train_cmd.cpp

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00001 /* $Id: train_cmd.cpp 19857 2010-05-18 21:44:47Z 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   /* If we reached our waypoint, make sure we see that. */
02234   if (v->current_order.IsType(OT_GOTO_WAYPOINT) && IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
02235   /* Exit if the current order doesn't have a destination, but the train has orders. */
02236   if ((v->current_order.IsType(OT_NOTHING) || v->current_order.IsType(OT_LEAVESTATION) || v->current_order.IsType(OT_LOADING)) && v->GetNumOrders() > 0) return;
02237 
02238   Trackdir td = v->GetVehicleTrackdir();
02239 
02240   /* On a tile with a red non-pbs signal, don't look ahead. */
02241   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
02242       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
02243       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
02244 
02245   CFollowTrackRail ft(v);
02246   if (!ft.Follow(v->tile, td)) return;
02247 
02248   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
02249     /* Next tile is not reserved. */
02250     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
02251       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
02252         /* If the next tile is a PBS signal, try to make a reservation. */
02253         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
02254         if (_settings_game.pf.forbid_90_deg) {
02255           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
02256         }
02257         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
02258       }
02259     }
02260   }
02261 }
02262 
02263 static bool CheckTrainStayInDepot(Train *v)
02264 {
02265   /* bail out if not all wagons are in the same depot or not in a depot at all */
02266   for (const Train *u = v; u != NULL; u = u->Next()) {
02267     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
02268   }
02269 
02270   /* if the train got no power, then keep it in the depot */
02271   if (v->tcache.cached_power == 0) {
02272     v->vehstatus |= VS_STOPPED;
02273     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
02274     return true;
02275   }
02276 
02277   SigSegState seg_state;
02278 
02279   if (v->force_proceed == 0) {
02280     /* force proceed was not pressed */
02281     if (++v->wait_counter < 37) {
02282       SetWindowClassesDirty(WC_TRAINS_LIST);
02283       return true;
02284     }
02285 
02286     v->wait_counter = 0;
02287 
02288     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02289     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
02290       /* Full and no PBS signal in block or depot reserved, can't exit. */
02291       SetWindowClassesDirty(WC_TRAINS_LIST);
02292       return true;
02293     }
02294   } else {
02295     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02296   }
02297 
02298   /* We are leaving a depot, but have to go to the exact same one; re-enter */
02299   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
02300     /* We need to have a reservation for this to work. */
02301     if (HasDepotReservation(v->tile)) return true;
02302     SetDepotReservation(v->tile, true);
02303     VehicleEnterDepot(v);
02304     return true;
02305   }
02306 
02307   /* Only leave when we can reserve a path to our destination. */
02308   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == 0) {
02309     /* No path and no force proceed. */
02310     SetWindowClassesDirty(WC_TRAINS_LIST);
02311     MarkTrainAsStuck(v);
02312     return true;
02313   }
02314 
02315   SetDepotReservation(v->tile, true);
02316   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
02317 
02318   VehicleServiceInDepot(v);
02319   SetWindowClassesDirty(WC_TRAINS_LIST);
02320   v->PlayLeaveStationSound();
02321 
02322   v->track = TRACK_BIT_X;
02323   if (v->direction & 2) v->track = TRACK_BIT_Y;
02324 
02325   v->vehstatus &= ~VS_HIDDEN;
02326   v->cur_speed = 0;
02327 
02328   v->UpdateDeltaXY(v->direction);
02329   v->cur_image = v->GetImage(v->direction);
02330   VehicleMove(v, false);
02331   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02332   v->UpdateAcceleration();
02333   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
02334 
02335   return false;
02336 }
02337 
02339 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
02340 {
02341   DiagDirection dir = TrackdirToExitdir(track_dir);
02342 
02343   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
02344     /* Are we just leaving a tunnel/bridge? */
02345     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
02346       TileIndex end = GetOtherTunnelBridgeEnd(tile);
02347 
02348       if (!HasVehicleOnTunnelBridge(tile, end, v)) {
02349         /* Free the reservation only if no other train is on the tiles. */
02350         SetTunnelBridgeReservation(tile, false);
02351         SetTunnelBridgeReservation(end, false);
02352 
02353         if (_settings_client.gui.show_track_reservation) {
02354           MarkTileDirtyByTile(tile);
02355           MarkTileDirtyByTile(end);
02356         }
02357       }
02358     }
02359   } else if (IsRailStationTile(tile)) {
02360     TileIndex new_tile = TileAddByDiagDir(tile, dir);
02361     /* If the new tile is not a further tile of the same station, we
02362      * clear the reservation for the whole platform. */
02363     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
02364       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
02365     }
02366   } else {
02367     /* Any other tile */
02368     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
02369   }
02370 }
02371 
02373 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
02374 {
02375   assert(v->IsFrontEngine());
02376 
02377   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
02378   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
02379   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
02380   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
02381 
02382   /* Don't free reservation if it's not ours. */
02383   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
02384 
02385   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
02386   while (ft.Follow(tile, td)) {
02387     tile = ft.m_new_tile;
02388     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
02389     td = RemoveFirstTrackdir(&bits);
02390     assert(bits == TRACKDIR_BIT_NONE);
02391 
02392     if (!IsValidTrackdir(td)) break;
02393 
02394     if (IsTileType(tile, MP_RAILWAY)) {
02395       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
02396         /* Conventional signal along trackdir: remove reservation and stop. */
02397         UnreserveRailTrack(tile, TrackdirToTrack(td));
02398         break;
02399       }
02400       if (HasPbsSignalOnTrackdir(tile, td)) {
02401         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
02402           /* Red PBS signal? Can't be our reservation, would be green then. */
02403           break;
02404         } else {
02405           /* Turn the signal back to red. */
02406           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
02407           MarkTileDirtyByTile(tile);
02408         }
02409       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
02410         break;
02411       }
02412     }
02413 
02414     /* Don't free first station/bridge/tunnel if we are on it. */
02415     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);
02416 
02417     free_tile = true;
02418   }
02419 }
02420 
02421 static const byte _initial_tile_subcoord[6][4][3] = {
02422 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
02423 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
02424 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
02425 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
02426 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
02427 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
02428 };
02429 
02442 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
02443 {
02444   switch (_settings_game.pf.pathfinder_for_trains) {
02445     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
02446     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
02447 
02448     default: NOT_REACHED();
02449   }
02450 }
02451 
02457 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
02458 {
02459   PBSTileInfo origin = FollowTrainReservation(v);
02460 
02461   CFollowTrackRail ft(v);
02462 
02463   TileIndex tile = origin.tile;
02464   Trackdir  cur_td = origin.trackdir;
02465   while (ft.Follow(tile, cur_td)) {
02466     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
02467       /* Possible signal tile. */
02468       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
02469     }
02470 
02471     if (_settings_game.pf.forbid_90_deg) {
02472       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
02473       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
02474     }
02475 
02476     /* Station, depot or waypoint are a possible target. */
02477     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
02478     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
02479       /* Choice found or possible target encountered.
