 {
00983   for (; t != NULL; t = t->Next()) *list.Append() = t;
00984 }
00985 
00990 static void RestoreTrainBackup(TrainList &list)
00991 {
00992   /* No train, nothing to do. */
00993   if (list.Length() == 0) return;
00994 
00995   Train *prev = NULL;
00996   /* Iterate over the list and rebuild it. */
00997   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
00998     Train *t = *iter;
00999     if (prev != NULL) {
01000       prev->SetNext(t);
01001     } else if (t->Previous() != NULL) {
01002       /* Make sure the head of the train is always the first in the chain. */
01003       t->Previous()->SetNext(NULL);
01004     }
01005     prev = t;
01006   }
01007 }
01008 
01014 static void RemoveFromConsist(Train *part, bool chain = false)
01015 {
01016   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
01017 
01018   /* Unlink at the front, but make it point to the next
01019    * vehicle after the to be remove part. */
01020   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
01021 
01022   /* Unlink at the back */
01023   tail->SetNext(NULL);
01024 }
01025 
01031 static void InsertInConsist(Train *dst, Train *chain)
01032 {
01033   /* We do not want to add something in the middle of an articulated part. */
01034   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
01035 
01036   chain->Last()->SetNext(dst->Next());
01037   dst->SetNext(chain);
01038 }
01039 
01045 static void NormaliseDualHeads(Train *t)
01046 {
01047   for (; t != NULL; t = t->GetNextVehicle()) {
01048     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
01049 
01050     /* Make sure that there are no free cars before next engine */
01051     Train *u;
01052     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
01053 
01054     if (u == t->other_multiheaded_part) continue;
01055 
01056     /* Remove the part from the 'wrong' train */
01057     RemoveFromConsist(t->other_multiheaded_part);
01058     /* And add it to the 'right' train */
01059     InsertInConsist(u, t->other_multiheaded_part);
01060   }
01061 }
01062 
01067 static void NormaliseSubtypes(Train *chain)
01068 {
01069   /* Nothing to do */
01070   if (chain == NULL) return;
01071 
01072   /* We must be the first in the chain. */
01073   assert(chain->Previous() == NULL);
01074 
01075   /* Set the appropirate bits for the first in the chain. */
01076   if (chain->IsWagon()) {
01077     chain->SetFreeWagon();
01078   } else {
01079     assert(chain->IsEngine());
01080     chain->SetFrontEngine();
01081   }
01082 
01083   /* Now clear the bits for the rest of the chain */
01084   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
01085     t->ClearFreeWagon();
01086     t->ClearFrontEngine();
01087   }
01088 }
01089 
01099 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
01100 {
01101   /* Just add 'new' engines and substract the original ones.
01102    * If that's less than or equal to 0 we can be sure we did
01103    * not add any engines (read: trains) along the way. */
01104   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
01105       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
01106       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
01107       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
01108     return CommandCost();
01109   }
01110 
01111   /* Get a free unit number and check whether it's within the bounds.
01112    * There will always be a maximum of one new train. */
01113   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
01114 
01115   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01116 }
01117 
01123 static CommandCost CheckTrainAttachment(Train *t)
01124 {
01125   /* No multi-part train, no need to check. */
01126   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
01127 
01128   /* The maximum length for a train. For each part we decrease this by one
01129    * and if the result is negative the train is simply too long. */
01130   int allowed_len = _settings_game.vehicle.mammoth_trains ? 100 : 10;
01131 
01132   Train *head = t;
01133   Train *prev = t;
01134 
01135   /* Break the prev -> t link so it always holds within the loop. */
01136   t = t->Next();
01137   allowed_len--;
01138   prev->SetNext(NULL);
01139 
01140   /* Make sure the cache is cleared. */
01141   head->InvalidateNewGRFCache();
01142 
01143   while (t != NULL) {
01144     Train *next = t->Next();
01145 
01146     /* Unlink the to-be-added piece; it is already unlinked from the previous
01147      * part due to the fact that the prev -> t link is broken. */
01148     t->SetNext(NULL);
01149 
01150     /* Don't check callback for articulated or rear dual headed parts */
01151     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
01152       allowed_len--; // We do not count articulated parts and rear heads either.
01153 
01154       /* Back up and clear the first_engine data to avoid using wagon override group */
01155       EngineID first_engine = t->tcache.first_engine;
01156       t->tcache.first_engine = INVALID_ENGINE;
01157 
01158       /* We don't want the cache to interfere. head's cache is cleared before
01159        * the loop and after each callback does not need to be cleared here. */
01160       t->InvalidateNewGRFCache();
01161 
01162       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
01163 
01164       /* Restore original first_engine data */
01165       t->tcache.first_engine = first_engine;
01166 
01167       /* We do not want to remember any cached variables from the test run */
01168       t->InvalidateNewGRFCache();
01169       head->InvalidateNewGRFCache();
01170 
01171       if (callback != CALLBACK_FAILED) {
01172         /* A failing callback means everything is okay */
01173         StringID error = STR_NULL;
01174 
01175         if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
01176         if (callback  < 0xFD) error = GetGRFStringID(GetEngineGRFID(head->engine_type), 0xD000 + callback);
01177 
01178         if (error != STR_NULL) return_cmd_error(error);
01179       }
01180     }
01181 
01182     /* And link it to the new part. */
01183     prev->SetNext(t);
01184     prev = t;
01185     t = next;
01186   }
01187 
01188   if (allowed_len <= 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
01189   return CommandCost();
01190 }
01191 
01201 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src)
01202 {
01203   /* Check whether we may actually construct the trains. */
01204   CommandCost ret = CheckTrainAttachment(src);
01205   if (ret.Failed()) return ret;
01206   ret = CheckTrainAttachment(dst);
01207   if (ret.Failed()) return ret;
01208 
01209   /* Check whether we need to build a new train. */
01210   return CheckNewTrain(original_dst, dst, original_src, src);
01211 }
01212 
01221 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
01222 {
01223   /* First determine the front of the two resulting trains */
01224   if (*src_head == *dst_head) {
01225     /* If we aren't moving part(s) to a new train, we are just moving the
01226      * front back and there is not destination head. */
01227     *dst_head = NULL;
01228   } else if (*dst_head == NULL) {
01229     /* If we are moving to a new train the head of the move train would become
01230      * the head of the new vehicle. */
01231     *dst_head = src;
01232   }
01233 
01234   if (src == *src_head) {
01235     /* If we are moving the front of a train then we are, in effect, creating
01236      * a new head for the train. Point to that. Unless we are moving the whole
01237      * train in which case there is not 'source' train anymore.
01238      * In case we are a multiheaded part we want the complete thing to come
01239      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
01240      * that is followed by a rear multihead we do not want to include that. */
01241     *src_head = move_chain ? NULL :
01242         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
01243   }
01244 
01245   /* Now it's just simply removing the part that we are going to move from the
01246    * source train and *if* the destination is a not a new train add the chain
01247    * at the destination location. */
01248   RemoveFromConsist(src, move_chain);
01249   if (*dst_head != src) InsertInConsist(dst, src);
01250 
01251   /* Now normalise the dual heads, that is move the dual heads around in such
01252    * a way that the head and rear of a dual head are in the same train */
01253   NormaliseDualHeads(*src_head);
01254   NormaliseDualHeads(*dst_head);
01255 }
01256 
01262 static void NormaliseTrainHead(Train *head)
01263 {
01264   /* Not much to do! */
01265   if (head == NULL) return;
01266 
01267   /* Tell the 'world' the train changed. */
01268   head->ConsistChanged(false);
01269   UpdateTrainGroupID(head);
01270 
01271   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
01272   if (!head->IsFrontEngine()) return;
01273 
01274   /* Update the refit button and window */
01275   SetWindowDirty(WC_VEHICLE_REFIT, head->index);
01276   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
01277 
01278   /* If we don't have a unit number yet, set one. */
01279   if (head->unitnumber != 0) return;
01280   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
01281 }
01282 
01294 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01295 {
01296   VehicleID s = GB(p1, 0, 16);
01297   VehicleID d = GB(p1, 16, 16);
01298   bool move_chain = HasBit(p2, 0);
01299 
01300   Train *src = Train::GetIfValid(s);
01301   if (src == NULL || !CheckOwnership(src->owner)) return CMD_ERROR;
01302 
01303   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
01304   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
01305 
01306   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
01307   Train *dst;
01308   if (d == INVALID_VEHICLE) {
01309     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
01310   } else {
01311     dst = Train::GetIfValid(d);
01312     if (dst == NULL || !CheckOwnership(dst->owner)) return CMD_ERROR;
01313 
01314     /* Do not allow appending to crashed vehicles, too */
01315     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
01316   }
01317 
01318   /* if an articulated part is being handled, deal with its parent vehicle */
01319   src = src->GetFirstEnginePart();
01320   if (dst != NULL) {
01321     dst = dst->GetFirstEnginePart();
01322   }
01323 
01324   /* don't move the same vehicle.. */
01325   if (src == dst) return CommandCost();
01326 
01327   /* locate the head of the two chains */
01328   Train *src_head = src->First();
01329   Train *dst_head;
01330   if (dst != NULL) {
01331     dst_head = dst->First();
01332     if (dst_head->tile != src_head->tile) return CMD_ERROR;
01333     /* Now deal with articulated part of destination wagon */
01334     dst = dst->GetLastEnginePart();
01335   } else {
01336     dst_head = NULL;
01337   }
01338 
01339   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
01340 
01341   /* When moving all wagons, we can't have the same src_head and dst_head */
01342   if (move_chain && src_head == dst_head) return CommandCost();
01343 
01344   /* When moving a multiheaded part to be place after itself, bail out. */
01345   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
01346 
01347   /* Check if all vehicles in the source train are stopped inside a depot. */
01348   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01349 
01350   /* Check if all vehicles in the destination train are stopped inside a depot. */
01351   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01352 
01353   /* First make a backup of the order of the trains. That way we can do
01354    * whatever we want with the order and later on easily revert. */
01355   TrainList original_src;
01356   TrainList original_dst;
01357 
01358   MakeTrainBackup(original_src, src_head);
01359   MakeTrainBackup(original_dst, dst_head);
01360 
01361   /* Also make backup of the original heads as ArrangeTrains can change them.
01362    * For the destination head we do not care if it is the same as the source
01363    * head because in that case it's just a copy. */
01364   Train *original_src_head = src_head;
01365   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
01366 
01367   /* (Re)arrange the trains in the wanted arrangement. */
01368   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
01369 
01370   if ((flags & DC_AUTOREPLACE) == 0) {
01371     /* If the autoreplace flag is set we do not need to test for the validity
01372      * because we are going to revert the train to its original state. As we
01373      * assume the original state was correct autoreplace can skip this. */
01374     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head);
01375     if (ret.Failed()) {
01376       /* Restore the train we had. */
01377       RestoreTrainBackup(original_src);
01378       RestoreTrainBackup(original_dst);
01379       return ret;
01380     }
01381   }
01382 
01383   /* do it? */
01384   if (flags & DC_EXEC) {
01385     /* First normalise the sub types of the chains. */
01386     NormaliseSubtypes(src_head);
01387     NormaliseSubtypes(dst_head);
01388 
01389     /* There are 14 different cases:
01390      *  1) front engine gets moved to a new train, it stays a front engine.
