train_cmd.cpp

Go to the documentation of this file.
00001 /* $Id: train_cmd.cpp 20585 2010-08-20 18:28:46Z 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 
00203 void Train::RailtypeChanged()
00204 {
00205   for (Train *u = this; u != NULL; u = u->Next()) {
00206     /* The wagon-is-powered-state should not change, so the weight does not change. */
00207     u->UpdateVisualEffect(false);
00208   }
00209   this->PowerChanged();
00210   if (this->IsFrontEngine()) this->UpdateAcceleration();
00211 }
00212 
00217 void Train::UpdateVisualEffect(bool allow_power_change)
00218 {
00219   byte powered_before = this->tcache.cached_vis_effect & 0x80;
00220 
00221   const Engine *e = Engine::Get(this->engine_type);
00222   if (e->u.rail.visual_effect != 0) {
00223     this->tcache.cached_vis_effect = e->u.rail.visual_effect;
00224   } else {
00225     if (this->IsWagon() || this->IsArticulatedPart()) {
00226       /* Wagons and articulated parts have no effect by default */
00227       this->tcache.cached_vis_effect = 0x40;
00228     } else if (e->u.rail.engclass == 0) {
00229       /* Steam is offset by -4 units */
00230       this->tcache.cached_vis_effect = 4;
00231     } else {
00232       /* Diesel fumes and sparks come from the centre */
00233       this->tcache.cached_vis_effect = 8;
00234     }
00235   }
00236 
00237   /* Check powered wagon / visual effect callback */
00238   if (HasBit(e->info.callback_mask, CBM_TRAIN_WAGON_POWER)) {
00239     uint16 callback = GetVehicleCallback(CBID_TRAIN_WAGON_POWER, 0, 0, this->engine_type, this);
00240 
00241     if (callback != CALLBACK_FAILED) this->tcache.cached_vis_effect = GB(callback, 0, 8);
00242   }
00243 
00244   if (!allow_power_change && powered_before != (this->tcache.cached_vis_effect & 0x80)) {
00245     this->tcache.cached_vis_effect ^= 0x80;
00246     ShowNewGrfVehicleError(this->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_POWERED_WAGON, GBUG_VEH_POWERED_WAGON, false);
00247   }
00248 }
00249 
00256 void Train::ConsistChanged(bool same_length)
00257 {
00258   uint16 max_speed = UINT16_MAX;
00259 
00260   assert(this->IsFrontEngine() || this->IsFreeWagon());
00261 
00262   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
00263   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
00264   this->tcache.cached_total_length = 0;
00265   this->compatible_railtypes = RAILTYPES_NONE;
00266 
00267   bool train_can_tilt = true;
00268 
00269   for (Train *u = this; u != NULL; u = u->Next()) {
00270     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
00271 
00272     /* Check the this->first cache. */
00273     assert(u->First() == this);
00274 
00275     /* update the 'first engine' */
00276     u->tcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
00277     u->railtype = rvi_u->railtype;
00278 
00279     if (u->IsEngine()) first_engine = u->engine_type;
00280 
00281     /* Set user defined data to its default value */
00282     u->tcache.user_def_data = rvi_u->user_def_data;
00283     this->InvalidateNewGRFCache();
00284     u->InvalidateNewGRFCache();
00285   }
00286 
00287   for (Train *u = this; u != NULL; u = u->Next()) {
00288     /* Update user defined data (must be done before other properties) */
00289     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
00290     this->InvalidateNewGRFCache();
00291     u->InvalidateNewGRFCache();
00292   }
00293 
00294   for (Train *u = this; u != NULL; u = u->Next()) {
00295     const Engine *e_u = Engine::Get(u->engine_type);
00296     const RailVehicleInfo *rvi_u = &e_u->u.rail;
00297 
00298     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
00299 
00300     /* Cache wagon override sprite group. NULL is returned if there is none */
00301     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->tcache.first_engine);
00302 
00303     /* Reset colour map */
00304     u->colourmap = PAL_NONE;
00305 
00306     /* Update powered-wagon-status and visual effect */
00307     u->UpdateVisualEffect(true);
00308 
00309     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
00310       UsesWagonOverride(u) && !HasBit(u->tcache.cached_vis_effect, 7)) {
00311       /* wagon is powered */
00312       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
00313     } else {
00314       ClrBit(u->flags, VRF_POWEREDWAGON);