02480        * On finding a possible target, we need to stop and let the pathfinder handle the
02481        * remaining path. This is because we don't know if this target is in one of our
02482        * orders, so we might cause pathfinding to fail later on if we find a choice.
02483        * This failure would cause a bogous call to TryReserveSafePath which might reserve
02484        * a wrong path not leading to our next destination. */
02485       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
02486 
02487       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
02488        * actually starts its search at the first unreserved tile. */
02489       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
02490 
02491       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
02492       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
02493       if (enterdir) *enterdir = ft.m_exitdir;
02494       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
02495     }
02496 
02497     tile = ft.m_new_tile;
02498     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
02499 
02500     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
02501       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
02502       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
02503       /* Safe position is all good, path valid and okay. */
02504       return PBSTileInfo(tile, cur_td, true);
02505     }
02506 
02507     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
02508   }
02509 
02510   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
02511     /* End of line, path valid and okay. */
02512     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
02513   }
02514 
02515   /* Sorry, can't reserve path, back out. */
02516   tile = origin.tile;
02517   cur_td = origin.trackdir;
02518   TileIndex stopped = ft.m_old_tile;
02519   Trackdir  stopped_td = ft.m_old_td;
02520   while (tile != stopped || cur_td != stopped_td) {
02521     if (!ft.Follow(tile, cur_td)) break;
02522 
02523     if (_settings_game.pf.forbid_90_deg) {
02524       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
02525       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
02526     }
02527     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
02528 
02529     tile = ft.m_new_tile;
02530     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
02531 
02532     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
02533   }
02534 
02535   /* Path invalid. */
02536   return PBSTileInfo();
02537 }
02538 
02549 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
02550 {
02551   switch (_settings_game.pf.pathfinder_for_trains) {
02552     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
02553     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
02554 
02555     default: NOT_REACHED();
02556   }
02557 }
02558 
02560 class VehicleOrderSaver
02561 {
02562 private:
02563   Vehicle        *v;
02564   Order          old_order;
02565   TileIndex      old_dest_tile;
02566   StationID      old_last_station_visited;
02567   VehicleOrderID index;
02568 
02569 public:
02570   VehicleOrderSaver(Vehicle *_v) :
02571     v(_v),
02572     old_order(_v->current_order),
02573     old_dest_tile(_v->dest_tile),
02574     old_last_station_visited(_v->last_station_visited),
02575     index(_v->cur_order_index)
02576   {
02577   }
02578 
02579   ~VehicleOrderSaver()
02580   {
02581     this->v->current_order = this->old_order;
02582     this->v->dest_tile = this->old_dest_tile;
02583     this->v->last_station_visited = this->old_last_station_visited;
02584   }
02585 
02591   bool SwitchToNextOrder(bool skip_first)
02592   {
02593     if (this->v->GetNumOrders() == 0) return false;
02594 
02595     if (skip_first) ++this->index;
02596 
02597     int conditional_depth = 0;
02598 
02599     do {
02600       /* Wrap around. */
02601       if (this->index >= this->v->GetNumOrders()) this->index = 0;
02602 
02603       Order *order = this->v->GetOrder(this->index);
02604       assert(order != NULL);
02605 
02606       switch (order->GetType()) {
02607         case OT_GOTO_DEPOT:
02608           /* Skip service in depot orders when the train doesn't need service. */
02609           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
02610         case OT_GOTO_STATION:
02611         case OT_GOTO_WAYPOINT:
02612           this->v->current_order = *order;
02613           UpdateOrderDest(this->v, order);
02614           return true;
02615         case OT_CONDITIONAL: {
02616           if (conditional_depth > this->v->GetNumOrders()) return false;
02617           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
02618           if (next != INVALID_VEH_ORDER_ID) {
02619             conditional_depth++;
02620             this->index = next;
02621             /* Don't increment next, so no break here. */
02622             continue;
02623           }
02624           break;
02625         }
02626         default:
02627           break;
02628       }
02629       /* Don't increment inside the while because otherwise conditional
02630        * orders can lead to an infinite loop. */
02631       ++this->index;
02632     } while (this->index != this->v->cur_order_index);
02633 
02634     return false;
02635   }
02636 };
02637 
02638 /* choose a track */
02639 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
02640 {
02641   Track best_track = INVALID_TRACK;
02642   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
02643   bool changed_signal = false;
02644 
02645   assert((tracks & ~TRACK_BIT_MASK) == 0);
02646 
02647   if (got_reservation != NULL) *got_reservation = false;
02648 
02649   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
02650   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
02651   /* Do we have a suitable reserved track? */
02652   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
02653 
02654   /* Quick return in case only one possible track is available */
02655   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
02656     Track track = FindFirstTrack(tracks);
02657     /* We need to check for signals only here, as a junction tile can't have signals. */
02658     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
02659       do_track_reservation = true;
02660       changed_signal = true;
02661       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
02662     } else if (!do_track_reservation) {
02663       return track;
02664     }
02665     best_track = track;
02666   }
02667 
02668   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
02669   DiagDirection dest_enterdir = enterdir;
02670   if (do_track_reservation) {
02671     /* Check if the train needs service here, so it has a chance to always find a depot.
02672      * Also check if the current order is a service order so we don't reserve a path to
02673      * the destination but instead to the next one if service isn't needed. */
02674     CheckIfTrainNeedsService(v);
02675     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
02676 
02677     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
02678     if (res_dest.tile == INVALID_TILE) {
02679       /* Reservation failed? */
02680       if (mark_stuck) MarkTrainAsStuck(v);
02681       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
02682       return FindFirstTrack(tracks);
02683     }
02684   }
02685 
02686   /* Save the current train order. The destructor will restore the old order on function exit. */
02687   VehicleOrderSaver orders(v);
02688 
02689   /* If the current tile is the destination of the current order and
02690    * a reservation was requested, advance to the next order.
02691    * Don't advance on a depot order as depots are always safe end points
02692    * for a path and no look-ahead is necessary. This also avoids a
02693    * problem with depot orders not part of the order list when the
02694    * order list itself is empty. */
02695   if (v->current_order.IsType(OT_LEAVESTATION)) {
02696     orders.SwitchToNextOrder(false);
02697   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
02698       v->current_order.IsType(OT_GOTO_STATION) ?