01391      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01392      *     b) the 'next' part is an engine, that becomes a front engine.
01393      *     c) there is no 'next' part, nothing else happens
01394      *  2) front engine gets moved to another train, it is not a front engine anymore
01395      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01396      *     b) the 'next' part is an engine, that becomes a front engine.
01397      *     c) there is no 'next' part, nothing else happens
01398      *  3) front engine gets moved to later in the current train, it is not an engine anymore.
01399      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01400      *     b) the 'next' part is an engine, that becomes a front engine.
01401      *  4) free wagon gets moved
01402      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01403      *     b) the 'next' part is an engine, that becomes a front engine.
01404      *     c) there is no 'next' part, nothing else happens
01405      *  5) non front engine gets moved and becomes a new train, nothing else happens
01406      *  6) non front engine gets moved within a train / to another train, nothing hapens
01407      *  7) wagon gets moved, nothing happens
01408      */
01409     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
01410       /* Cases #2 and #3: the front engine gets trashed. */
01411       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
01412       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
01413       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
01414       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
01415       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
01416 
01417       /* We are going to be move to another train. So we
01418        * are no part of this group anymore. In case we
01419        * are not moving group... well, then we do not need
01420        * to move.
01421        * Or we are moving to later in the train and our
01422        * new head isn't a front engine anymore.
01423        */
01424       if (dst_head != NULL ? dst_head != src : !src_head->IsFrontEngine()) {
01425         DecreaseGroupNumVehicle(src->group_id);
01426       }
01427 
01428       /* Delete orders, group stuff and the unit number as we're not the
01429        * front of any vehicle anymore. */
01430       DeleteVehicleOrders(src);
01431       RemoveVehicleFromGroup(src);
01432       src->unitnumber = 0;
01433     }
01434 
01435     /* We weren't a front engine but are becoming one. So
01436      * we should be put in the default group. */
01437     if (original_src_head != src && dst_head == src) {
01438       SetTrainGroupID(src, DEFAULT_GROUP);
01439     }
01440 
01441     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
01442     NormaliseTrainHead(src_head);
01443     NormaliseTrainHead(dst_head);
01444 
01445     /* We are undoubtedly changing something in the depot and train list. */
01446     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
01447     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01448   } else {
01449     /* We don't want to execute what we're just tried. */
01450     RestoreTrainBackup(original_src);
01451     RestoreTrainBackup(original_dst);
01452   }
01453 
01454   return CommandCost();
01455 }
01456 
01468 CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01469 {
01470   /* Check if we deleted a vehicle window */
01471   Window *w = NULL;
01472 
01473   Train *v = Train::GetIfValid(p1);
01474   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
01475 
01476   /* Sell a chain of vehicles or not? */
01477   bool sell_chain = HasBit(p2, 0);
01478 
01479   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_SELL_DESTROYED_VEHICLE);
01480 
01481   v = v->GetFirstEnginePart();
01482   Train *first = v->First();
01483 
01484   /* make sure the vehicle is stopped in the depot */
01485   if (!first->IsStoppedInDepot()) {
01486     return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01487   }
01488 
01489   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
01490 
01491   /* First make a backup of the order of the train. That way we can do
01492    * whatever we want with the order and later on easily revert. */
01493   TrainList original;
01494   MakeTrainBackup(original, first);
01495 
01496   /* We need to keep track of the new head and the head of what we're going to sell. */
01497   Train *new_head = first;
01498   Train *sell_head = NULL;
01499 
01500   /* Split the train in the wanted way. */
01501   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
01502 
01503   /* We don't need to validate the second train; it's going to be sold. */
01504   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head);
01505   if (ret.Failed()) {
01506     /* Restore the train we had. */
01507     RestoreTrainBackup(original);
01508     return ret;
01509   }
01510 
01511   CommandCost cost(EXPENSES_NEW_VEHICLES);
01512   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
01513 
01514   /* do it? */
01515   if (flags & DC_EXEC) {
01516     /* First normalise the sub types of the chain. */
01517     NormaliseSubtypes(new_head);
01518 
01519     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
01520       /* We are selling the front engine. In this case we want to
01521        * 'give' the order, unitnumber and such to the new head. */
01522       new_head->orders.list = first->orders.list;
01523       new_head->AddToShared(first);
01524       DeleteVehicleOrders(first);
01525 
01526       /* Copy other important data from the front engine */
01527       new_head->CopyVehicleConfigAndStatistics(first);
01528       IncreaseGroupNumVehicle(new_head->group_id);
01529 
01530       /* If we deleted a window then open a new one for the 'new' train */
01531       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
01532     }
01533 
01534     /* We need to update the information about the train. */
01535     NormaliseTrainHead(new_head);
01536 
01537     /* We are undoubtedly changing something in the depot and train list. */
01538     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01539     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01540 
01541     /* Actually delete the sold 'goods' */
01542     delete sell_head;
01543   } else {
01544     /* We don't want to execute what we're just tried. */
01545     RestoreTrainBackup(original);
01546   }
01547 
01548   return cost;
01549 }
01550 
01551 void Train::UpdateDeltaXY(Direction direction)
01552 {
01553 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
01554   static const uint32 _delta_xy_table[8] = {
01555     MKIT(3, 3, -1, -1),
01556     MKIT(3, 7, -1, -3),
01557     MKIT(3, 3, -1, -1),
01558     MKIT(7, 3, -3, -1),
01559     MKIT(3, 3, -1, -1),
01560     MKIT(3, 7, -1, -3),
01561     MKIT(3, 3, -1, -1),
01562     MKIT(7, 3, -3, -1),
01563   };
01564 #undef MKIT
01565 
01566   uint32 x = _delta_xy_table[direction];
01567   this->x_offs        = GB(x,  0, 8);
01568   this->y_offs        = GB(x,  8, 8);
01569   this->x_extent      = GB(x, 16, 8);
01570   this->y_extent      = GB(x, 24, 8);
01571   this->z_extent      = 6;
01572 }
01573 
01574 static inline void SetLastSpeed(Train *v, int spd)
01575 {
01576   int old = v->tcache.last_speed;
01577   if (spd != old) {
01578     v->tcache.last_speed = spd;
01579     if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) {
01580       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01581     }
01582   }
01583 }
01584 
01586 static void MarkTrainAsStuck(Train *v)
01587 {
01588   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
01589     /* It is the first time the problem occured, set the "train stuck" flag. */
01590     SetBit(v->flags, VRF_TRAIN_STUCK);
01591 
01592     v->wait_counter = 0;
01593 
01594     /* Stop train */
01595     v->cur_speed = 0;
01596     v->subspeed = 0;
01597     SetLastSpeed(v, 0);
01598 
01599     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01600   }
01601 }
01602 
01603 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
01604 {
01605   uint16 flag1 = *swap_flag1;
01606   uint16 flag2 = *swap_flag2;
01607 
01608   /* Clear the flags */
01609   ClrBit(*swap_flag1, VRF_GOINGUP);
01610   ClrBit(*swap_flag1, VRF_GOINGDOWN);
01611   ClrBit(*swap_flag2, VRF_GOINGUP);
01612   ClrBit(*swap_flag2, VRF_GOINGDOWN);
01613 
01614   /* Reverse the rail-flags (if needed) */
01615   if (HasBit(flag1, VRF_GOINGUP)) {
01616     SetBit(*swap_flag2, VRF_GOINGDOWN);
01617   } else if (HasBit(flag1, VRF_GOINGDOWN)) {
01618     SetBit(*swap_flag2, VRF_GOINGUP);
01619   }
01620   if (HasBit(flag2, VRF_GOINGUP)) {
01621     SetBit(*swap_flag1, VRF_GOINGDOWN);
01622   } else if (HasBit(flag2, VRF_GOINGDOWN)) {
01623     SetBit(*swap_flag1, VRF_GOINGUP);
01624   }
01625 }
01626 
01627 static void ReverseTrainSwapVeh(Train *v, int l, int r)
01628 {
01629   Train *a, *b;
01630 
01631   /* locate vehicles to swap */
01632   for (a = v; l != 0; l--) a = a->Next();
01633   for (b = v; r != 0; r--) b = b->Next();
01634 
01635   if (a != b) {
01636     /* swap the hidden bits */
01637     {
01638       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
01639       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
01640       a->vehstatus = tmp;
01641     }
01642 
01643     Swap(a->track, b->track);
01644     Swap(a->direction,    b->direction);
01645 
01646     /* toggle direction */
01647     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
01648     if (b->track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
01649 
01650     Swap(a->x_pos, b->x_pos);
01651     Swap(a->y_pos, b->y_pos);
01652     Swap(a->tile,  b->tile);
01653     Swap(a->z_pos, b->z_pos);
01654 
01655     SwapTrainFlags(&a->flags, &b->flags);
01656 
01657     /* update other vars */
01658     a->UpdateViewport(true, true);
01659     b->UpdateViewport(true, true);
01660 
01661     /* call the proper EnterTile function unless we are in a wormhole */
01662     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
01663     if (b->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
01664   } else {
01665     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
01666     a->UpdateViewport(true, true);
01667 
01668     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
01669   }
01670 
01671   /* Update train's power incase tiles were different rail type */
01672   v->PowerChanged();
01673 }
01674 
01675 
01681 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
01682 {
01683   return (v->type == VEH_TRAIN) ? v : NULL;
01684 }
01685 
01686 
01693 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
01694 {
01695   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
01696 
01697   Train *t = Train::From(v);
01698   if (!t->IsFrontEngine()) return NULL;
01699 
01700   TileIndex tile = *(TileIndex *)data;
01701 
01702   if (TrainApproachingCrossingTile(t) != tile) return NULL;
01703 
01704   return t;
01705 }
01706 
01707 
01714 static bool TrainApproachingCrossing(TileIndex tile)
01715 {
01716   assert(IsLevelCrossingTile(tile));
01717 
01718   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
01719   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
01720 
01721   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
01722 
01723   dir = ReverseDiagDir(dir);
01724   tile_from = tile + TileOffsByDiagDir(dir);
01725 
01726   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
01727 }
01728 
01729 
01736 void UpdateLevelCrossing(TileIndex tile, bool sound)
01737 {
01738   assert(IsLevelCrossingTile(tile));
01739 
01740   /* train on crossing || train approaching crossing || reserved */
01741   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
01742 
01743   if (new_state != IsCrossingBarred(tile)) {
01744     if (new_state && sound) {
01745       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
01746     }
01747     SetCrossingBarred(tile, new_state);
01748     MarkTileDirtyByTile(tile);
01749   }
01750 }
01751 
01752 
01758 static inline void MaybeBarCrossingWithSound(TileIndex tile)
01759 {
01760   if (!IsCrossingBarred(tile)) {
01761     BarCrossing(tile);
01762     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
01763     MarkTileDirtyByTile(tile);
01764   }
01765 }
01766 
01767 
01773 static void AdvanceWagonsBeforeSwap(Train *v)
01774 {
01775   Train *base = v;
01776   Train *first = base; // first vehicle to move
01777   Train *last = v->Last(); // last vehicle to move
01778   uint length = CountVehiclesInChain(v);
01779 
01780   while (length > 2) {
01781     last = last->Previous();
01782     first = first->Next();
01783 
01784     int differential = base->tcache.cached_veh_length - last->tcache.cached_veh_length;
01785 
01786     /* do not update images now
01787      * negative differential will be handled in AdvanceWagonsAfterSwap() */
01788     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
01789 
01790     base = first; // == base->Next()
01791     length -= 2;
01792   }
01793 }
01794 
01795 
01801 static void AdvanceWagonsAfterSwap(Train *v)
01802 {
01803   /* first of all, fix the situation when the train was entering a depot */
01804   Train *dep = v; // last vehicle in front of just left depot
01805   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
01806     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
01807   }
01808 
01809   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
01810 
01811   if (leave != NULL) {
01812     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
01813     int d = TicksToLeaveDepot(dep);
01814 
01815     if (d <= 0) {
01816       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
01817       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
01818       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
01819     }
01820   } else {
01821     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
01822   }
01823 
01824   Train *base = v;
01825   Train *first = base; // first vehicle to move
01826   Train *last = v->Last(); // last vehicle to move
01827   uint length = CountVehiclesInChain(v);
01828 
01829   /* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
01830    * they have already correct spacing, so we have to make sure they are moved how they should */
01831   bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
01832 
01833   while (length > 2) {