00315     }
00316 
00317     if (!u->IsArticulatedPart()) {
00318       /* Do not count powered wagons for the compatible railtypes, as wagons always
00319          have railtype normal */
00320       if (rvi_u->power > 0) {
00321         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
00322       }
00323 
00324       /* Some electric engines can be allowed to run on normal rail. It happens to all
00325        * existing electric engines when elrails are disabled and then re-enabled */
00326       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
00327         u->railtype = RAILTYPE_RAIL;
00328         u->compatible_railtypes |= RAILTYPES_RAIL;
00329       }
00330 
00331       /* max speed is the minimum of the speed limits of all vehicles in the consist */
00332       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
00333         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
00334         if (speed != 0) max_speed = min(speed, max_speed);
00335       }
00336     }
00337 
00338     u->cargo_cap = GetVehicleCapacity(u);
00339 
00340     /* check the vehicle length (callback) */
00341     uint16 veh_len = CALLBACK_FAILED;
00342     if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
00343       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
00344     }
00345     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
00346     veh_len = 8 - Clamp(veh_len, 0, 7);
00347 
00348     /* verify length hasn't changed */
00349     if (same_length && veh_len != u->tcache.cached_veh_length) RailVehicleLengthChanged(u);
00350 
00351     /* update vehicle length? */
00352     if (!same_length) u->tcache.cached_veh_length = veh_len;
00353 
00354     this->tcache.cached_total_length += u->tcache.cached_veh_length;
00355     this->InvalidateNewGRFCache();
00356     u->InvalidateNewGRFCache();
00357   }
00358 
00359   /* store consist weight/max speed in cache */
00360   this->tcache.cached_max_speed = max_speed;
00361   this->tcache.cached_tilt = train_can_tilt;
00362   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
00363 
00364   /* 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) */
00365   this->CargoChanged();
00366 
00367   if (this->IsFrontEngine()) {
00368     this->UpdateAcceleration();
00369     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
00370   }
00371 }
00372 
00383 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
00384 {
00385   const Station *st = Station::Get(station_id);
00386   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
00387   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
00388 
00389   /* Default to the middle of the station for stations stops that are not in
00390    * the order list like intermediate stations when non-stop is disabled */
00391   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
00392   if (v->tcache.cached_total_length >= *station_length) {
00393     /* The train is longer than the station, make it stop at the far end of the platform */
00394     osl = OSL_PLATFORM_FAR_END;
00395   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
00396     osl = v->current_order.GetStopLocation();
00397   }
00398 
00399   /* The stop location of the FRONT! of the train */
00400   int stop;
00401   switch (osl) {
00402     default: NOT_REACHED();
00403 
00404     case OSL_PLATFORM_NEAR_END:
00405       stop = v->tcache.cached_total_length;
00406       break;
00407 
00408     case OSL_PLATFORM_MIDDLE:
00409       stop = *station_length - (*station_length - v->tcache.cached_total_length) / 2;
00410       break;
00411 
00412     case OSL_PLATFORM_FAR_END:
00413       stop = *station_length;
00414       break;
00415   }
00416 
00417   /* Substract half the front vehicle length of the train so we get the real
00418    * stop location of the train. */
00419   return stop - (v->tcache.cached_veh_length + 1) / 2;
00420 }
00421 
00422 
00427 int Train::GetCurveSpeedLimit() const
00428 {
00429   assert(this->First() == this);
00430 
00431   static const int absolute_max_speed = UINT16_MAX;
00432   int max_speed = absolute_max_speed;
00433 
00434   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
00435 
00436   int curvecount[2] = {0, 0};
00437 
00438   /* first find the curve speed limit */
00439   int numcurve = 0;
00440   int sum = 0;
00441   int pos = 0;