02699       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
02700       v->tile == v->dest_tile))) {
02701     orders.SwitchToNextOrder(true);
02702   }
02703 
02704   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
02705     /* Pathfinders are able to tell that route was only 'guessed'. */
02706     bool      path_not_found = false;
02707     TileIndex new_tile = res_dest.tile;
02708 
02709     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest);
02710     if (new_tile == tile) best_track = next_track;
02711 
02712     /* handle "path not found" state */
02713     if (path_not_found) {
02714       /* PF didn't find the route */
02715       if (!HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
02716         /* it is first time the problem occurred, set the "path not found" flag */
02717         SetBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
02718         /* and notify user about the event */
02719         AI::NewEvent(v->owner, new AIEventVehicleLost(v->index));
02720         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
02721           SetDParam(0, v->index);
02722           AddVehicleNewsItem(
02723             STR_NEWS_TRAIN_IS_LOST,
02724             NS_ADVICE,
02725             v->index
02726           );
02727         }
02728       }
02729     } else {
02730       /* route found, is the train marked with "path not found" flag? */
02731       if (HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
02732         /* clear the flag as the PF's problem was solved */
02733         ClrBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
02734         /* can we also delete the "News" item somehow? */
02735       }
02736     }
02737   }
02738 
02739   /* No track reservation requested -> finished. */
02740   if (!do_track_reservation) return best_track;
02741 
02742   /* A path was found, but could not be reserved. */
02743   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
02744     if (mark_stuck) MarkTrainAsStuck(v);
02745     FreeTrainTrackReservation(v);
02746     return best_track;
02747   }
02748 
02749   /* No possible reservation target found, we are probably lost. */
02750   if (res_dest.tile == INVALID_TILE) {
02751     /* Try to find any safe destination. */
02752     PBSTileInfo origin = FollowTrainReservation(v);
02753     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
02754       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
02755       best_track = FindFirstTrack(res);
02756       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
02757       if (got_reservation != NULL) *got_reservation = true;
02758       if (changed_signal) MarkTileDirtyByTile(tile);
02759     } else {
02760       FreeTrainTrackReservation(v);
02761       if (mark_stuck) MarkTrainAsStuck(v);
02762     }
02763     return best_track;
02764   }
02765 
02766   if (got_reservation != NULL) *got_reservation = true;
02767 
02768   /* Reservation target found and free, check if it is safe. */
02769   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
02770     /* Extend reservation until we have found a safe position. */
02771     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
02772     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
02773     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
02774     if (_settings_game.pf.forbid_90_deg) {
02775       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
02776     }
02777 
02778     /* Get next order with destination. */
02779     if (orders.SwitchToNextOrder(true)) {
02780       PBSTileInfo cur_dest;
02781       DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, true, &cur_dest);
02782       if (cur_dest.tile != INVALID_TILE) {
02783         res_dest = cur_dest;
02784         if (res_dest.okay) continue;
02785         /* Path found, but could not be reserved. */
02786         FreeTrainTrackReservation(v);
02787         if (mark_stuck) MarkTrainAsStuck(v);
02788         if (got_reservation != NULL) *got_reservation = false;
02789         changed_signal = false;
02790         break;
02791       }
02792     }
02793     /* No order or no safe position found, try any position. */
02794     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
02795       FreeTrainTrackReservation(v);
02796       if (mark_stuck) MarkTrainAsStuck(v);
02797       if (got_reservation != NULL) *got_reservation = false;
02798       changed_signal = false;
02799     }
02800     break;
02801   }
02802 
02803   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
02804 
02805   if (changed_signal) MarkTileDirtyByTile(tile);
02806 
02807   return best_track;
02808 }
02809 
02818 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
02819 {
02820   assert(v->IsFrontEngine());
02821 
02822   /* We have to handle depots specially as the track follower won't look
02823    * at the depot tile itself but starts from the next tile. If we are still
02824    * inside the depot, a depot reservation can never be ours. */
02825   if (v->track == TRACK_BIT_DEPOT) {
02826     if (HasDepotReservation(v->tile)) {
02827       if (mark_as_stuck) MarkTrainAsStuck(v);
02828       return false;
02829     } else {
02830       /* Depot not reserved, but the next tile might be. */
02831       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
02832       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
02833     }
02834   }
02835 
02836   Vehicle *other_train = NULL;
02837   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
02838   /* The path we are driving on is alread blocked by some other train.
02839    * This can only happen in certain situations when mixing path and
02840    * block signals or when changing tracks and/or signals.
02841    * Exit here as doing any further reservations will probably just
02842    * make matters worse. */
02843   if (other_train != NULL && other_train->index != v->index) {
02844     if (mark_as_stuck) MarkTrainAsStuck(v);
02845     return false;
02846   }
02847   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
02848   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
02849     /* Can't be stuck then. */
02850     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
02851     ClrBit(v->flags, VRF_TRAIN_STUCK);
02852     return true;
02853   }
02854 
02855   /* If we are in a depot, tentativly reserve the depot. */
02856   if (v->track == TRACK_BIT_DEPOT) {
02857     SetDepotReservation(v->tile, true);
02858     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
02859   }
02860 
02861   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
02862   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
02863   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
02864 
02865   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
02866 
02867   bool res_made = false;
02868   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
02869 
02870   if (!res_made) {
02871     /* Free the depot reservation as well. */
02872     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
02873     return false;
02874   }
02875 
02876   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
02877     v->wait_counter = 0;
02878     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
02879   }
02880   ClrBit(v->flags, VRF_TRAIN_STUCK);
02881   return true;
02882 }
02883 
02884 
02885 static bool CheckReverseTrain(const Train *v)
02886 {
02887   if (_settings_game.difficulty.line_reverse_mode != 0 ||
02888       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
02889       !(v->direction & 1)) {
02890     return false;
02891   }
02892 
02893   assert(v->track != TRACK_BIT_NONE);
02894 
02895   switch (_settings_game.pf.pathfinder_for_trains) {
02896     case VPF_NPF: return NPFTrainCheckReverse(v);
02897     case VPF_YAPF: return YapfTrainCheckReverse(v);
02898 
02899     default: NOT_REACHED();
02900   }
02901 }
02902 
02903 TileIndex Train::GetOrderStationLocation(StationID station)
02904 {
02905   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
02906 
02907   const Station *st = Station::Get(station);
02908   if (!(st->facilities & FACIL_TRAIN)) {
02909     /* The destination station has no trainstation tiles. */
02910     this->IncrementOrderIndex();
02911     return 0;
02912   }
02913 
02914   return st->xy;
02915 }
02916 
02917 void Train::MarkDirty()
02918 {
02919   Vehicle *v = this;
02920   do {
02921     v->UpdateViewport(false, false);
02922   } while ((v = v->Next()) != NULL);
02923 
02924   /* need to update acceleration and cached values since the goods on the train changed. */
02925   this->CargoChanged();
02926   this->UpdateAcceleration();
02927 }
02928 
02938 int Train::UpdateSpeed()
02939 {
02940   uint accel;
02941 
02942   switch (_settings_game.vehicle.train_acceleration_model) {
02943     default: NOT_REACHED();
02944     case AM_ORIGINAL:
02945       accel = this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2);
02946       break;
02947     case AM_REALISTIC:
02948       this->max_speed = this->GetCurrentMaxSpeed();
02949       accel = this->GetAcceleration();
02950       break;
02951   }
02952 
02953   uint spd = this->subspeed + accel;
02954   this->subspeed = (byte)spd;
02955   {
02956     int tempmax = this->max_speed;
02957     if (this->cur_speed > this->max_speed)
02958       tempmax = this->cur_speed - (this->cur_speed / 10) - 1;
02959     this->cur_speed = spd = Clamp(this->cur_speed + ((int)spd >> 8), 0, tempmax);
02960   }
02961 
02962   /* Scale speed by 3/4. Previously this was only done when the train was
02963    * facing diagonally and would apply to however many moves the train made
02964    * regardless the of direction actually moved in. Now it is always scaled,
02965    * 256 spd is used to go straight and 192 is used to go diagonally
02966    * (3/4 of 256). This results in the same effect, but without the error the
02967    * previous method caused.