01834     /* we reached vehicle (originally) in front of a depot, stop now
01835      * (we would move wagons that are alredy moved with new wagon length) */
01836     if (base == dep) break;
01837 
01838     /* the last wagon was that one leaving a depot, so do not move it anymore */
01839     if (last == dep) nomove = true;
01840 
01841     last = last->Previous();
01842     first = first->Next();
01843 
01844     int differential = last->tcache.cached_veh_length - base->tcache.cached_veh_length;
01845 
01846     /* do not update images now */
01847     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
01848 
01849     base = first; // == base->Next()
01850     length -= 2;
01851   }
01852 }
01853 
01854 
01855 static void ReverseTrainDirection(Train *v)
01856 {
01857   if (IsRailDepotTile(v->tile)) {
01858     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01859   }
01860 
01861   /* Clear path reservation in front if train is not stuck. */
01862   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
01863 
01864   /* Check if we were approaching a rail/road-crossing */
01865   TileIndex crossing = TrainApproachingCrossingTile(v);
01866 
01867   /* count number of vehicles */
01868   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
01869 
01870   AdvanceWagonsBeforeSwap(v);
01871 
01872   /* swap start<>end, start+1<>end-1, ... */
01873   int l = 0;
01874   do {
01875     ReverseTrainSwapVeh(v, l++, r--);
01876   } while (l <= r);
01877 
01878   AdvanceWagonsAfterSwap(v);
01879 
01880   if (IsRailDepotTile(v->tile)) {
01881     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01882   }
01883 
01884   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
01885 
01886   ClrBit(v->flags, VRF_REVERSING);
01887 
01888   /* recalculate cached data */
01889   v->ConsistChanged(true);
01890 
01891   /* update all images */
01892   for (Vehicle *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
01893 
01894   /* update crossing we were approaching */
01895   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
01896 
01897   /* maybe we are approaching crossing now, after reversal */
01898   crossing = TrainApproachingCrossingTile(v);
01899   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
01900 
01901   /* If we are inside a depot after reversing, don't bother with path reserving. */
01902   if (v->track == TRACK_BIT_DEPOT) {
01903     /* Can't be stuck here as inside a depot is always a safe tile. */
01904     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01905     ClrBit(v->flags, VRF_TRAIN_STUCK);
01906     return;
01907   }
01908 
01909   /* TrainExitDir does not always produce the desired dir for depots and
01910    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
01911   DiagDirection dir = TrainExitDir(v->direction, v->track);
01912   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
01913 
01914   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
01915     /* If we are currently on a tile with conventional signals, we can't treat the
01916      * current tile as a safe tile or we would enter a PBS block without a reservation. */
01917     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
01918       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
01919       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
01920 
01921     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
01922     if (TryPathReserve(v, false, first_tile_okay)) {
01923       /* Do a look-ahead now in case our current tile was already a safe tile. */
01924       CheckNextTrainTile(v);
01925     } else if (v->current_order.GetType() != OT_LOADING) {
01926       /* Do not wait for a way out when we're still loading */
01927       MarkTrainAsStuck(v);
01928     }
01929   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
01930     /* A train not inside a PBS block can't be stuck. */
01931     ClrBit(v->flags, VRF_TRAIN_STUCK);
01932     v->wait_counter = 0;
01933   }
01934 }
01935 
01944 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01945 {
01946   Train *v = Train::GetIfValid(p1);
01947   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
01948 
01949   if (p2 != 0) {
01950     /* turn a single unit around */
01951 
01952     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
01953       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
01954     }
01955 
01956     Train *front = v->First();
01957     /* make sure the vehicle is stopped in the depot */
01958     if (!front->IsStoppedInDepot()) {
01959       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01960     }
01961 
01962     if (flags & DC_EXEC) {
01963       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
01964       SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
01965       SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01966       /* We cancel any 'skip signal at dangers' here */
01967       v->force_proceed = 0;
01968       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01969     }
01970   } else {
01971     /* turn the whole train around */
01972     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
01973 
01974     if (flags & DC_EXEC) {
01975       /* Properly leave the station if we are loading and won't be loading anymore */
01976       if (v->current_order.IsType(OT_LOADING)) {
01977         const Vehicle *last = v;
01978         while (last->Next() != NULL) last = last->Next();
01979 
01980         /* not a station || different station --> leave the station */
01981         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
01982           v->LeaveStation();
01983         }
01984       }
01985 
01986       /* We cancel any 'skip signal at dangers' here */
01987       v->force_proceed = 0;
01988       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01989 
01990       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
01991         ToggleBit(v->flags, VRF_REVERSING);
01992       } else {
01993         v->cur_speed = 0;
01994         SetLastSpeed(v, 0);
01995         HideFillingPercent(&v->fill_percent_te_id);
01996         ReverseTrainDirection(v);
01997       }
01998     }
01999   }
02000   return CommandCost();
02001 }
02002 
02011 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02012 {
02013   Train *t = Train::GetIfValid(p1);
02014   if (t == NULL || !CheckOwnership(t->owner)) return CMD_ERROR;
02015 
02016   if (flags & DC_EXEC) {
02017     /* If we are forced to proceed, cancel that order.
02018      * If we are marked stuck we would want to force the train
02019      * to proceed to the next signal. In the other cases we
02020      * would like to pass the signal at danger and run till the
02021      * next signal we encounter. */
02022     t->force_proceed = t->force_proceed == 2 ? 0 : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? 1 : 2;
02023     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
02024   }
02025 
02026   return CommandCost();
02027 }
02028 
02040 CommandCost CmdRefitRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02041 {
02042   CargoID new_cid = GB(p2, 0, 8);
02043   byte new_subtype = GB(p2, 8, 8);
02044   bool only_this = HasBit(p2, 16);
02045 
02046   Train *v = Train::GetIfValid(p1);
02047   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
02048 
02049   if (!v->IsStoppedInDepot()) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
02050   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_REFIT_DESTROYED_VEHICLE);
02051 
02052   /* Check cargo */
02053   if (new_cid >= NUM_CARGO) return CMD_ERROR;
02054 
02055   CommandCost cost = RefitVehicle(v, only_this, new_cid, new_subtype, flags);
02056 
02057   /* Update the train's cached variables */
02058   if (flags & DC_EXEC) {
02059     Train *front = v->First();
02060     front->ConsistChanged(false);
02061     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
02062     SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
02063     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
02064   } else {
02065     v->InvalidateNewGRFCacheOfChain(); // always invalidate; querycost might have filled it
02066   }
02067 
02068   return cost;
02069 }
02070 
02073 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
02074 {
02075   assert(!(v->vehstatus & VS_CRASHED));
02076 
02077   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
02078 
02079   PBSTileInfo origin = FollowTrainReservation(v);
02080   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
02081 
02082   switch (_settings_game.pf.pathfinder_for_trains) {
02083     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
02084     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
02085 
02086     default: NOT_REACHED();
02087   }
02088 }
02089 
02090 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
02091 {
02092   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
02093   if (tfdd.best_length == UINT_MAX) return false;
02094 
02095   if (location    != NULL) *location    = tfdd.tile;
02096   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
02097   if (reverse     != NULL) *reverse     = tfdd.reverse;
02098 
02099   return true;
02100 }
02101 
02112 CommandCost CmdSendTrainToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02113 {
02114   if (p2 & DEPOT_MASS_SEND) {
02115     /* Mass goto depot requested */
02116     if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
02117     return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
02118   }
02119 
02120   Train *v = Train::GetIfValid(p1);
02121   if (v == NULL) return CMD_ERROR;
02122 
02123   return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
02124 }
02125 
02126 static const int8 _vehicle_smoke_pos[8] = {
02127   1, 1, 1, 0, -1, -1, -1, 0
02128 };
02129 
02130 static void HandleLocomotiveSmokeCloud(const Train *v)
02131 {
02132   bool sound = false;
02133 
02134   if ((v->vehstatus & VS_TRAIN_SLOWING) || v->cur_speed < 2) {
02135     return;
02136   }
02137 
02138   const Train *u = v;
02139 
02140   do {
02141     const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
02142     int effect_offset = GB(v->tcache.cached_vis_effect, 0, 4) - 8;
02143     byte effect_type = GB(v->tcache.cached_vis_effect, 4, 2);
02144     bool disable_effect = HasBit(v->tcache.cached_vis_effect, 6);
02145 
02146     /* no smoke? */
02147     if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
02148         disable_effect ||
02149         v->vehstatus & VS_HIDDEN) {
02150       continue;
02151     }
02152 
02153     /* No smoke in depots or tunnels */
02154     if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
02155 
02156     /* No sparks for electric vehicles on nonelectrified tracks */
02157     if (!HasPowerOnRail(v->railtype, GetTileRailType(v->tile))) continue;
02158 
02159     if (effect_type == 0) {
02160       /* Use default effect type for engine class. */
02161       effect_type = rvi->engclass;
02162     } else {
02163       effect_type--;
02164     }
02165 
02166     int x = _vehicle_smoke_pos[v->direction] * effect_offset;
02167     int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
02168 
02169     if (HasBit(v->flags, VRF_REVERSE_DIRECTION)) {
02170       x = -x;
02171       y = -y;
02172     }
02173 
02174     switch (effect_type) {
02175       case 0:
02176         /* steam smoke. */
02177         if (GB(v->tick_counter, 0, 4) == 0) {
02178           CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
02179           sound = true;
02180         }
02181         break;
02182 
02183       case 1:
02184         /* diesel smoke */
02185         if (u->cur_speed <= 40 && Chance16(15, 128)) {
02186           CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
02187           sound = true;
02188         }
02189         break;
02190 
02191       case 2:
02192         /* blue spark */
02193         if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
02194           CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
02195           sound = true;
02196         }
02197         break;
02198 
02199       default:
02200         break;
02201     }
02202   } while ((v = v->Next()) != NULL);
02203 
02204   if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
02205 }
02206 
02207 void Train::PlayLeaveStationSound() const
02208 {
02209   static const SoundFx sfx[] = {
02210     SND_04_TRAIN,
02211     SND_0A_TRAIN_HORN,
02212     SND_0A_TRAIN_HORN,
02213     SND_47_MAGLEV_2,
02214     SND_41_MAGLEV
02215   };
02216 
02217   if (PlayVehicleSound(this, VSE_START)) return;
02218 
02219   EngineID engtype = this->engine_type;
02220   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
02221 }
02222 
02224 static void CheckNextTrainTile(Train *v)
02225 {
02226   /* Don't do any look-ahead if path_backoff_interval is 255. */
02227   if (_settings_game.pf.path_backoff_interval == 255) return;
02228 
02229   /* Exit if we reached our destination depot or are inside a depot. */
02230   if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || v->track == TRACK_BIT_DEPOT) return;
02231   /* Exit if we are on a station tile and are going to stop. */
02232   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
02233   /* Exit if the current order doesn't have a destination, but the train has orders. */
02234   if ((v->current_order.IsType(OT_NOTHING) || v->current_order.IsType(OT_LEAVESTATION) || v->current_order.IsType(OT_LOADING)) && v->GetNumOrders() > 0) return;
02235 
02236   Trackdir td = v->GetVehicleTrackdir();
02237 
02238   /* On a tile with a red non-pbs signal, don't look ahead. */
02239   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
02240       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
02241       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
02242 
02243   CFollowTrackRail ft(v);
02244   if (!ft.Follow(v->tile, td)) return;
02245 
02246   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
02247     /* Next tile is not reserved. */
02248     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
02249       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
02250         /* If the next tile is a PBS signal, try to make a reservation. */
02251         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
02252         if (_settings_game.pf.forbid_90_deg) {
02253           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
02254         }