00442   int lastpos = -1;
00443   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
00444     Direction this_dir = u->direction;
00445     Direction next_dir = u->Next()->direction;
00446 
00447     DirDiff dirdiff = DirDifference(this_dir, next_dir);
00448     if (dirdiff == DIRDIFF_SAME) continue;
00449 
00450     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
00451     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
00452     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
00453       if (lastpos != -1) {
00454         numcurve++;
00455         sum += pos - lastpos;
00456         if (pos - lastpos == 1) {
00457           max_speed = 88;
00458         }
00459       }
00460       lastpos = pos;
00461     }
00462 
00463     /* if we have a 90 degree turn, fix the speed limit to 60 */
00464     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
00465       max_speed = 61;
00466     }
00467   }
00468 
00469   if (numcurve > 0 && max_speed > 88) {
00470     if (curvecount[0] == 1 && curvecount[1] == 1) {
00471       max_speed = absolute_max_speed;
00472     } else {
00473       sum /= numcurve;
00474       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
00475     }
00476   }
00477 
00478   if (max_speed != absolute_max_speed) {
00479     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
00480     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
00481     max_speed += (max_speed / 2) * rti->curve_speed;
00482 
00483     if (this->tcache.cached_tilt) {
00484       /* Apply max_speed bonus of 20% for a tilting train */
00485       max_speed += max_speed / 5;
00486     }
00487   }
00488 
00489   return max_speed;
00490 }
00491 
00496 int Train::GetCurrentMaxSpeed() const
00497 {
00498   int max_speed = this->tcache.cached_max_curve_speed;
00499   assert(max_speed == this->GetCurveSpeedLimit());
00500 
00501   if (IsRailStationTile(this->tile)) {
00502     StationID sid = GetStationIndex(this->tile);
00503     if (this->current_order.ShouldStopAtStation(this, sid)) {
00504       int station_ahead;
00505       int station_length;
00506       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
00507 
00508       /* The distance to go is whatever is still ahead of the train minus the
00509        * distance from the train's stop location to the end of the platform */
00510       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
00511 
00512       if (distance_to_go > 0) {
00513         int st_max_speed = 120;
00514 
00515         int delta_v = this->cur_speed / (distance_to_go + 1);
00516         if (max_speed > (this->cur_speed - delta_v)) {
00517           st_max_speed = this->cur_speed - (delta_v / 10);
00518         }
00519 
00520         st_max_speed = max(st_max_speed, 25 * distance_to_go);
00521         max_speed = min(max_speed, st_max_speed);
00522       }
00523     }
00524   }
00525 
00526   for (const Train *u = this; u != NULL; u = u->Next()) {
00527     if (u->track == TRACK_BIT_DEPOT) {
00528       max_speed = min(max_speed, 61);
00529       break;
00530     }
00531   }
00532 
00533   return min(max_speed, this->tcache.cached_max_rail_speed);
00534 }
00535 
00541 int Train::GetAcceleration() const
00542 {
00543   int32 speed = this->GetCurrentSpeed();
00544 
00545   /* Weight is stored in tonnes */
00546   int32 mass = this->tcache.cached_weight;
00547 
00548   /* Power is stored in HP, we need it in watts. */
00549   int32 power = this->tcache.cached_power * 746;
00550 
00551   int32 resistance = 0;
00552 
00553   bool maglev = this->GetAccelerationType() == 2;
00554 
00555   const int area = 120;
00556   if (!maglev) {
00557     resistance = (13 * mass) / 10;
00558     resistance += this->tcache.cached_axle_resistance;
00559     resistance += (this->GetRollingFriction() * mass * speed) / 1000;
00560     resistance += (area * this->tcache.cached_air_drag * speed * speed) / 10000;
00561   } else {
00562     resistance += (area * this->tcache.cached_air_drag * speed * speed) / 20000;
00563   }
00564 
00565   resistance += this->GetSlopeResistance();
00566   resistance *= 4; //[N]
00567 
00568   /* This value allows to know if the vehicle is accelerating or braking. */
00569   AccelStatus mode = this->GetAccelerationStatus();
00570 
00571   const int max_te = this->tcache.cached_max_te; // [N]