02968    *
02969    * The scaling is done in this direction and not by multiplying the amount
02970    * to be subtracted by 4/3 so that the leftover speed can be saved in a
02971    * byte in this->progress.
02972    */
02973   int scaled_spd = spd * 3 >> 2;
02974 
02975   scaled_spd += this->progress;
02976   this->progress = 0; // set later in TrainLocoHandler or TrainController
02977   return scaled_spd;
02978 }
02979 
02980 static void TrainEnterStation(Train *v, StationID station)
02981 {
02982   v->last_station_visited = station;
02983 
02984   /* check if a train ever visited this station before */
02985   Station *st = Station::Get(station);
02986   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
02987     st->had_vehicle_of_type |= HVOT_TRAIN;
02988     SetDParam(0, st->index);
02989     AddVehicleNewsItem(
02990       STR_NEWS_FIRST_TRAIN_ARRIVAL,
02991       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
02992       v->index,
02993       st->index
02994     );
02995     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
02996   }
02997 
02998   v->BeginLoading();
02999 
03000   StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
03001 }
03002 
03003 static byte AfterSetTrainPos(Train *v, bool new_tile)
03004 {
03005   byte old_z = v->z_pos;
03006   v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
03007 
03008   if (new_tile) {
03009     ClrBit(v->flags, VRF_GOINGUP);
03010     ClrBit(v->flags, VRF_GOINGDOWN);
03011 
03012     if (v->track == TRACK_BIT_X || v->track == TRACK_BIT_Y) {
03013       /* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
03014        * To check whether the current tile is sloped, and in which
03015        * direction it is sloped, we get the 'z' at the center of
03016        * the tile (middle_z) and the edge of the tile (old_z),
03017        * which we then can compare. */
03018       static const int HALF_TILE_SIZE = TILE_SIZE / 2;
03019       static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
03020 
03021       byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
03022 
03023       if (middle_z != v->z_pos) {
03024         SetBit(v->flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
03025       }
03026     }
03027   }
03028 
03029   VehicleMove(v, true);
03030   return old_z;
03031 }
03032 
03033 /* Check if the vehicle is compatible with the specified tile */
03034 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
03035 {
03036   return
03037     IsTileOwner(tile, v->owner) && (
03038       !v->IsFrontEngine() ||
03039       HasBit(v->compatible_railtypes, GetRailType(tile))
03040     );
03041 }
03042 
03043 struct RailtypeSlowdownParams {
03044   byte small_turn, large_turn;
03045   byte z_up; // fraction to remove when moving up
03046   byte z_down; // fraction to remove when moving down
03047 };
03048 
03049 static const RailtypeSlowdownParams _railtype_slowdown[] = {
03050   /* normal accel */
03051   {256 / 4, 256 / 2, 256 / 4, 2}, 
03052   {256 / 4, 256 / 2, 256 / 4, 2}, 
03053   {256 / 4, 256 / 2, 256 / 4, 2}, 
03054   {0,       256 / 2, 256 / 4, 2}, 
03055 };
03056 
03058 static inline void AffectSpeedByZChange(Train *v, byte old_z)
03059 {
03060   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
03061 
03062   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
03063 
03064   if (old_z < v->z_pos) {
03065     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
03066   } else {
03067     uint16 spd = v->cur_speed + rsp->z_down;
03068     if (spd <= v->max_speed) v->cur_speed = spd;
03069   }
03070 }
03071 
03072 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
03073 {
03074   if (IsTileType(tile, MP_RAILWAY) &&
03075       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
03076     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
03077     Trackdir trackdir = FindFirstTrackdir(tracks);
03078     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
03079       /* A PBS block with a non-PBS signal facing us? */
03080       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
03081     }
03082   }
03083   return false;
03084 }
03085 
03089 void Train::ReserveTrackUnderConsist() const
03090 {
03091   for (const Train *u = this; u != NULL; u = u->Next()) {
03092     switch (u->track) {
03093       case TRACK_BIT_WORMHOLE:
03094         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
03095         break;
03096       case TRACK_BIT_DEPOT:
03097         break;
03098       default:
03099         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
03100         break;
03101     }
03102   }
03103 }
03104 
03105 uint Train::Crash(bool flooded)
03106 {
03107   uint pass = 0;
03108   if (this->IsFrontEngine()) {
03109     pass += 4; // driver
03110 
03111     /* Remove the reserved path in front of the train if it is not stuck.
03112      * Also clear all reserved tracks the train is currently on. */
03113     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
03114     for (const Train *v = this; v != NULL; v = v->Next()) {
03115       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
03116       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
03117         /* ClearPathReservation will not free the wormhole exit
03118          * if the train has just entered the wormhole. */
03119         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
03120       }
03121     }
03122 
03123     /* we may need to update crossing we were approaching,
03124     * but must be updated after the train has been marked crashed */
03125     TileIndex crossing = TrainApproachingCrossingTile(this);
03126     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
03127 
03128     /* Remove the loading indicators (if any) */
03129     HideFillingPercent(&this->fill_percent_te_id);
03130   }
03131 
03132   pass += Vehicle::Crash(flooded);
03133 
03134   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
03135   return pass;
03136 }
03137 
03144 static uint TrainCrashed(Train *v)
03145 {
03146   uint num = 0;
03147 
03148   /* do not crash train twice */
03149   if (!(v->vehstatus & VS_CRASHED)) {
03150     num = v->Crash();
03151     AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
03152   }
03153 
03154   /* Try to re-reserve track under already crashed train too.
03155    * SetVehicleCrashed() clears the reservation! */
03156   v->ReserveTrackUnderConsist();
03157 
03158   return num;
03159 }
03160 
03161 struct TrainCollideChecker {
03162   Train *v; 
03163   uint num; 
03164 };
03165 
03166 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
03167 {
03168   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
03169 
03170   /* not a train or in depot */
03171   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
03172 
03173   /* do not crash into trains of another company. */
03174   if (v->owner != tcc->v->owner) return NULL;
03175 
03176   /* get first vehicle now to make most usual checks faster */
03177   Train *coll = Train::From(v)->First();
03178 
03179   /* can't collide with own wagons */
03180   if (coll == tcc->v) return NULL;
03181 
03182   int x_diff = v->x_pos - tcc->v->x_pos;
03183   int y_diff = v->y_pos - tcc->v->y_pos;
03184 
03185   /* Do fast calculation to check whether trains are not in close vicinity
03186    * and quickly reject trains distant enough for any collision.