02255         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
02256       }
02257     }
02258   }
02259 }
02260 
02261 static bool CheckTrainStayInDepot(Train *v)
02262 {
02263   /* bail out if not all wagons are in the same depot or not in a depot at all */
02264   for (const Train *u = v; u != NULL; u = u->Next()) {
02265     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
02266   }
02267 
02268   /* if the train got no power, then keep it in the depot */
02269   if (v->tcache.cached_power == 0) {
02270     v->vehstatus |= VS_STOPPED;
02271     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
02272     return true;
02273   }
02274 
02275   SigSegState seg_state;
02276 
02277   if (v->force_proceed == 0) {
02278     /* force proceed was not pressed */
02279     if (++v->wait_counter < 37) {
02280       SetWindowClassesDirty(WC_TRAINS_LIST);
02281       return true;
02282     }
02283 
02284     v->wait_counter = 0;
02285 
02286     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02287     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
02288       /* Full and no PBS signal in block or depot reserved, can't exit. */
02289       SetWindowClassesDirty(WC_TRAINS_LIST);
02290       return true;
02291     }
02292   } else {
02293     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02294   }
02295 
02296   /* We are leaving a depot, but have to go to the exact same one; re-enter */
02297   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
02298     /* We need to have a reservation for this to work. */
02299     if (HasDepotReservation(v->tile)) return true;
02300     SetDepotReservation(v->tile, true);
02301     VehicleEnterDepot(v);
02302     return true;
02303   }
02304 
02305   /* Only leave when we can reserve a path to our destination. */
02306   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == 0) {
02307     /* No path and no force proceed. */
02308     SetWindowClassesDirty(WC_TRAINS_LIST);
02309     MarkTrainAsStuck(v);
02310     return true;
02311   }
02312 
02313   SetDepotReservation(v->tile, true);
02314   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
02315 
02316   VehicleServiceInDepot(v);
02317   SetWindowClassesDirty(WC_TRAINS_LIST);
02318   v->PlayLeaveStationSound();
02319 
02320   v->track = TRACK_BIT_X;
02321   if (v->direction & 2) v->track = TRACK_BIT_Y;
02322 
02323   v->vehstatus &= ~VS_HIDDEN;
02324   v->cur_speed = 0;
02325 
02326   v->UpdateDeltaXY(v->direction);
02327   v->cur_image = v->GetImage(v->direction);
02328   VehicleMove(v, false);
02329   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02330   v->UpdateAcceleration();
02331   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
02332 
02333   return false;
02334 }
02335 
02337 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
02338 {
02339   DiagDirection dir = TrackdirToExitdir(track_dir);
02340 
02341   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
02342     /* Are we just leaving a tunnel/bridge? */
02343     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
02344       TileIndex end = GetOtherTunnelBridgeEnd(tile);
02345 
02346       if (!HasVehicleOnTunnelBridge(tile, end, v)) {
02347         /* Free the reservation only if no other train is on the tiles. */
02348         SetTunnelBridgeReservation(tile, false);
02349         SetTunnelBridgeReservation(end, false);
02350 
02351         if (_settings_client.gui.show_track_reservation) {
02352           MarkTileDirtyByTile(tile);
02353           MarkTileDirtyByTile(end);
02354         }
02355       }
02356     }
02357   } else if (IsRailStationTile(tile)) {
02358     TileIndex new_tile = TileAddByDiagDir(tile, dir);
02359     /* If the new tile is not a further tile of the same station, we
02360      * clear the reservation for the whole platform. */
02361     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
02362       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
02363     }
02364   } else {
02365     /* Any other tile */
02366     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
02367   }
02368 }
02369 
02371 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
02372 {
02373   assert(v->IsFrontEngine());
02374 
02375   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
02376   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
02377   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
02378   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
02379 
02380   /* Don't free reservation if it's not ours. */
02381   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
02382 
02383   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
02384   while (ft.Follow(tile, td)) {
02385     tile = ft.m_new_tile;
02386     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
02387     td = RemoveFirstTrackdir(&bits);
02388     assert(bits == TRACKDIR_BIT_NONE);
02389 
02390     if (!IsValidTrackdir(td)) break;
02391 
02392     if (IsTileType(tile, MP_RAILWAY)) {
02393       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
02394         /* Conventional signal along trackdir: remove reservation and stop. */
02395         UnreserveRailTrack(tile, TrackdirToTrack(td));
02396         break;
02397       }
02398       if (HasPbsSignalOnTrackdir(tile, td)) {
02399         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
02400           /* Red PBS signal? Can't be our reservation, would be green then. */
02401           break;
02402         } else {
02403           /* Turn the signal back to red. */
02404           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
02405           MarkTileDirtyByTile(tile);
02406         }
02407       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
02408         break;
02409       }
02410     }
02411 
02412     /* Don't free first station/bridge/tunnel if we are on it. */
02413     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);
02414 
02415     free_tile = true;
02416   }
02417 }
02418 
02419 static const byte _initial_tile_subcoord[6][4][3] = {
02420 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
02421 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
02422 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
02423 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
02424 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
02425 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
02426 };
02427 
02440 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
02441 {
02442   switch (_settings_game.pf.pathfinder_for_trains) {
02443     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
02444     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
02445 
02446     default: NOT_REACHED();
02447   }
02448 }
02449 
02455 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
02456 {
02457   PBSTileInfo origin = FollowTrainReservation(v);
02458 
02459   CFollowTrackRail ft(v);
02460 
02461   TileIndex tile = origin.tile;
02462   Trackdir  cur_td = origin.trackdir;
02463   while (ft.Follow(tile, cur_td)) {
02464     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
02465       /* Possible signal tile. */
02466       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
02467     }
02468 
02469     if (_settings_game.pf.forbid_90_deg) {
02470       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
02471       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
02472     }
02473 
02474     /* Station, depot or waypoint are a possible target. */
02475     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
02476     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
02477       /* Choice found or possible target encountered.
02478        * On finding a possible target, we need to stop and let the pathfinder handle the
02479        * remaining path. This is because we don't know if this target is in one of our
02480        * orders, so we might cause pathfinding to fail later on if we find a choice.
02481        * This failure would cause a bogous call to TryReserveSafePath which might reserve
02482        * a wrong path not leading to our next destination. */
02483       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
02484 
02485       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
02486        * actually starts its search at the first unreserved tile. */
02487       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
02488 
02489       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
02490       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
02491       if (enterdir) *enterdir = ft.m_exitdir;
02492       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
02493     }
02494 
02495     tile = ft.m_new_tile;
02496     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
02497 
02498     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
02499       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
02500       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
02501       /* Safe position is all good, path valid and okay. */
02502       return PBSTileInfo(tile, cur_td, true);
02503     }
02504 
02505     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
02506   }
02507 
02508   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
02509     /* End of line, path valid and okay. */
02510     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
02511   }
02512 
02513   /* Sorry, can't reserve path, back out. */
02514   tile = origin.tile;
02515   cur_td = origin.trackdir;
02516   TileIndex stopped = ft.m_old_tile;
02517   Trackdir  stopped_td = ft.m_old_td;
02518   while (tile != stopped || cur_td != stopped_td) {
02519     if (!ft.Follow(tile, cur_td)) break;
02520 
02521     if (_settings_game.pf.forbid_90_deg) {
02522       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
02523       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
02524     }
02525     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
02526 
02527     tile = ft.m_new_tile;
02528     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
02529 
02530     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
02531   }
02532 
02533   /* Path invalid. */
02534   return PBSTileInfo();
02535 }
02536 
02547 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
02548 {
02549   switch (_settings_game.pf.pathfinder_for_trains) {
02550     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
02551     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
02552 
02553     default: NOT_REACHED();
02554   }
02555 }
02556 
02558 class VehicleOrderSaver
02559 {
02560 private:
02561   Vehicle        *v;
02562   Order          old_order;
02563   TileIndex      old_dest_tile;
02564   StationID      old_last_station_visited;
02565   VehicleOrderID index;
02566 
02567 public:
02568   VehicleOrderSaver(Vehicle *_v) :
02569     v(_v),
02570     old_order(_v->current_order),
02571     old_dest_tile(_v->dest_tile),
02572     old_last_station_visited(_v->last_station_visited),
02573     index(_v->cur_order_index)
02574   {
02575   }
02576 
02577   ~VehicleOrderSaver()
02578   {
02579     this->v->current_order = this->old_order;
02580     this->v->dest_tile = this->old_dest_tile;
02581     this->v->last_station_visited = this->old_last_station_visited;
02582   }
02583 
02589   bool SwitchToNextOrder(bool skip_first)
02590   {
02591     if (this->v->GetNumOrders() == 0) return false;
02592 
02593     if (skip_first) ++this->index;
02594 
02595     int conditional_depth = 0;
02596 
02597     do {
02598       /* Wrap around. */
02599       if (this->index >= this->v->GetNumOrders()) this->index = 0;
02600 
02601       Order *order = this->v->GetOrder(this->index);
02602       assert(order != NULL);
02603 
02604       switch (order->GetType()) {
02605         case OT_GOTO_DEPOT:
02606           /* Skip service in depot orders when the train doesn't need service. */
02607           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
02608         case OT_GOTO_STATION:
02609         case OT_GOTO_WAYPOINT:
02610           this->v->current_order = *order;
02611           UpdateOrderDest(this->v, order);
02612           return true;
02613         case OT_CONDITIONAL: {
02614           if (conditional_depth > this->v->GetNumOrders()) return false;
02615           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
02616           if (next != INVALID_VEH_ORDER_ID) {
02617             conditional_depth++;
02618             this->index = next;
02619             /* Don't increment next, so no break here. */
02620             continue;
02621           }
02622           break;
02623         }
02624         default:
02625           break;
02626       }
02627       /* Don't increment inside the while because otherwise conditional
02628        * orders can lead to an infinite loop. */
02629       ++this->index;
02630     } while (this->index != this->v->cur_order_index);
02631 
02632     return false;
02633   }
02634 };
02635 
02636 /* choose a track */
02637 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
02638 {
02639   Track best_track = INVALID_TRACK;
02640   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
02641   bool changed_signal = false;
02642 
02643   assert((tracks & ~TRACK_BIT_MASK) == 0);
02644 
02645   if (got_reservation != NULL) *got_reservation = false;
02646 
02647   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
02648   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
02649   /* Do we have a suitable reserved track? */
02650   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
02651 
02652   /* Quick return in case only one possible track is available */
02653   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
02654     Track track = FindFirstTrack(tracks);
02655     /* We need to check for signals only here, as a junction tile can't have signals. */
02656     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
02657       do_track_reservation = true;
02658       changed_signal = true;
02659       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
02660     } else if (!do_track_reservation) {
02661       return track;
02662     }
02663     best_track = track;
02664   }
02665 
02666   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
02667   DiagDirection dest_enterdir = enterdir;
02668   if (do_track_reservation) {
02669     /* Check if the train needs service here, so it has a chance to always find a depot.