00572   int force;
00573   if (speed > 0) {
00574     if (!maglev) {
00575       force = power / speed; //[N]
00576       force *= 22;
00577       force /= 10;
00578       if (mode == AS_ACCEL && force > max_te) force = max_te;
00579     } else {
00580       force = power / 25;
00581     }
00582   } else {
00583     /* "kickoff" acceleration */
00584     force = (mode == AS_ACCEL && !maglev) ? min(max_te, power) : power;
00585     force = max(force, (mass * 8) + resistance);
00586   }
00587 
00588   if (mode == AS_ACCEL) {
00589     return (force - resistance) / (mass * 2);
00590   } else {
00591     return min(-force - resistance, -10000) / mass;
00592   }
00593 }
00594 
00595 void Train::UpdateAcceleration()
00596 {
00597   assert(this->IsFrontEngine());
00598 
00599   this->max_speed = this->tcache.cached_max_rail_speed;
00600 
00601   uint power = this->tcache.cached_power;
00602   uint weight = this->tcache.cached_weight;
00603   assert(weight != 0);
00604   this->acceleration = Clamp(power / weight * 4, 1, 255);
00605 }
00606 
00612 int Train::GetDisplayImageWidth(Point *offset) const
00613 {
00614   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
00615   int vehicle_pitch = 0;
00616 
00617   const Engine *e = Engine::Get(this->engine_type);
00618   if (e->grffile != NULL && is_custom_sprite(e->u.rail.image_index)) {
00619     reference_width = e->grffile->traininfo_vehicle_width;
00620     vehicle_pitch = e->grffile->traininfo_vehicle_pitch;
00621   }
00622 
00623   if (offset != NULL) {
00624     offset->x = reference_width / 2;
00625     offset->y = vehicle_pitch;
00626   }
00627   return this->tcache.cached_veh_length * reference_width / 8;
00628 }
00629 
00630 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
00631 {
00632   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
00633 }
00634 
00635 SpriteID Train::GetImage(Direction direction) const
00636 {
00637   uint8 spritenum = this->spritenum;
00638   SpriteID sprite;
00639 
00640   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
00641 
00642   if (is_custom_sprite(spritenum)) {
00643     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
00644     if (sprite != 0) return sprite;
00645 
00646     spritenum = Engine::Get(this->engine_type)->original_image_index;
00647   }
00648 
00649   sprite = GetDefaultTrainSprite(spritenum, direction);
00650 
00651   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
00652 
00653   return sprite;
00654 }
00655 
00656 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
00657 {
00658   const Engine *e = Engine::Get(engine);
00659   Direction dir = rear_head ? DIR_E : DIR_W;
00660   uint8 spritenum = e->u.rail.image_index;
00661 
00662   if (is_custom_sprite(spritenum)) {
00663     SpriteID sprite = GetCustomVehicleIcon(engine, dir);
00664     if (sprite != 0) {
00665       if (e->grffile != NULL) {
00666         y += e->grffile->traininfo_vehicle_pitch;
00667       }
00668       return sprite;
00669     }
00670 
00671     spritenum = Engine::Get(engine)->original_image_index;
00672   }
00673 
00674   if (rear_head) spritenum++;
00675 
00676   return GetDefaultTrainSprite(spritenum, DIR_W);
00677 }
00678 
00679 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
00680 {
00681   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
00682     int yf = y;
00683     int yr = y;
00684 
00685     SpriteID spritef = GetRailIcon(engine, false, yf);
00686     SpriteID spriter = GetRailIcon(engine, true, yr);
00687     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
00688     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
00689 
00690     preferred_x = Clamp(preferred_x, left - real_spritef->x_offs + 14, right - real_spriter->width - real_spriter->x_offs - 15);
00691 
00692     DrawSprite(spritef, pal, preferred_x - 14, yf);
00693     DrawSprite(spriter, pal, preferred_x + 15, yr);
00694   } else {
00695     SpriteID sprite = GetRailIcon(engine, false, y);
00696     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
00697     preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
00698     DrawSprite(sprite, pal, preferred_x, y);
00699   }
00700 }
00701 
00702 static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandFlag flags)
00703 {
00704   const Engine *e = Engine::Get(engine);
00705   const RailVehicleInfo *rvi = &e->u.rail;