03187    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
03188    * Differences are then ORed and then we check for any higher bits */
03189   uint hash = (y_diff + 7) | (x_diff + 7);
03190   if (hash & ~15) return NULL;
03191 
03192   /* Slower check using multiplication */
03193   if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
03194 
03195   /* Happens when there is a train under bridge next to bridge head */
03196   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
03197 
03198   /* crash both trains */
03199   tcc->num += TrainCrashed(tcc->v);
03200   tcc->num += TrainCrashed(coll);
03201 
03202   return NULL; // continue searching
03203 }
03204 
03211 static bool CheckTrainCollision(Train *v)
03212 {
03213   /* can't collide in depot */
03214   if (v->track == TRACK_BIT_DEPOT) return false;
03215 
03216   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
03217 
03218   TrainCollideChecker tcc;
03219   tcc.v = v;
03220   tcc.num = 0;
03221 
03222   /* find colliding vehicles */
03223   if (v->track == TRACK_BIT_WORMHOLE) {
03224     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
03225     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
03226   } else {
03227     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
03228   }
03229 
03230   /* any dead -> no crash */
03231   if (tcc.num == 0) return false;
03232 
03233   SetDParam(0, tcc.num);
03234   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
03235     NS_ACCIDENT,
03236     v->index
03237   );
03238 
03239   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
03240   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
03241   return true;
03242 }
03243 
03244 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
03245 {
03246   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
03247 
03248   Train *t = Train::From(v);
03249   DiagDirection exitdir = *(DiagDirection *)data;
03250 
03251   /* not front engine of a train, inside wormhole or depot, crashed */
03252   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
03253 
03254   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
03255 
03256   return t;
03257 }
03258 
03259 static void TrainController(Train *v, Vehicle *nomove)
03260 {
03261   Train *first = v->First();
03262   Train *prev;
03263   bool direction_changed = false; // has direction of any part changed?
03264 
03265   /* For every vehicle after and including the given vehicle */
03266   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
03267     DiagDirection enterdir = DIAGDIR_BEGIN;
03268     bool update_signals_crossing = false; // will we update signals or crossing state?
03269 
03270     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
03271     if (v->track != TRACK_BIT_WORMHOLE) {
03272       /* Not inside tunnel */
03273       if (gp.old_tile == gp.new_tile) {
03274         /* Staying in the old tile */
03275         if (v->track == TRACK_BIT_DEPOT) {
03276           /* Inside depot */
03277           gp.x = v->x_pos;
03278           gp.y = v->y_pos;
03279         } else {
03280           /* Not inside depot */
03281 
03282           /* Reverse when we are at the end of the track already, do not move to the new position */
03283           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
03284 
03285           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
03286           if (HasBit(r, VETS_CANNOT_ENTER)) {
03287             goto invalid_rail;
03288           }
03289           if (HasBit(r, VETS_ENTERED_STATION)) {
03290             /* The new position is the end of the platform */
03291             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
03292           }
03293         }
03294       } else {
03295         /* A new tile is about to be entered. */
03296 
03297         /* Determine what direction we're entering the new tile from */
03298         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
03299         assert(IsValidDiagDirection(enterdir));
03300 
03301         /* Get the status of the tracks in the new tile and mask
03302          * away the bits that aren't reachable. */
03303         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
03304         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
03305 
03306         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
03307         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
03308 
03309         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
03310         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
03311           /* We allow wagons to make 90 deg turns, because forbid_90_deg
03312            * can be switched on halfway a turn */
03313           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
03314         }
03315 
03316         if (bits == TRACK_BIT_NONE) goto invalid_rail;
03317 
03318         /* Check if the new tile contrains tracks that are compatible
03319          * with the current train, if not, bail out. */
03320         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
03321 
03322         TrackBits chosen_track;
03323         if (prev == NULL) {
03324           /* Currently the locomotive is active. Determine which one of the
03325            * available tracks to choose */
03326           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
03327           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
03328 
03329           if (v->force_proceed != 0 && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
03330             /* For each signal we find decrease the counter by one.
03331              * We start at two, so the first signal we pass decreases
03332              * this to one, then if we reach the next signal it is
03333              * decreased to zero and we won't pass that new signal. */
03334             Trackdir dir = FindFirstTrackdir(trackdirbits);
03335             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
03336                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
03337               /* However, we do not want to be stopped by PBS signals
03338                * entered via the back. */
03339               v->force_proceed--;
03340               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03341             }
03342           }
03343 
03344           /* Check if it's a red signal and that force proceed is not clicked. */
03345           if ((red_signals & chosen_track) && v->force_proceed == 0) {
03346             /* In front of a red signal */
03347             Trackdir i = FindFirstTrackdir(trackdirbits);
03348 
03349             /* Don't handle stuck trains here. */
03350             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
03351 
03352             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
03353               v->cur_speed = 0;
03354               v->subspeed = 0;
03355               v->progress = 255 - 100;
03356               if (_settings_game.pf.wait_oneway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
03357             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
03358               v->cur_speed = 0;
03359               v->subspeed = 0;
03360               v->progress = 255 - 10;
03361               if (_settings_game.pf.wait_twoway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
03362                 DiagDirection exitdir = TrackdirToExitdir(i);
03363                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
03364 
03365                 exitdir = ReverseDiagDir(exitdir);
03366 
03367                 /* check if a train is waiting on the other side */
03368                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
03369               }
03370             }
03371 
03372             /* If we would reverse but are currently in a PBS block and
03373              * reversing of stuck trains is disabled, don't reverse.
03374              * This does not apply if the reason for reversing is a one-way
03375              * signal blocking us, because a train would then be stuck forever. */
03376             if (_settings_game.pf.wait_for_pbs_path == 255 && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
03377                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
03378               v->wait_counter = 0;
03379               return;
03380             }
03381             goto reverse_train_direction;
03382           } else {
03383             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
03384           }
03385         } else {
03386           /* The wagon is active, simply follow the prev vehicle. */
03387           if (prev->tile == gp.new_tile) {
03388             /* Choose the same track as prev */
03389             if (prev->track == TRACK_BIT_WORMHOLE) {
03390               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
03391                * However, just choose the track into the wormhole. */
03392               assert(IsTunnel(prev->tile));
03393               chosen_track = bits;
03394             } else {
03395               chosen_track = prev->track;
03396             }
03397           } else {
03398             /* Choose the track that leads to the tile where prev is.
03399              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
03400              * I.e. when the tile between them has only space for a single vehicle like
03401              *  1) horizontal/vertical track tiles and
03402              *  2) some orientations of tunnelentries, where the vehicle is already inside the wormhole at 8/16 from the tileedge.
03403              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnelentry.