02670      * Also check if the current order is a service order so we don't reserve a path to
02671      * the destination but instead to the next one if service isn't needed. */
02672     CheckIfTrainNeedsService(v);
02673     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
02674 
02675     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
02676     if (res_dest.tile == INVALID_TILE) {
02677       /* Reservation failed? */
02678       if (mark_stuck) MarkTrainAsStuck(v);
02679       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
02680       return FindFirstTrack(tracks);
02681     }
02682   }
02683 
02684   /* Save the current train order. The destructor will restore the old order on function exit. */
02685   VehicleOrderSaver orders(v);
02686 
02687   /* If the current tile is the destination of the current order and
02688    * a reservation was requested, advance to the next order.
02689    * Don't advance on a depot order as depots are always safe end points
02690    * for a path and no look-ahead is necessary. This also avoids a
02691    * problem with depot orders not part of the order list when the
02692    * order list itself is empty. */
02693   if (v->current_order.IsType(OT_LEAVESTATION)) {
02694     orders.SwitchToNextOrder(false);
02695   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
02696       v->current_order.IsType(OT_GOTO_STATION) ?
02697       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
02698       v->tile == v->dest_tile))) {
02699     orders.SwitchToNextOrder(true);
02700   }
02701 
02702   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
02703     /* Pathfinders are able to tell that route was only 'guessed'. */
02704     bool      path_not_found = false;
02705     TileIndex new_tile = res_dest.tile;
02706 
02707     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest);
02708     if (new_tile == tile) best_track = next_track;
02709 
02710     /* handle "path not found" state */
02711     if (path_not_found) {
02712       /* PF didn't find the route */
02713       if (!HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
02714         /* it is first time the problem occurred, set the "path not found" flag */
02715         SetBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
02716         /* and notify user about the event */
02717         AI::NewEvent(v->owner, new AIEventVehicleLost(v->index));
02718         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
02719           SetDParam(0, v->index);
02720           AddVehicleNewsItem(
02721             STR_NEWS_TRAIN_IS_LOST,
02722             NS_ADVICE,
02723             v->index
02724           );
02725         }
02726       }
02727     } else {
02728       /* route found, is the train marked with "path not found" flag? */
02729       if (HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
02730         /* clear the flag as the PF's problem was solved */
02731         ClrBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
02732         /* can we also delete the "News" item somehow? */
02733       }
02734     }
02735   }
02736 
02737   /* No track reservation requested -> finished. */
02738   if (!do_track_reservation) return best_track;
02739 
02740   /* A path was found, but could not be reserved. */
02741   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
02742     if (mark_stuck) MarkTrainAsStuck(v);
02743     FreeTrainTrackReservation(v);
02744     return best_track;
02745   }
02746 
02747   /* No possible reservation target found, we are probably lost. */
02748   if (res_dest.tile == INVALID_TILE) {
02749     /* Try to find any safe destination. */
02750     PBSTileInfo origin = FollowTrainReservation(v);
02751     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
02752       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
02753       best_track = FindFirstTrack(res);
02754       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
02755       if (got_reservation != NULL) *got_reservation = true;
02756       if (changed_signal) MarkTileDirtyByTile(tile);
02757     } else {
02758       FreeTrainTrackReservation(v);
02759       if (mark_stuck) MarkTrainAsStuck(v);
02760     }
02761     return best_track;
02762   }
02763 
02764   if (got_reservation != NULL) *got_reservation = true;
02765 
02766   /* Reservation target found and free, check if it is safe. */
02767   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
02768     /* Extend reservation until we have found a safe position. */
02769     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
02770     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
02771     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
02772     if (_settings_game.pf.forbid_90_deg) {
02773       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
02774     }
02775 
02776     /* Get next order with destination. */
02777     if (orders.SwitchToNextOrder(true)) {
02778       PBSTileInfo cur_dest;
02779       DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, true, &cur_dest);
02780       if (cur_dest.tile != INVALID_TILE) {
02781         res_dest = cur_dest;
02782         if (res_dest.okay) continue;
02783         /* Path found, but could not be reserved. */
02784         FreeTrainTrackReservation(v);
02785         if (mark_stuck) MarkTrainAsStuck(v);
02786         if (got_reservation != NULL) *got_reservation = false;
02787         changed_signal = false;
02788         break;
02789       }
02790     }
02791     /* No order or no safe position found, try any position. */
02792     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
02793       FreeTrainTrackReservation(v);
02794       if (mark_stuck) MarkTrainAsStuck(v);
02795       if (got_reservation != NULL) *got_reservation = false;
02796       changed_signal = false;
02797     }
02798     break;
02799   }
02800 
02801   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
02802 
02803   if (changed_signal) MarkTileDirtyByTile(tile);
02804 
02805   return best_track;
02806 }
02807 
02816 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
02817 {
02818   assert(v->IsFrontEngine());
02819 
02820   /* We have to handle depots specially as the track follower won't look
02821    * at the depot tile itself but starts from the next tile. If we are still
02822    * inside the depot, a depot reservation can never be ours. */
02823   if (v->track == TRACK_BIT_DEPOT) {
02824     if (HasDepotReservation(v->tile)) {
02825       if (mark_as_stuck) MarkTrainAsStuck(v);
02826       return false;
02827     } else {
02828       /* Depot not reserved, but the next tile might be. */
02829       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
02830       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
02831     }
02832   }
02833 
02834   Vehicle *other_train = NULL;
02835   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
02836   /* The path we are driving on is alread blocked by some other train.
02837    * This can only happen in certain situations when mixing path and
02838    * block signals or when changing tracks and/or signals.
02839    * Exit here as doing any further reservations will probably just
02840    * make matters worse. */
02841   if (other_train != NULL && other_train->index != v->index) {
02842     if (mark_as_stuck) MarkTrainAsStuck(v);
02843     return false;
02844   }
02845   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
02846   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
02847     /* Can't be stuck then. */
02848     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
02849     ClrBit(v->flags, VRF_TRAIN_STUCK);
02850     return true;
02851   }
02852 
02853   /* If we are in a depot, tentativly reserve the depot. */
02854   if (v->track == TRACK_BIT_DEPOT) {
02855     SetDepotReservation(v->tile, true);
02856     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
02857   }
02858 
02859   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
02860   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
02861   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
02862 
02863   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
02864 
02865   bool res_made = false;
02866   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
02867 
02868   if (!res_made) {
02869     /* Free the depot reservation as well. */
02870     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
02871     return false;
02872   }
02873 
02874   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
02875     v->wait_counter = 0;
02876     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
02877   }
02878   ClrBit(v->flags, VRF_TRAIN_STUCK);
02879   return true;
02880 }
02881 
02882 
02883 static bool CheckReverseTrain(const Train *v)
02884 {
02885   if (_settings_game.difficulty.line_reverse_mode != 0 ||
02886       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
02887       !(v->direction & 1)) {
02888     return false;
02889   }
02890 
02891   assert(v->track != TRACK_BIT_NONE);
02892 
02893   switch (_settings_game.pf.pathfinder_for_trains) {
02894     case VPF_NPF: return NPFTrainCheckReverse(v);
02895     case VPF_YAPF: return YapfTrainCheckReverse(v);
02896 
02897     default: NOT_REACHED();
02898   }
02899 }
02900 
02901 TileIndex Train::GetOrderStationLocation(StationID station)
02902 {
02903   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
02904 
02905   const Station *st = Station::Get(station);
02906   if (!(st->facilities & FACIL_TRAIN)) {
02907     /* The destination station has no trainstation tiles. */
02908     this->IncrementOrderIndex();
02909     return 0;
02910   }
02911 
02912   return st->xy;
02913 }
02914 
02915 void Train::MarkDirty()
02916 {
02917   Vehicle *v = this;
02918   do {
02919     v->UpdateViewport(false, false);
02920   } while ((v = v->Next()) != NULL);
02921 
02922   /* need to update acceleration and cached values since the goods on the train changed. */
02923   this->CargoChanged();
02924   this->UpdateAcceleration();
02925 }
02926 
02936 int Train::UpdateSpeed()
02937 {
02938   uint accel;
02939 
02940   switch (_settings_game.vehicle.train_acceleration_model) {
02941     default: NOT_REACHED();
02942     case AM_ORIGINAL:
02943       accel = this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2);
02944       break;
02945     case AM_REALISTIC:
02946       this->max_speed = this->GetCurrentMaxSpeed();
02947       accel = this->GetAcceleration();
02948       break;
02949   }
02950 
02951   uint spd = this->subspeed + accel;
02952   this->subspeed = (byte)spd;
02953   {
02954     int tempmax = this->max_speed;
02955     if (this->cur_speed > this->max_speed)
02956       tempmax = this->cur_speed - (this->cur_speed / 10) - 1;
02957     this->cur_speed = spd = Clamp(this->cur_speed + ((int)spd >> 8), 0, tempmax);
02958   }
02959 
02960   /* Scale speed by 3/4. Previously this was only done when the train was
02961    * facing diagonally and would apply to however many moves the train made
02962    * regardless the of direction actually moved in. Now it is always scaled,
02963    * 256 spd is used to go straight and 192 is used to go diagonally
02964    * (3/4 of 256). This results in the same effect, but without the error the
02965    * previous method caused.
02966    *
02967    * The scaling is done in this direction and not by multiplying the amount
02968    * to be subtracted by 4/3 so that the leftover speed can be saved in a
02969    * byte in this->progress.