00706   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
00707 
00708   /* Engines without valid cargo should not be available */
00709   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
00710 
00711   if (flags & DC_QUERY_COST) return value;
00712 
00713   /* Check that the wagon can drive on the track in question */
00714   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
00715 
00716   uint num_vehicles = 1 + CountArticulatedParts(engine, false);
00717 
00718   /* Allow for the wagon and the articulated parts */
00719   if (!Vehicle::CanAllocateItem(num_vehicles)) {
00720     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00721   }
00722 
00723   if (flags & DC_EXEC) {
00724     Train *v = new Train();
00725     v->spritenum = rvi->image_index;
00726 
00727     v->engine_type = engine;
00728     v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
00729 
00730     DiagDirection dir = GetRailDepotDirection(tile);
00731 
00732     v->direction = DiagDirToDir(dir);
00733     v->tile = tile;
00734 
00735     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
00736     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
00737 
00738     v->x_pos = x;
00739     v->y_pos = y;
00740     v->z_pos = GetSlopeZ(x, y);
00741     v->owner = _current_company;
00742     v->track = TRACK_BIT_DEPOT;
00743     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
00744 
00745     v->SetWagon();
00746 
00747     v->SetFreeWagon();
00748     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00749 
00750     v->cargo_type = e->GetDefaultCargoType();
00751     v->cargo_cap = rvi->capacity;
00752     v->value = value.GetCost();
00753 
00754     v->railtype = rvi->railtype;
00755 
00756     v->build_year = _cur_year;
00757     v->cur_image = SPR_IMG_QUERY;
00758     v->random_bits = VehicleRandomBits();
00759 
00760     v->group_id = DEFAULT_GROUP;
00761 
00762     AddArticulatedParts(v);
00763 
00764     _new_vehicle_id = v->index;
00765 
00766     VehicleMove(v, false);
00767     v->First()->ConsistChanged(false);
00768     UpdateTrainGroupID(v->First());
00769 
00770     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
00771     if (IsLocalCompany()) {
00772       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
00773     }
00774     Company::Get(_current_company)->num_engines[engine]++;
00775 
00776     CheckConsistencyOfArticulatedVehicle(v);
00777 
00778     /* Try to connect the vehicle to one of free chains of wagons. */
00779     Train *w;
00780     FOR_ALL_TRAINS(w) {
00781       if (w->tile == tile &&              
00782           w->IsFreeWagon() &&             
00783           w->engine_type == engine &&     
00784           w->First() != v &&              
00785           !(w->vehstatus & VS_CRASHED)) { 
00786         DoCommand(0, v->index | (w->Last()->index << 16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
00787         break;
00788       }
00789     }
00790   }
00791 
00792   return value;
00793 }
00794 
00796 static void NormalizeTrainVehInDepot(const Train *u)
00797 {
00798   const Train *v;
00799   FOR_ALL_TRAINS(v) {
00800     if (v->IsFreeWagon() && v->tile == u->tile &&
00801         v->track == TRACK_BIT_DEPOT) {
00802       if (DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
00803           CMD_MOVE_RAIL_VEHICLE).Failed())
00804         break;
00805     }
00806   }
00807 }
00808 
00809 static void AddRearEngineToMultiheadedTrain(Train *v)
00810 {
00811   Train *u = new Train();
00812   v->value >>= 1;
00813   u->value = v->value;
00814   u->direction = v->direction;
00815   u->owner = v->owner;
00816   u->tile = v->tile;
00817   u->x_pos = v->x_pos;
00818   u->y_pos = v->y_pos;
00819   u->z_pos = v->z_pos;
00820   u->track = TRACK_BIT_DEPOT;
00821   u->vehstatus = v->vehstatus & ~VS_STOPPED;
00822   u->spritenum = v->spritenum + 1;
00823   u->cargo_type = v->cargo_type;
00824   u->cargo_subtype = v->cargo_subtype;
00825   u->cargo_cap = v->cargo_cap;
00826   u->railtype = v->railtype;
00827   u->engine_type = v->engine_type;
00828   u->build_year = v->build_year;
00829   u->cur_image = SPR_IMG_QUERY;
00830   u->random_bits = VehicleRandomBits();
00831   v->SetMultiheaded();
00832   u->SetMultiheaded();
00833   v->SetNext(u);
00834   VehicleMove(u, false);
00835 