03404              */
03405             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
03406               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
03407               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
03408               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
03409               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
03410             };
03411             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
03412             assert(IsValidDiagDirection(exitdir));
03413             chosen_track = _connecting_track[enterdir][exitdir];
03414           }
03415           chosen_track &= bits;
03416         }
03417 
03418         /* Make sure chosen track is a valid track */
03419         assert(
03420             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
03421             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
03422             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
03423 
03424         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
03425         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
03426         gp.x = (gp.x & ~0xF) | b[0];
03427         gp.y = (gp.y & ~0xF) | b[1];
03428         Direction chosen_dir = (Direction)b[2];
03429 
03430         /* Call the landscape function and tell it that the vehicle entered the tile */
03431         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
03432         if (HasBit(r, VETS_CANNOT_ENTER)) {
03433           goto invalid_rail;
03434         }
03435 
03436         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
03437           Track track = FindFirstTrack(chosen_track);
03438           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
03439           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
03440             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
03441             MarkTileDirtyByTile(gp.new_tile);
03442           }
03443 
03444           /* Clear any track reservation when the last vehicle leaves the tile */
03445           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
03446 
03447           v->tile = gp.new_tile;
03448 
03449           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
03450             v->First()->PowerChanged();
03451             v->First()->UpdateAcceleration();
03452           }
03453 
03454           v->track = chosen_track;
03455           assert(v->track);
03456         }
03457 
03458         /* We need to update signal status, but after the vehicle position hash
03459          * has been updated by AfterSetTrainPos() */
03460         update_signals_crossing = true;
03461 
03462         if (chosen_dir != v->direction) {
03463           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
03464             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
03465             DirDiff diff = DirDifference(v->direction, chosen_dir);
03466             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
03467           }
03468           direction_changed = true;
03469           v->direction = chosen_dir;
03470         }
03471 
03472         if (v->IsFrontEngine()) {
03473           v->wait_counter = 0;
03474 
03475           /* If we are approching a crossing that is reserved, play the sound now. */
03476           TileIndex crossing = TrainApproachingCrossingTile(v);
03477           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
03478 
03479           /* Always try to extend the reservation when entering a tile. */
03480           CheckNextTrainTile(v);
03481         }
03482 
03483         if (HasBit(r, VETS_ENTERED_STATION)) {
03484           /* The new position is the location where we want to stop */
03485           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
03486         }
03487       }
03488     } else {
03489       /* In a tunnel or on a bridge
03490        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
03491        * - for bridges, only the middle part - without the bridge heads */
03492       if (!(v->vehstatus & VS_HIDDEN)) {
03493         v->cur_speed =
03494           min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
03495       }
03496 
03497       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
03498         /* Perform look-ahead on tunnel exit. */
03499         if (v->IsFrontEngine()) {
03500           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
03501           CheckNextTrainTile(v);
03502         }
03503       } else {
03504         v->x_pos = gp.x;
03505         v->y_pos = gp.y;
03506         VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
03507         continue;
03508       }
03509     }
03510 
03511     /* update image of train, as well as delta XY */
03512     v->UpdateDeltaXY(v->direction);
03513 
03514     v->x_pos = gp.x;
03515     v->y_pos = gp.y;
03516 
03517     /* update the Z position of the vehicle */
03518     byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
03519 
03520     if (prev == NULL) {
03521       /* This is the first vehicle in the train */
03522       AffectSpeedByZChange(v, old_z);
03523     }
03524 
03525     if (update_signals_crossing) {
03526       if (v->IsFrontEngine()) {
03527         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
03528           /* We are entering a block with PBS signals right now, but
03529            * not through a PBS signal. This means we don't have a
03530            * reservation right now. As a conventional signal will only
03531            * ever be green if no other train is in the block, getting
03532            * a path should always be possible. If the player built
03533            * such a strange network that it is not possible, the train
03534            * will be marked as stuck and the player has to deal with
03535            * the problem. */
03536           if ((!HasReservedTracks(gp.new_tile, v->track) &&
03537               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
03538               !TryPathReserve(v)) {
03539             MarkTrainAsStuck(v);
03540           }
03541         }
03542       }
03543 
03544       /* Signals can only change when the first
03545        * (above) or the last vehicle moves. */
03546       if (v->Next() == NULL) {
03547         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
03548         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
03549       }
03550     }
03551 
03552     /* Do not check on every tick to save some computing time. */
03553     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
03554   }
03555 
03556   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
03557 
03558   return;
03559 
03560 invalid_rail:
03561   /* We've reached end of line?? */
03562   if (prev != NULL) error("Disconnecting train");
03563 
03564 reverse_train_direction:
03565   v->wait_counter = 0;
03566   v->cur_speed = 0;
03567   v->subspeed = 0;
03568   ReverseTrainDirection(v);
03569 }
03570 
03576 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
03577 {
03578   TrackBits *trackbits = (TrackBits *)data;
03579 
03580   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
03581     if (Train::From(v)->track == TRACK_BIT_WORMHOLE) {
03582       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
03583       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
03584     } else {
03585       *trackbits |= Train::From(v)->track;
03586     }
03587   }
03588 
03589   return NULL;
03590 }
03591 
03599 static void DeleteLastWagon(Train *v)
03600 {
03601   Train *first = v->First();
03602 
03603   /* Go to the last wagon and delete the link pointing there
03604    * *u is then the one-before-last wagon, and *v the last
03605    * one which will physicially be removed */
03606   Train *u = v;
03607   for (; v->Next() != NULL; v = v->Next()) u = v;
03608   u->SetNext(NULL);
03609 
03610   if (first != v) {
03611     /* Recalculate cached train properties */
03612     first->ConsistChanged(false);
03613     /* Update the depot window if the first vehicle is in depot -
03614      * if v == first, then it is updated in PreDestructor() */
03615     if (first->track == TRACK_BIT_DEPOT) {
03616       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
03617     }
03618   }
03619 
03620   /* 'v' shouldn't be accessed after it has been deleted */
03621   TrackBits trackbits = v->track;
03622   TileIndex tile = v->tile;
03623   Owner owner = v->owner;
03624 
03625   delete v;
03626   v = NULL; // make sure nobody will try to read 'v' anymore
03627 
03628   if (trackbits == TRACK_BIT_WORMHOLE) {
03629     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
03630     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
03631   }
03632 
03633   Track track = TrackBitsToTrack(trackbits);
03634   if (HasReservedTracks(tile, trackbits)) {
03635     UnreserveRailTrack(tile, track);
03636 
03637     /* If there are still crashed vehicles on the tile, give the track reservation to them */