02970    */
02971   int scaled_spd = spd * 3 >> 2;
02972 
02973   scaled_spd += this->progress;
02974   this->progress = 0; // set later in TrainLocoHandler or TrainController
02975   return scaled_spd;
02976 }
02977 
02978 static void TrainEnterStation(Train *v, StationID station)
02979 {
02980   v->last_station_visited = station;
02981 
02982   /* check if a train ever visited this station before */
02983   Station *st = Station::Get(station);
02984   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
02985     st->had_vehicle_of_type |= HVOT_TRAIN;
02986     SetDParam(0, st->index);
02987     AddVehicleNewsItem(
02988       STR_NEWS_FIRST_TRAIN_ARRIVAL,
02989       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
02990       v->index,
02991       st->index
02992     );
02993     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
02994   }
02995 
02996   v->BeginLoading();
02997 
02998   StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
02999 }
03000 
03001 static byte AfterSetTrainPos(Train *v, bool new_tile)
03002 {
03003   byte old_z = v->z_pos;
03004   v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
03005 
03006   if (new_tile) {
03007     ClrBit(v->flags, VRF_GOINGUP);
03008     ClrBit(v->flags, VRF_GOINGDOWN);
03009 
03010     if (v->track == TRACK_BIT_X || v->track == TRACK_BIT_Y) {
03011       /* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
03012        * To check whether the current tile is sloped, and in which
03013        * direction it is sloped, we get the 'z' at the center of
03014        * the tile (middle_z) and the edge of the tile (old_z),
03015        * which we then can compare. */
03016       static const int HALF_TILE_SIZE = TILE_SIZE / 2;
03017       static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
03018 
03019       byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
03020 
03021       if (middle_z != v->z_pos) {
03022         SetBit(v->flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
03023       }
03024     }
03025   }
03026 
03027   VehicleMove(v, true);
03028   return old_z;
03029 }
03030 
03031 /* Check if the vehicle is compatible with the specified tile */
03032 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
03033 {
03034   return
03035     IsTileOwner(tile, v->owner) && (
03036       !v->IsFrontEngine() ||
03037       HasBit(v->compatible_railtypes, GetRailType(tile))
03038     );
03039 }
03040 
03041 struct RailtypeSlowdownParams {
03042   byte small_turn, large_turn;
03043   byte z_up; // fraction to remove when moving up
03044   byte z_down; // fraction to remove when moving down
03045 };
03046 
03047 static const RailtypeSlowdownParams _railtype_slowdown[] = {
03048   /* normal accel */
03049   {256 / 4, 256 / 2, 256 / 4, 2}, 
03050   {256 / 4, 256 / 2, 256 / 4, 2}, 
03051   {256 / 4, 256 / 2, 256 / 4, 2}, 
03052   {0,       256 / 2, 256 / 4, 2}, 
03053 };
03054 
03056 static inline void AffectSpeedByZChange(Train *v, byte old_z)
03057 {
03058   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
03059 
03060   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
03061 
03062   if (old_z < v->z_pos) {
03063     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
03064   } else {
03065     uint16 spd = v->cur_speed + rsp->z_down;
03066     if (spd <= v->max_speed) v->cur_speed = spd;
03067   }
03068 }
03069 
03070 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
03071 {
03072   if (IsTileType(tile, MP_RAILWAY) &&
03073       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
03074     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
03075     Trackdir trackdir = FindFirstTrackdir(tracks);
03076     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
03077       /* A PBS block with a non-PBS signal facing us? */
03078       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
03079     }
03080   }
03081   return false;
03082 }
03083 
03087 void Train::ReserveTrackUnderConsist() const
03088 {
03089   for (const Train *u = this; u != NULL; u = u->Next()) {
03090     switch (u->track) {
03091       case TRACK_BIT_WORMHOLE:
03092         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
03093         break;
03094       case TRACK_BIT_DEPOT:
03095         break;
03096       default:
03097         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
03098         break;
03099     }
03100   }
03101 }
03102 
03103 uint Train::Crash(bool flooded)
03104 {
03105   uint pass = 0;
03106   if (this->IsFrontEngine()) {
03107     pass += 4; // driver
03108 
03109     /* Remove the reserved path in front of the train if it is not stuck.
03110      * Also clear all reserved tracks the train is currently on. */
03111     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
03112     for (const Train *v = this; v != NULL; v = v->Next()) {
03113       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
03114       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
03115         /* ClearPathReservation will not free the wormhole exit
03116          * if the train has just entered the wormhole. */
03117         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
03118       }
03119     }
03120 
03121     /* we may need to update crossing we were approaching,
03122     * but must be updated after the train has been marked crashed */
03123     TileIndex crossing = TrainApproachingCrossingTile(this);
03124     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
03125 
03126     /* Remove the loading indicators (if any) */
03127     HideFillingPercent(&this->fill_percent_te_id);
03128   }
03129 
03130   pass += Vehicle::Crash(flooded);
03131 
03132   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
03133   return pass;
03134 }
03135 
03142 static uint TrainCrashed(Train *v)
03143 {
03144   uint num = 0;
03145 
03146   /* do not crash train twice */
03147   if (!(v->vehstatus & VS_CRASHED)) {
03148     num = v->Crash();
03149     AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
03150   }
03151 
03152   /* Try to re-reserve track under already crashed train too.
03153    * SetVehicleCrashed() clears the reservation! */
03154   v->ReserveTrackUnderConsist();
03155 
03156   return num;
03157 }
03158 
03159 struct TrainCollideChecker {
03160   Train *v; 
03161   uint num; 
03162 };
03163 
03164 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
03165 {
03166   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
03167 
03168   /* not a train or in depot */
03169   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
03170 
03171   /* do not crash into trains of another company. */
03172   if (v->owner != tcc->v->owner) return NULL;
03173 
03174   /* get first vehicle now to make most usual checks faster */
03175   Train *coll = Train::From(v)->First();
03176 
03177   /* can't collide with own wagons */
03178   if (coll == tcc->v) return NULL;
03179 
03180   int x_diff = v->x_pos - tcc->v->x_pos;
03181   int y_diff = v->y_pos - tcc->v->y_pos;
03182 
03183   /* Do fast calculation to check whether trains are not in close vicinity
03184    * and quickly reject trains distant enough for any collision.
03185    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
03186    * Differences are then ORed and then we check for any higher bits */
03187   uint hash = (y_diff + 7) | (x_diff + 7);
03188   if (hash & ~15) return NULL;
03189 
03190   /* Slower check using multiplication */
03191   if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
03192 
03193   /* Happens when there is a train under bridge next to bridge head */
03194   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
03195 
03196   /* crash both trains */
03197   tcc->num += TrainCrashed(tcc->v);
03198   tcc->num += TrainCrashed(coll);
03199 
03200   return NULL; // continue searching
03201 }
03202 
03209 static bool CheckTrainCollision(Train *v)
03210 {
03211   /* can't collide in depot */
03212   if (v->track == TRACK_BIT_DEPOT) return false;
03213 
03214   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
03215 
03216   TrainCollideChecker tcc;
03217   tcc.v = v;
03218   tcc.num = 0;
03219 
03220   /* find colliding vehicles */
03221   if (v->track == TRACK_BIT_WORMHOLE) {
03222     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
03223     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
03224   } else {
03225     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
03226   }
03227 
03228   /* any dead -> no crash */
03229   if (tcc.num == 0) return false;
03230 
03231   SetDParam(0, tcc.num);
03232   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
03233     NS_ACCIDENT,
03234     v->index
03235   );
03236 
03237   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
03238   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
03239   return true;
03240 }
03241 
03242 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
03243 {
03244   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
03245 
03246   Train *t = Train::From(v);
03247   DiagDirection exitdir = *(DiagDirection *)data;
03248 
03249   /* not front engine of a train, inside wormhole or depot, crashed */
03250   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
03251 
03252   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
03253 
03254   return t;
03255 }
03256 
03257 static void TrainController(Train *v, Vehicle *nomove)
03258 {
03259   Train *first = v->First();
03260   Train *prev;
03261   bool direction_changed = false; // has direction of any part changed?
03262 
03263   /* For every vehicle after and including the given vehicle */
03264   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
03265     DiagDirection enterdir = DIAGDIR_BEGIN;
03266     bool update_signals_crossing = false; // will we update signals or crossing state?
03267 
03268     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
03269     if (v->track != TRACK_BIT_WORMHOLE) {
03270       /* Not inside tunnel */
03271       if (gp.old_tile == gp.new_tile) {
03272         /* Staying in the old tile */
03273         if (v->track == TRACK_BIT_DEPOT) {
03274           /* Inside depot */
03275           gp.x = v->x_pos;
03276           gp.y = v->y_pos;
03277         } else {
03278           /* Not inside depot */
03279 
03280           /* Reverse when we are at the end of the track already, do not move to the new position */
03281           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
03282 
03283           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
03284           if (HasBit(r, VETS_CANNOT_ENTER)) {
03285             goto invalid_rail;
03286           }
03287           if (HasBit(r, VETS_ENTERED_STATION)) {
03288             /* The new position is the end of the platform */
03289             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
03290           }
03291         }
03292       } else {
03293         /* A new tile is about to be entered. */
03294 
03295         /* Determine what direction we're entering the new tile from */
03296         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
03297         assert(IsValidDiagDirection(enterdir));
03298 
03299         /* Get the status of the tracks in the new tile and mask
03300          * away the bits that aren't reachable. */
03301         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
03302         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
03303 
03304         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
03305         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
03306 
03307         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
03308         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
03309           /* We allow wagons to make 90 deg turns, because forbid_90_deg
03310            * can be switched on halfway a turn */
03311           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
03312         }
03313 
03314         if (bits == TRACK_BIT_NONE) goto invalid_rail;
03315 
03316         /* Check if the new tile contrains tracks that are compatible
03317          * with the current train, if not, bail out. */
03318         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
03319 
03320         TrackBits chosen_track;
03321         if (prev == NULL) {
03322           /* Currently the locomotive is active. Determine which one of the
03323            * available tracks to choose */
03324           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
03325           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
03326 
03327           if (v->force_proceed != 0 && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
03328             /* For each signal we find decrease the counter by one.
03329              * We start at two, so the first signal we pass decreases
03330              * this to one, then if we reach the next signal it is
03331              * decreased to zero and we won't pass that new signal. */
03332             Trackdir dir = FindFirstTrackdir(trackdirbits);
03333             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
03334                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
03335               /* However, we do not want to be stopped by PBS signals
03336                * entered via the back. */
03337               v->force_proceed--;
03338               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03339             }
03340           }
03341 
03342           /* Check if it's a red signal and that force proceed is not clicked. */
03343           if ((red_signals & chosen_track) && v->force_proceed == 0) {
03344             /* In front of a red signal */
03345             Trackdir i = FindFirstTrackdir(trackdirbits);
03346 
03347             /* Don't handle stuck trains here. */
03348             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
03349 
03350             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
03351               v->cur_speed = 0;
03352               v->subspeed = 0;
03353               v->progress = 255 - 100;
03354               if (_settings_game.pf.wait_oneway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
03355             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
03356               v->cur_speed = 0;
03357               v->subspeed = 0;
03358               v->progress = 255 - 10;
03359               if (_settings_game.pf.wait_twoway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
03360                 DiagDirection exitdir = TrackdirToExitdir(i);
03361                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
03362 
03363                 exitdir = ReverseDiagDir(exitdir);
03364 
03365                 /* check if a train is waiting on the other side */
03366                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
03367               }
03368             }
03369 
03370             /* If we would reverse but are currently in a PBS block and
03371              * reversing of stuck trains is disabled, don't reverse.