00836   /* Now we need to link the front and rear engines together */
00837   v->other_multiheaded_part = u;
00838   u->other_multiheaded_part = v;
00839 }
00840 
00849 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00850 {
00851   EngineID eid = GB(p1, 0, 16);
00852   /* Check if the engine-type is valid (for the company) */
00853   if (!IsEngineBuildable(eid, VEH_TRAIN, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE);
00854 
00855   const Engine *e = Engine::Get(eid);
00856   const RailVehicleInfo *rvi = &e->u.rail;
00857   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
00858 
00859   /* Engines with CT_INVALID should not be available */
00860   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
00861 
00862   if (flags & DC_QUERY_COST) return value;
00863 
00864   /* Check if the train is actually being built in a depot belonging
00865    * to the company. Doesn't matter if only the cost is queried */
00866   if (!IsRailDepotTile(tile)) return CMD_ERROR;
00867   if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
00868 
00869   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(eid, tile, flags);
00870 
00871   uint num_vehicles =
00872     (rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
00873     CountArticulatedParts(eid, false);
00874 
00875   /* Check if depot and new engine uses the same kind of tracks *
00876    * We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
00877   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
00878 
00879   /* Allow for the dual-heads and the articulated parts */
00880   if (!Vehicle::CanAllocateItem(num_vehicles)) {
00881     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00882   }
00883 
00884   UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
00885   if (unit_num > _settings_game.vehicle.max_trains) {
00886     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00887   }
00888 
00889   if (flags & DC_EXEC) {
00890     DiagDirection dir = GetRailDepotDirection(tile);
00891     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
00892     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
00893 
00894     Train *v = new Train();
00895     v->unitnumber = unit_num;
00896     v->direction = DiagDirToDir(dir);
00897     v->tile = tile;
00898     v->owner = _current_company;
00899     v->x_pos = x;
00900     v->y_pos = y;
00901     v->z_pos = GetSlopeZ(x, y);
00902     v->track = TRACK_BIT_DEPOT;
00903     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
00904     v->spritenum = rvi->image_index;
00905     v->cargo_type = e->GetDefaultCargoType();
00906     v->cargo_cap = rvi->capacity;
00907     v->max_speed = rvi->max_speed;
00908     v->value = value.GetCost();
00909     v->last_station_visited = INVALID_STATION;
00910 
00911     v->engine_type = eid;
00912     v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
00913 
00914     v->reliability = e->reliability;
00915     v->reliability_spd_dec = e->reliability_spd_dec;
00916     v->max_age = e->GetLifeLengthInDays();
00917 
00918     v->railtype = rvi->railtype;
00919     _new_vehicle_id = v->index;
00920 
00921     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
00922     v->date_of_last_service = _date;
00923     v->build_year = _cur_year;
00924     v->cur_image = SPR_IMG_QUERY;
00925     v->random_bits = VehicleRandomBits();
00926 
00927     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
00928 
00929     v->group_id = DEFAULT_GROUP;
00930 
00931     v->SetFrontEngine();
00932     v->SetEngine();
00933 
00934     VehicleMove(v, false);
00935 
00936     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
00937       AddRearEngineToMultiheadedTrain(v);
00938     } else {
00939       AddArticulatedParts(v);
00940     }
00941 
00942     v->ConsistChanged(false);
00943     UpdateTrainGroupID(v);
00944 
00945     if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
00946       NormalizeTrainVehInDepot(v);
00947     }
00948 
00949     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00950     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
00951     SetWindowDirty(WC_COMPANY, v->owner);
00952     if (IsLocalCompany()) {
00953       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
00954     }
00955 
00956     Company::Get(_current_company)->num_engines[eid]++;