03638     TrackBits remaining_trackbits = TRACK_BIT_NONE;
03639     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
03640 
03641     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
03642     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
03643     for (Track t = TRACK_BEGIN; t < TRACK_END; t++) {
03644       if (HasBit(remaining_trackbits, t)) {
03645         TryReserveRailTrack(tile, t);
03646       }
03647     }
03648   }
03649 
03650   /* check if the wagon was on a road/rail-crossing */
03651   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
03652 
03653   /* Update signals */
03654   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
03655     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
03656   } else {
03657     SetSignalsOnBothDir(tile, track, owner);
03658   }
03659 }
03660 
03661 static void ChangeTrainDirRandomly(Train *v)
03662 {
03663   static const DirDiff delta[] = {
03664     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
03665   };
03666 
03667   do {
03668     /* We don't need to twist around vehicles if they're not visible */
03669     if (!(v->vehstatus & VS_HIDDEN)) {
03670       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
03671       v->UpdateDeltaXY(v->direction);
03672       v->cur_image = v->GetImage(v->direction);
03673       /* Refrain from updating the z position of the vehicle when on
03674        * a bridge, because AfterSetTrainPos will put the vehicle under
03675        * the bridge in that case */
03676       if (v->track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
03677     }
03678   } while ((v = v->Next()) != NULL);
03679 }
03680 
03681 static bool HandleCrashedTrain(Train *v)
03682 {
03683   int state = ++v->crash_anim_pos;
03684 
03685   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
03686     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
03687   }
03688 
03689   uint32 r;
03690   if (state <= 200 && Chance16R(1, 7, r)) {
03691     int index = (r * 10 >> 16);
03692 
03693     Vehicle *u = v;
03694     do {
03695       if (--index < 0) {
03696         r = Random();
03697 
03698         CreateEffectVehicleRel(u,
03699           GB(r,  8, 3) + 2,
03700           GB(r, 16, 3) + 2,
03701           GB(r,  0, 3) + 5,
03702           EV_EXPLOSION_SMALL);
03703         break;
03704       }
03705     } while ((u = u->Next()) != NULL);
03706   }
03707 
03708   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
03709 
03710   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
03711     bool ret = v->Next() != NULL;
03712     DeleteLastWagon(v);
03713     return ret;
03714   }
03715 
03716   return true;
03717 }
03718 
03719 static void HandleBrokenTrain(Train *v)
03720 {
03721   if (v->breakdown_ctr != 1) {
03722     v->breakdown_ctr = 1;
03723     v->cur_speed = 0;
03724 
03725     if (v->breakdowns_since_last_service != 255)
03726       v->breakdowns_since_last_service++;
03727 
03728     v->MarkDirty();
03729     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03730     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
03731 
03732     if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
03733       SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
03734         SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
03735     }
03736 
03737     if (!(v->vehstatus & VS_HIDDEN)) {
03738       EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
03739       if (u != NULL) u->animation_state = v->breakdown_delay * 2;
03740     }
03741   }
03742 
03743   if (!(v->tick_counter & 3)) {
03744     if (!--v->breakdown_delay) {
03745       v->breakdown_ctr = 0;
03746       v->MarkDirty();
03747       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03748     }
03749   }
03750 }
03751 
03753 static const uint16 _breakdown_speeds[16] = {
03754   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
03755 };
03756 
03757 
03765 static bool TrainApproachingLineEnd(Train *v, bool signal)
03766 {
03767   /* Calc position within the current tile */
03768   uint x = v->x_pos & 0xF;
03769   uint y = v->y_pos & 0xF;
03770 
03771   /* for diagonal directions, 'x' will be 0..15 -
03772    * for other directions, it will be 1, 3, 5, ..., 15 */
03773   switch (v->direction) {
03774     case DIR_N : x = ~x + ~y + 25; break;
03775     case DIR_NW: x = y;            // FALLTHROUGH
03776     case DIR_NE: x = ~x + 16;      break;
03777     case DIR_E : x = ~x + y + 9;   break;
03778     case DIR_SE: x = y;            break;
03779     case DIR_S : x = x + y - 7;    break;
03780     case DIR_W : x = ~y + x + 9;   break;
03781     default: break;
03782   }
03783 
03784   /* do not reverse when approaching red signal */
03785   if (!signal && x + (v->tcache.cached_veh_length + 1) / 2 >= TILE_SIZE) {
03786     /* we are too near the tile end, reverse now */
03787     v->cur_speed = 0;
03788     ReverseTrainDirection(v);
03789     return false;
03790   }
03791 
03792   /* slow down */
03793   v->vehstatus |= VS_TRAIN_SLOWING;
03794   uint16 break_speed = _breakdown_speeds[x & 0xF];
03795   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
03796 
03797   return true;
03798 }
03799 
03800 
03806 static bool TrainCanLeaveTile(const Train *v)
03807 {
03808   /* Exit if inside a tunnel/bridge or a depot */
03809   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
03810 
03811   TileIndex tile = v->tile;
03812 
03813   /* entering a tunnel/bridge? */
03814   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
03815     DiagDirection dir = GetTunnelBridgeDirection(tile);
03816     if (DiagDirToDir(dir) == v->direction) return false;
03817   }
03818 
03819   /* entering a depot? */
03820   if (IsRailDepotTile(tile)) {
03821     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
03822     if (DiagDirToDir(dir) == v->direction) return false;
03823   }
03824 
03825   return true;
03826 }
03827 
03828 
03836 static TileIndex TrainApproachingCrossingTile(const Train *v)
03837 {
03838   assert(v->IsFrontEngine());
03839   assert(!(v->vehstatus & VS_CRASHED));
03840 
03841   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
03842 
03843   DiagDirection dir = TrainExitDir(v->direction, v->track);
03844   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
03845 
03846   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
03847   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
03848       !CheckCompatibleRail(v, tile)) {
03849     return INVALID_TILE;
03850   }
03851 
03852   return tile;
03853 }
03854 
03855 
03862 static bool TrainCheckIfLineEnds(Train *v)
03863 {
03864   /* First, handle broken down train */
03865 
03866   int t = v->breakdown_ctr;
03867   if (t > 1) {
03868     v->vehstatus |= VS_TRAIN_SLOWING;
03869 
03870     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
03871     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
03872   } else {
03873     v->vehstatus &= ~VS_TRAIN_SLOWING;
03874   }
03875 
03876   if (!TrainCanLeaveTile(v)) return true;
03877 
03878   /* Determine the non-diagonal direction in which we will exit this tile */
03879   DiagDirection dir = TrainExitDir(v->direction, v->track);
03880   /* Calculate next tile */
03881   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
03882 
03883   /* Determine the track status on the next tile */
03884   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
03885   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
03886 
03887   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
03888   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
03889 
03890   /* We are sure the train is not entering a depot, it is detected above */
03891 
03892   /* mask unreachable track bits if we are forbidden to do 90deg turns */
03893   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
03894   if (_settings_game.pf.forbid_90_deg) {
03895     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
03896   }
03897 
03898   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
03899   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
03900     return TrainApproachingLineEnd(v, false);
03901   }
03902 
03903   /* approaching red signal */
03904   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
03905 
03906   /* approaching a rail/road crossing? then make it red */
03907   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
03908 
03909   return true;
03910 }
03911 
03912 
03913 static bool TrainLocoHandler(Train *v, bool mode)
03914 {
03915   /* train has crashed? */
03916   if (v->vehstatus & VS_CRASHED) {
03917     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
03918   }
03919 
03920   if (v->force_proceed != 0) {
03921     ClrBit(v->flags, VRF_TRAIN_STUCK);
03922     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03923   }
03924 
03925   /* train is broken down? */
03926   if (v->breakdown_ctr != 0) {
03927     if (v->breakdown_ctr <= 2) {