03372              * This does not apply if the reason for reversing is a one-way
03373              * signal blocking us, because a train would then be stuck forever. */
03374             if (_settings_game.pf.wait_for_pbs_path == 255 && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
03375                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
03376               v->wait_counter = 0;
03377               return;
03378             }
03379             goto reverse_train_direction;
03380           } else {
03381             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
03382           }
03383         } else {
03384           /* The wagon is active, simply follow the prev vehicle. */
03385           if (prev->tile == gp.new_tile) {
03386             /* Choose the same track as prev */
03387             if (prev->track == TRACK_BIT_WORMHOLE) {
03388               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
03389                * However, just choose the track into the wormhole. */
03390               assert(IsTunnel(prev->tile));
03391               chosen_track = bits;
03392             } else {
03393               chosen_track = prev->track;
03394             }
03395           } else {
03396             /* Choose the track that leads to the tile where prev is.
03397              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
03398              * I.e. when the tile between them has only space for a single vehicle like
03399              *  1) horizontal/vertical track tiles and
03400              *  2) some orientations of tunnelentries, where the vehicle is already inside the wormhole at 8/16 from the tileedge.
03401              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnelentry.
03402              */
03403             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
03404               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
03405               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
03406               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
03407               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
03408             };
03409             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
03410             assert(IsValidDiagDirection(exitdir));
03411             chosen_track = _connecting_track[enterdir][exitdir];
03412           }
03413           chosen_track &= bits;
03414         }
03415 
03416         /* Make sure chosen track is a valid track */
03417         assert(
03418             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
03419             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
03420             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
03421 
03422         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
03423         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
03424         gp.x = (gp.x & ~0xF) | b[0];
03425         gp.y = (gp.y & ~0xF) | b[1];
03426         Direction chosen_dir = (Direction)b[2];
03427 
03428         /* Call the landscape function and tell it that the vehicle entered the tile */
03429         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
03430         if (HasBit(r, VETS_CANNOT_ENTER)) {
03431           goto invalid_rail;
03432         }
03433 
03434         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
03435           Track track = FindFirstTrack(chosen_track);
03436           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
03437           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
03438             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
03439             MarkTileDirtyByTile(gp.new_tile);
03440           }
03441 
03442           /* Clear any track reservation when the last vehicle leaves the tile */
03443           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
03444 
03445           v->tile = gp.new_tile;
03446 
03447           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
03448             v->First()->PowerChanged();
03449             v->First()->UpdateAcceleration();
03450           }
03451 
03452           v->track = chosen_track;
03453           assert(v->track);
03454         }
03455 
03456         /* We need to update signal status, but after the vehicle position hash
03457          * has been updated by AfterSetTrainPos() */
03458         update_signals_crossing = true;
03459 
03460         if (chosen_dir != v->direction) {
03461           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
03462             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
03463             DirDiff diff = DirDifference(v->direction, chosen_dir);
03464             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
03465           }
03466           direction_changed = true;
03467           v->direction = chosen_dir;
03468         }
03469 
03470         if (v->IsFrontEngine()) {
03471           v->wait_counter = 0;
03472 
03473           /* If we are approching a crossing that is reserved, play the sound now. */
03474           TileIndex crossing = TrainApproachingCrossingTile(v);
03475           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
03476 
03477           /* Always try to extend the reservation when entering a tile. */
03478           CheckNextTrainTile(v);
03479         }
03480 
03481         if (HasBit(r, VETS_ENTERED_STATION)) {
03482           /* The new position is the location where we want to stop */
03483           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
03484         }
03485       }
03486     } else {
03487       /* In a tunnel or on a bridge
03488        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
03489        * - for bridges, only the middle part - without the bridge heads */
03490       if (!(v->vehstatus & VS_HIDDEN)) {
03491         v->cur_speed =
03492           min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
03493       }
03494 
03495       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
03496         /* Perform look-ahead on tunnel exit. */
03497         if (v->IsFrontEngine()) {
03498           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
03499           CheckNextTrainTile(v);
03500         }
03501       } else {
03502         v->x_pos = gp.x;
03503         v->y_pos = gp.y;
03504         VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
03505         continue;
03506       }
03507     }
03508 
03509     /* update image of train, as well as delta XY */
03510     v->UpdateDeltaXY(v->direction);
03511 
03512     v->x_pos = gp.x;
03513     v->y_pos = gp.y;
03514 
03515     /* update the Z position of the vehicle */
03516     byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
03517 
03518     if (prev == NULL) {
03519       /* This is the first vehicle in the train */
03520       AffectSpeedByZChange(v, old_z);
03521     }
03522 
03523     if (update_signals_crossing) {
03524       if (v->IsFrontEngine()) {
03525         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
03526           /* We are entering a block with PBS signals right now, but
03527            * not through a PBS signal. This means we don't have a
03528            * reservation right now. As a conventional signal will only
03529            * ever be green if no other train is in the block, getting
03530            * a path should always be possible. If the player built
03531            * such a strange network that it is not possible, the train
03532            * will be marked as stuck and the player has to deal with
03533            * the problem. */
03534           if ((!HasReservedTracks(gp.new_tile, v->track) &&
03535               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
03536               !TryPathReserve(v)) {
03537             MarkTrainAsStuck(v);
03538           }
03539         }
03540       }
03541 
03542       /* Signals can only change when the first
03543        * (above) or the last vehicle moves. */
03544       if (v->Next() == NULL) {
03545         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
03546         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
03547       }
03548     }
03549 
03550     /* Do not check on every tick to save some computing time. */
03551     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
03552   }
03553 
03554   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
03555 
03556   return;
03557 
03558 invalid_rail:
03559   /* We've reached end of line?? */
03560   if (prev != NULL) error("Disconnecting train");
03561 
03562 reverse_train_direction:
03563   v->wait_counter = 0;
03564   v->cur_speed = 0;
03565   v->subspeed = 0;
03566   ReverseTrainDirection(v);
03567 }
03568 
03574 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
03575 {
03576   TrackBits *trackbits = (TrackBits *)data;
03577 
03578   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
03579     if (Train::From(v)->track == TRACK_BIT_WORMHOLE) {
03580       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
03581       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
03582     } else {
03583       *trackbits |= Train::From(v)->track;
03584     }
03585   }
03586 
03587   return NULL;
03588 }
03589 
03597 static void DeleteLastWagon(Train *v)
03598 {
03599   Train *first = v->First();
03600 
03601   /* Go to the last wagon and delete the link pointing there
03602    * *u is then the one-before-last wagon, and *v the last
03603    * one which will physicially be removed */
03604   Train *u = v;
03605   for (; v->Next() != NULL; v = v->Next()) u = v;
03606   u->SetNext(NULL);
03607 
03608   if (first != v) {
03609     /* Recalculate cached train properties */
03610     first->ConsistChanged(false);
03611     /* Update the depot window if the first vehicle is in depot -
03612      * if v == first, then it is updated in PreDestructor() */
03613     if (first->track == TRACK_BIT_DEPOT) {
03614       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
03615     }
03616   }
03617 
03618   /* 'v' shouldn't be accessed after it has been deleted */
03619   TrackBits trackbits = v->track;
03620   TileIndex tile = v->tile;
03621   Owner owner = v->owner;
03622 
03623   delete v;
03624   v = NULL; // make sure nobody will try to read 'v' anymore
03625 
03626   if (trackbits == TRACK_BIT_WORMHOLE) {
03627     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
03628     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
03629   }
03630 
03631   Track track = TrackBitsToTrack(trackbits);
03632   if (HasReservedTracks(tile, trackbits)) {
03633     UnreserveRailTrack(tile, track);
03634 
03635     /* If there are still crashed vehicles on the tile, give the track reservation to them */
03636     TrackBits remaining_trackbits = TRACK_BIT_NONE;
03637     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
03638 
03639     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
03640     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
03641     for (Track t = TRACK_BEGIN; t < TRACK_END; t++) {
03642       if (HasBit(remaining_trackbits, t)) {
03643         TryReserveRailTrack(tile, t);
03644       }
03645     }
03646   }
03647 
03648   /* check if the wagon was on a road/rail-crossing */
03649   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
03650 
03651   /* Update signals */
03652   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
03653     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
03654   } else {
03655     SetSignalsOnBothDir(tile, track, owner);
03656   }
03657 }
03658 
03659 static void ChangeTrainDirRandomly(Train *v)
03660 {
03661   static const DirDiff delta[] = {
03662     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
03663   };
03664 
03665   do {
03666     /* We don't need to twist around vehicles if they're not visible */
03667     if (!(v->vehstatus & VS_HIDDEN)) {
03668       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
03669       v->UpdateDeltaXY(v->direction);
03670       v->cur_image = v->GetImage(v->direction);
03671       /* Refrain from updating the z position of the vehicle when on
03672        * a bridge, because AfterSetTrainPos will put the vehicle under
03673        * the bridge in that case */
03674       if (v->track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
03675     }
03676   } while ((v = v->Next()) != NULL);
03677 }
03678 
03679 static bool HandleCrashedTrain(Train *v)
03680 {
03681   int state = ++v->crash_anim_pos;
03682 
03683   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
03684     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
03685   }
03686 
03687   uint32 r;
03688   if (state <= 200 && Chance16R(1, 7, r)) {
03689     int index = (r * 10 >> 16);
03690 
03691     Vehicle *u = v;
03692     do {
03693       if (--index < 0) {
03694         r = Random();
03695 
03696         CreateEffectVehicleRel(u,
03697           GB(r,  8, 3) + 2,
03698           GB(r, 16, 3) + 2,
03699           GB(r,  0, 3) + 5,
03700           EV_EXPLOSION_SMALL);
03701         break;
03702       }
03703     } while ((u = u->Next()) != NULL);
03704   }
03705 
03706   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
03707 
03708   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
03709     bool ret = v->Next() != NULL;
03710     DeleteLastWagon(v);
03711     return ret;
03712   }
03713 
03714   return true;
03715 }
03716 
03717 static void HandleBrokenTrain(Train *v)
03718 {
03719   if (v->breakdown_ctr != 1) {
03720     v->breakdown_ctr = 1;
03721     v->cur_speed = 0;
03722 
03723     if (v->breakdowns_since_last_service != 255)
03724       v->breakdowns_since_last_service++;
03725 
03726     v->MarkDirty();
03727     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03728     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
03729 
03730     if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
03731       SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
03732         SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
03733     }
03734 
03735     if (!(v->vehstatus & VS_HIDDEN)) {
03736       EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
03737       if (u != NULL) u->animation_state = v->breakdown_delay * 2;
03738     }
03739   }
03740 
03741   if (!(v->tick_counter & 3)) {