00957 
00958     CheckConsistencyOfArticulatedVehicle(v);
00959   }
00960 
00961   return value;
00962 }
00963 
00964 
00965 bool Train::IsInDepot() const
00966 {
00967   /* Is the front engine stationary in the depot? */
00968   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
00969 
00970   /* Check whether the rest is also already trying to enter the depot. */
00971   for (const Train *v = this; v != NULL; v = v->Next()) {
00972     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
00973   }
00974 
00975   return true;
00976 }
00977 
00978 bool Train::IsStoppedInDepot() const
00979 {
00980   /* Are we stopped? Ofcourse wagons don't really care... */
00981   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
00982   return this->IsInDepot();
00983 }
00984 
00985 static Train *FindGoodVehiclePos(const Train *src)
00986 {
00987   EngineID eng = src->engine_type;
00988   TileIndex tile = src->tile;
00989 
00990   Train *dst;
00991   FOR_ALL_TRAINS(dst) {
00992     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
00993       /* check so all vehicles in the line have the same engine. */
00994       Train *t = dst;
00995       while (t->engine_type == eng) {
00996         t = t->Next();
00997         if (t == NULL) return dst;
00998       }
00999     }
01000   }
01001 
01002   return NULL;
01003 }
01004 
01006 typedef SmallVector<Train *, 16> TrainList;
01007 
01013 static void MakeTrainBackup(TrainList &list, Train *t)
01014 {
01015   for (; t != NULL; t = t->Next()) *list.Append() = t;
01016 }
01017 
01022 static void RestoreTrainBackup(TrainList &list)
01023 {
01024   /* No train, nothing to do. */
01025   if (list.Length() == 0) return;
01026 
01027   Train *prev = NULL;
01028   /* Iterate over the list and rebuild it. */
01029   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
01030     Train *t = *iter;
01031     if (prev != NULL) {
01032       prev->SetNext(t);
01033     } else if (t->Previous() != NULL) {
01034       /* Make sure the head of the train is always the first in the chain. */
01035       t->Previous()->SetNext(NULL);
01036     }
01037     prev = t;
01038   }
01039 }
01040 
01046 static void RemoveFromConsist(Train *part, bool chain = false)
01047 {
01048   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
01049 
01050   /* Unlink at the front, but make it point to the next
01051    * vehicle after the to be remove part. */
01052   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
01053 
01054   /* Unlink at the back */
01055   tail->SetNext(NULL);
01056 }
01057 
01063 static void InsertInConsist(Train *dst, Train *chain)
01064 {
01065   /* We do not want to add something in the middle of an articulated part. */
01066   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
01067 
01068   chain->Last()->SetNext(dst->Next());
01069   dst->SetNext(chain);
01070 }
01071 
01077 static void NormaliseDualHeads(Train *t)
01078 {
01079   for (; t != NULL; t = t->GetNextVehicle()) {
01080     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
01081 
01082     /* Make sure that there are no free cars before next engine */
01083     Train *u;
01084     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
01085 
01086     if (u == t->other_multiheaded_part) continue;
01087 
01088     /* Remove the part from the 'wrong' train */
01089     RemoveFromConsist(t->other_multiheaded_part);
01090     /* And add it to the 'right' train */
01091     InsertInConsist(u, t->other_multiheaded_part);
01092   }
01093 }
01094 
01099 static void NormaliseSubtypes(Train *chain)
01100 {
01101   /* Nothing to do */
01102   if (chain == NULL) return;
01103 
01104   /* We must be the first in the chain. */
01105   assert(chain->Previous() == NULL);
01106 
01107   /* Set the appropirate bits for the first in the chain. */
01108   if (chain->IsWagon()) {
01109     chain->SetFreeWagon();
01110   } else {
01111     assert(chain->IsEngine());
01112     chain->SetFrontEngine();
01113   }
01114 
01115   /* Now clear the bits for the rest of the chain */
01116   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
01117     t->ClearFreeWagon();
01118     t->ClearFrontEngine();
01119   }
01120 }
01121 
01131 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
01132 {
01133   /* Just add 'new' engines and substract the original ones.