03928       HandleBrokenTrain(v);
03929       return true;
03930     }
03931     if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
03932   }
03933 
03934   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
03935     ReverseTrainDirection(v);
03936   }
03937 
03938   /* exit if train is stopped */
03939   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
03940 
03941   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
03942   if (ProcessOrders(v) && CheckReverseTrain(v)) {
03943     v->wait_counter = 0;
03944     v->cur_speed = 0;
03945     v->subspeed = 0;
03946     ReverseTrainDirection(v);
03947     return true;
03948   }
03949 
03950   v->HandleLoading(mode);
03951 
03952   if (v->current_order.IsType(OT_LOADING)) return true;
03953 
03954   if (CheckTrainStayInDepot(v)) return true;
03955 
03956   if (!mode) HandleLocomotiveSmokeCloud(v);
03957 
03958   /* We had no order but have an order now, do look ahead. */
03959   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
03960     CheckNextTrainTile(v);
03961   }
03962 
03963   /* Handle stuck trains. */
03964   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
03965     ++v->wait_counter;
03966 
03967     /* Should we try reversing this tick if still stuck? */
03968     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
03969 
03970     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == 0) return true;
03971     if (!TryPathReserve(v)) {
03972       /* Still stuck. */
03973       if (turn_around) ReverseTrainDirection(v);
03974 
03975       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
03976         /* Show message to player. */
03977         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
03978           SetDParam(0, v->index);
03979           AddVehicleNewsItem(
03980             STR_NEWS_TRAIN_IS_STUCK,
03981             NS_ADVICE,
03982             v->index
03983           );
03984         }
03985         v->wait_counter = 0;
03986       }
03987       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
03988       if (v->force_proceed == 0) return true;
03989       ClrBit(v->flags, VRF_TRAIN_STUCK);
03990       v->wait_counter = 0;
03991       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03992     }
03993   }
03994 
03995   if (v->current_order.IsType(OT_LEAVESTATION)) {
03996     v->current_order.Free();
03997     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03998     return true;
03999   }
04000 
04001   int j = v->UpdateSpeed();
04002 
04003   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
04004   if (v->cur_speed == 0 && v->tcache.last_speed == 0 && (v->vehstatus & VS_STOPPED)) {
04005     /* If we manually stopped, we're not force-proceeding anymore. */
04006     v->force_proceed = 0;
04007     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04008   }
04009 
04010   int adv_spd = (v->direction & 1) ? 192 : 256;
04011   if (j < adv_spd) {
04012     /* if the vehicle has speed 0, update the last_speed field. */
04013     if (v->cur_speed == 0) SetLastSpeed(v, v->cur_speed);
04014   } else {
04015     TrainCheckIfLineEnds(v);
04016     /* Loop until the train has finished moving. */
04017     for (;;) {
04018       j -= adv_spd;
04019       TrainController(v, NULL);
04020       /* Don't continue to move if the train crashed. */
04021       if (CheckTrainCollision(v)) break;
04022       /* 192 spd used for going straight, 256 for going diagonally. */
04023       adv_spd = (v->direction & 1) ? 192 : 256;
04024 
04025       /* No more moving this tick */
04026       if (j < adv_spd || v->cur_speed == 0) break;
04027 
04028       OrderType order_type = v->current_order.GetType();
04029       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
04030       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
04031             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
04032             IsTileType(v->tile, MP_STATION) &&
04033             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
04034         ProcessOrders(v);
04035       }
04036     }
04037     SetLastSpeed(v, v->cur_speed);
04038   }
04039 
04040   for (Train *u = v; u != NULL; u = u->Next()) {
04041     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
04042 
04043     u->UpdateViewport(false, false);
04044   }
04045 
04046   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
04047 
04048   return true;
04049 }
04050 
04051 
04052 
04053 Money Train::GetRunningCost() const
04054 {
04055   Money cost = 0;
04056   const Train *v = this;
04057 
04058   do {
04059     const Engine *e = Engine::Get(v->engine_type);
04060     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
04061 
04062     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
04063     if (cost_factor == 0) continue;
04064 
04065     /* Halve running cost for multiheaded parts */
04066     if (v->IsMultiheaded()) cost_factor /= 2;
04067 
04068     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grffile);
04069   } while ((v = v->GetNextVehicle()) != NULL);
04070 
04071   return cost;
04072 }
04073 
04074 
04075 bool Train::Tick()
04076 {
04077   this->tick_counter++;
04078 
04079   if (this->IsFrontEngine()) {
04080     if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
04081 
04082     this->current_order_time++;
04083 
04084     if (!TrainLocoHandler(this, false)) return false;
04085 
04086     return TrainLocoHandler(this, true);
04087   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
04088     /* Delete flooded standalone wagon chain */
04089     if (++this->crash_anim_pos >= 4400) {
04090       delete this;
04091       return false;
04092     }
04093   }
04094 
04095   return true;
04096 }
04097 
04098 static void CheckIfTrainNeedsService(Train *v)
04099 {
04100   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
04101   if (v->IsInDepot()) {
04102     VehicleServiceInDepot(v);
04103     return;
04104   }
04105 
04106   uint max_penalty;
04107   switch (_settings_game.pf.pathfinder_for_trains) {
04108     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
04109     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
04110     default: NOT_REACHED();
04111   }
04112 
04113   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
04114   /* Only go to the depot if it is not too far out of our way. */
04115   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
04116     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
04117       /* If we were already heading for a depot but it has
04118        * suddenly moved farther away, we continue our normal
04119        * schedule? */
04120       v->current_order.MakeDummy();
04121       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04122     }
04123     return;
04124   }
04125 
04126   DepotID depot = GetDepotIndex(tfdd.tile);
04127 
04128   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
04129       v->current_order.GetDestination() != depot &&
04130       !Chance16(3, 16)) {
04131     return;
04132   }
04133 
04134   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
04135   v->dest_tile = tfdd.tile;
04136   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04137 }
04138 
04139 void Train::OnNewDay()
04140 {
04141   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
04142 
04143   if (this->IsFrontEngine()) {
04144     CheckVehicleBreakdown(this);
04145     AgeVehicle(this);
04146 
04147     CheckIfTrainNeedsService(this);
04148 
04149     CheckOrders(this);
04150 
04151     /* update destination */
04152     if (this->current_order.IsType(OT_GOTO_STATION)) {
04153       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
04154       if (tile != INVALID_TILE) this->dest_tile = tile;
04155     }
04156 
04157     if (this->running_ticks != 0) {
04158       /* running costs */
04159       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
04160 
04161       this->profit_this_year -= cost.GetCost();
04162       this->running_ticks = 0;
04163 
04164       SubtractMoneyFromCompanyFract(this->owner, cost);
04165 
04166       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
04167       SetWindowClassesDirty(WC_TRAINS_LIST);
04168     }
04169   } else if (this->IsEngine()) {
04170     /* Also age engines that aren't front engines */
04171     AgeVehicle(this);
04172   }
04173 }
04174 
04175 Trackdir Train::GetVehicleTrackdir() const
04176 {
04177   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
04178 
04179   if (this->track == TRACK_BIT_DEPOT) {
04180     /* We'll assume the train is facing outwards */
04181     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
04182   }
04183 
04184   if (this->track == TRACK_BIT_WORMHOLE) {
04185     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
04186     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
04187   }
04188 
04189   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
04190 }

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