03742     if (!--v->breakdown_delay) {
03743       v->breakdown_ctr = 0;
03744       v->MarkDirty();
03745       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03746     }
03747   }
03748 }
03749 
03751 static const uint16 _breakdown_speeds[16] = {
03752   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
03753 };
03754 
03755 
03763 static bool TrainApproachingLineEnd(Train *v, bool signal)
03764 {
03765   /* Calc position within the current tile */
03766   uint x = v->x_pos & 0xF;
03767   uint y = v->y_pos & 0xF;
03768 
03769   /* for diagonal directions, 'x' will be 0..15 -
03770    * for other directions, it will be 1, 3, 5, ..., 15 */
03771   switch (v->direction) {
03772     case DIR_N : x = ~x + ~y + 25; break;
03773     case DIR_NW: x = y;            // FALLTHROUGH
03774     case DIR_NE: x = ~x + 16;      break;
03775     case DIR_E : x = ~x + y + 9;   break;
03776     case DIR_SE: x = y;            break;
03777     case DIR_S : x = x + y - 7;    break;
03778     case DIR_W : x = ~y + x + 9;   break;
03779     default: break;
03780   }
03781 
03782   /* do not reverse when approaching red signal */
03783   if (!signal && x + (v->tcache.cached_veh_length + 1) / 2 >= TILE_SIZE) {
03784     /* we are too near the tile end, reverse now */
03785     v->cur_speed = 0;
03786     ReverseTrainDirection(v);
03787     return false;
03788   }
03789 
03790   /* slow down */
03791   v->vehstatus |= VS_TRAIN_SLOWING;
03792   uint16 break_speed = _breakdown_speeds[x & 0xF];
03793   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
03794 
03795   return true;
03796 }
03797 
03798 
03804 static bool TrainCanLeaveTile(const Train *v)
03805 {
03806   /* Exit if inside a tunnel/bridge or a depot */
03807   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
03808 
03809   TileIndex tile = v->tile;
03810 
03811   /* entering a tunnel/bridge? */
03812   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
03813     DiagDirection dir = GetTunnelBridgeDirection(tile);
03814     if (DiagDirToDir(dir) == v->direction) return false;
03815   }
03816 
03817   /* entering a depot? */
03818   if (IsRailDepotTile(tile)) {
03819     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
03820     if (DiagDirToDir(dir) == v->direction) return false;
03821   }
03822 
03823   return true;
03824 }
03825 
03826 
03834 static TileIndex TrainApproachingCrossingTile(const Train *v)
03835 {
03836   assert(v->IsFrontEngine());
03837   assert(!(v->vehstatus & VS_CRASHED));
03838 
03839   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
03840 
03841   DiagDirection dir = TrainExitDir(v->direction, v->track);
03842   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
03843 
03844   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
03845   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
03846       !CheckCompatibleRail(v, tile)) {
03847     return INVALID_TILE;
03848   }
03849 
03850   return tile;
03851 }
03852 
03853 
03860 static bool TrainCheckIfLineEnds(Train *v)
03861 {
03862   /* First, handle broken down train */
03863 
03864   int t = v->breakdown_ctr;
03865   if (t > 1) {
03866     v->vehstatus |= VS_TRAIN_SLOWING;
03867 
03868     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
03869     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
03870   } else {
03871     v->vehstatus &= ~VS_TRAIN_SLOWING;
03872   }
03873 
03874   if (!TrainCanLeaveTile(v)) return true;
03875 
03876   /* Determine the non-diagonal direction in which we will exit this tile */
03877   DiagDirection dir = TrainExitDir(v->direction, v->track);
03878   /* Calculate next tile */
03879   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
03880 
03881   /* Determine the track status on the next tile */
03882   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
03883   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
03884 
03885   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
03886   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
03887 
03888   /* We are sure the train is not entering a depot, it is detected above */
03889 
03890   /* mask unreachable track bits if we are forbidden to do 90deg turns */
03891   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
03892   if (_settings_game.pf.forbid_90_deg) {
03893     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
03894   }
03895 
03896   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
03897   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
03898     return TrainApproachingLineEnd(v, false);
03899   }
03900 
03901   /* approaching red signal */
03902   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
03903 
03904   /* approaching a rail/road crossing? then make it red */
03905   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
03906 
03907   return true;
03908 }
03909 
03910 
03911 static bool TrainLocoHandler(Train *v, bool mode)
03912 {
03913   /* train has crashed? */
03914   if (v->vehstatus & VS_CRASHED) {
03915     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
03916   }
03917 
03918   if (v->force_proceed != 0) {
03919     ClrBit(v->flags, VRF_TRAIN_STUCK);
03920     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03921   }
03922 
03923   /* train is broken down? */
03924   if (v->breakdown_ctr != 0) {
03925     if (v->breakdown_ctr <= 2) {
03926       HandleBrokenTrain(v);
03927       return true;
03928     }
03929     if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
03930   }
03931 
03932   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
03933     ReverseTrainDirection(v);
03934   }
03935 
03936   /* exit if train is stopped */
03937   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
03938 
03939   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
03940   if (ProcessOrders(v) && CheckReverseTrain(v)) {
03941     v->wait_counter = 0;
03942     v->cur_speed = 0;
03943     v->subspeed = 0;
03944     ReverseTrainDirection(v);
03945     return true;
03946   }
03947 
03948   v->HandleLoading(mode);
03949 
03950   if (v->current_order.IsType(OT_LOADING)) return true;
03951 
03952   if (CheckTrainStayInDepot(v)) return true;
03953 
03954   if (!mode) HandleLocomotiveSmokeCloud(v);
03955 
03956   /* We had no order but have an order now, do look ahead. */
03957   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
03958     CheckNextTrainTile(v);
03959   }
03960 
03961   /* Handle stuck trains. */
03962   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
03963     ++v->wait_counter;
03964 
03965     /* Should we try reversing this tick if still stuck? */
03966     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
03967 
03968     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == 0) return true;
03969     if (!TryPathReserve(v)) {
03970       /* Still stuck. */
03971       if (turn_around) ReverseTrainDirection(v);
03972 
03973       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
03974         /* Show message to player. */
03975         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
03976           SetDParam(0, v->index);
03977           AddVehicleNewsItem(
03978             STR_NEWS_TRAIN_IS_STUCK,
03979             NS_ADVICE,
03980             v->index
03981           );
03982         }
03983         v->wait_counter = 0;
03984       }
03985       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
03986       if (v->force_proceed == 0) return true;
03987       ClrBit(v->flags, VRF_TRAIN_STUCK);
03988       v->wait_counter = 0;
03989       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03990     }
03991   }
03992 
03993   if (v->current_order.IsType(OT_LEAVESTATION)) {
03994     v->current_order.Free();
03995     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03996     return true;
03997   }
03998 
03999   int j = v->UpdateSpeed();
04000 
04001   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
04002   if (v->cur_speed == 0 && v->tcache.last_speed == 0 && (v->vehstatus & VS_STOPPED)) {
04003     /* If we manually stopped, we're not force-proceeding anymore. */
04004     v->force_proceed = 0;
04005     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04006   }
04007 
04008   int adv_spd = (v->direction & 1) ? 192 : 256;
04009   if (j < adv_spd) {
04010     /* if the vehicle has speed 0, update the last_speed field. */
04011     if (v->cur_speed == 0) SetLastSpeed(v, v->cur_speed);
04012   } else {
04013     TrainCheckIfLineEnds(v);
04014     /* Loop until the train has finished moving. */
04015     for (;;) {
04016       j -= adv_spd;
04017       TrainController(v, NULL);
04018       /* Don't continue to move if the train crashed. */
04019       if (CheckTrainCollision(v)) break;
04020       /* 192 spd used for going straight, 256 for going diagonally. */
04021       adv_spd = (v->direction & 1) ? 192 : 256;
04022 
04023       /* No more moving this tick */
04024       if (j < adv_spd || v->cur_speed == 0) break;
04025 
04026       OrderType order_type = v->current_order.GetType();
04027       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
04028       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
04029             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
04030             IsTileType(v->tile, MP_STATION) &&
04031             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
04032         ProcessOrders(v);
04033       }
04034     }
04035     SetLastSpeed(v, v->cur_speed);
04036   }
04037 
04038   for (Train *u = v; u != NULL; u = u->Next()) {
04039     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
04040 
04041     u->UpdateViewport(false, false);
04042   }
04043 
04044   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
04045 
04046   return true;
04047 }
04048 
04049 
04050 
04051 Money Train::GetRunningCost() const
04052 {
04053   Money cost = 0;
04054   const Train *v = this;
04055 
04056   do {
04057     const Engine *e = Engine::Get(v->engine_type);
04058     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
04059 
04060     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
04061     if (cost_factor == 0) continue;
04062 
04063     /* Halve running cost for multiheaded parts */
04064     if (v->IsMultiheaded()) cost_factor /= 2;
04065 
04066     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grffile);
04067   } while ((v = v->GetNextVehicle()) != NULL);
04068 
04069   return cost;
04070 }
04071 
04072 
04073 bool Train::Tick()
04074 {
04075   this->tick_counter++;
04076 
04077   if (this->IsFrontEngine()) {
04078     if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
04079 
04080     this->current_order_time++;
04081 
04082     if (!TrainLocoHandler(this, false)) return false;
04083 
04084     return TrainLocoHandler(this, true);
04085   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
04086     /* Delete flooded standalone wagon chain */
04087     if (++this->crash_anim_pos >= 4400) {
04088       delete this;
04089       return false;
04090     }
04091   }
04092 
04093   return true;
04094 }
04095 
04096 static void CheckIfTrainNeedsService(Train *v)
04097 {
04098   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
04099   if (v->IsInDepot()) {
04100     VehicleServiceInDepot(v);
04101     return;
04102   }
04103 
04104   uint max_penalty;
04105   switch (_settings_game.pf.pathfinder_for_trains) {
04106     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
04107     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
04108     default: NOT_REACHED();
04109   }
04110 
04111   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
04112   /* Only go to the depot if it is not too far out of our way. */
04113   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
04114     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
04115       /* If we were already heading for a depot but it has
04116        * suddenly moved farther away, we continue our normal
04117        * schedule? */
04118       v->current_order.MakeDummy();
04119       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04120     }
04121     return;
04122   }
04123 
04124   DepotID depot = GetDepotIndex(tfdd.tile);
04125 
04126   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
04127       v->current_order.GetDestination() != depot &&
04128       !Chance16(3, 16)) {
04129     return;
04130   }
04131 
04132   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
04133   v->dest_tile = tfdd.tile;
04134   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04135 }
04136 
04137 void Train::OnNewDay()
04138 {
04139   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
04140 
04141   if (this->IsFrontEngine()) {
04142     CheckVehicleBreakdown(this);
04143     AgeVehicle(this);
04144 
04145     CheckIfTrainNeedsService(this);
04146 
04147     CheckOrders(this);
04148 
04149     /* update destination */
04150     if (this->current_order.IsType(OT_GOTO_STATION)) {
04151       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
04152       if (tile != INVALID_TILE) this->dest_tile = tile;
04153     }
04154 
04155     if (this->running_ticks != 0) {
04156       /* running costs */
04157       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
04158 
04159       this->profit_this_year -= cost.GetCost();
04160       this->running_ticks = 0;
04161 
04162       SubtractMoneyFromCompanyFract(this->owner, cost);
04163 
04164       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
04165       SetWindowClassesDirty(WC_TRAINS_LIST);
04166     }
04167   } else if (this->IsEngine()) {
04168     /* Also age engines that aren't front engines */
04169     AgeVehicle(this);
04170   }
04171 }
04172 
04173 Trackdir Train::GetVehicleTrackdir() const
04174 {
04175   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
04176 
04177   if (this->track == TRACK_BIT_DEPOT) {
04178     /* We'll assume the train is facing outwards */
04179     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
04180   }
04181 
04182   if (this->track == TRACK_BIT_WORMHOLE) {
04183     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
04184     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
04185   }
04186 
04187   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
04188 }

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