01134    * If that's less than or equal to 0 we can be sure we did
01135    * not add any engines (read: trains) along the way. */
01136   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
01137       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
01138       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
01139       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
01140     return CommandCost();
01141   }
01142 
01143   /* Get a free unit number and check whether it's within the bounds.
01144    * There will always be a maximum of one new train. */
01145   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
01146 
01147   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01148 }
01149 
01155 static CommandCost CheckTrainAttachment(Train *t)
01156 {
01157   /* No multi-part train, no need to check. */
01158   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
01159 
01160   /* The maximum length for a train. For each part we decrease this by one
01161    * and if the result is negative the train is simply too long. */
01162   int allowed_len = _settings_game.vehicle.mammoth_trains ? 100 : 10;
01163 
01164   Train *head = t;
01165   Train *prev = t;
01166 
01167   /* Break the prev -> t link so it always holds within the loop. */
01168   t = t->Next();
01169   allowed_len--;
01170   prev->SetNext(NULL);
01171 
01172   /* Make sure the cache is cleared. */
01173   head->InvalidateNewGRFCache();
01174 
01175   while (t != NULL) {
01176     Train *next = t->Next();
01177 
01178     /* Unlink the to-be-added piece; it is already unlinked from the previous
01179      * part due to the fact that the prev -> t link is broken. */
01180     t->SetNext(NULL);
01181 
01182     /* Don't check callback for articulated or rear dual headed parts */
01183     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
01184       allowed_len--; // We do not count articulated parts and rear heads either.
01185 
01186       /* Back up and clear the first_engine data to avoid using wagon override group */
01187       EngineID first_engine = t->tcache.first_engine;
01188       t->tcache.first_engine = INVALID_ENGINE;
01189 
01190       /* We don't want the cache to interfere. head's cache is cleared before
01191        * the loop and after each callback does not need to be cleared here. */
01192       t->InvalidateNewGRFCache();
01193 
01194       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
01195 
01196       /* Restore original first_engine data */
01197       t->tcache.first_engine = first_engine;
01198 
01199       /* We do not want to remember any cached variables from the test run */
01200       t->InvalidateNewGRFCache();
01201       head->InvalidateNewGRFCache();
01202 
01203       if (callback != CALLBACK_FAILED) {
01204         /* A failing callback means everything is okay */
01205         StringID error = STR_NULL;
01206 
01207         if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
01208         if (callback  < 0xFD) error = GetGRFStringID(GetEngineGRFID(head->engine_type), 0xD000 + callback);
01209 
01210         if (error != STR_NULL) return_cmd_error(error);
01211       }
01212     }
01213 
01214     /* And link it to the new part. */
01215     prev->SetNext(t);
01216     prev = t;
01217     t = next;
01218   }
01219 
01220   if (allowed_len <= 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
01221   return CommandCost();
01222 }
01223 
01234 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
01235 {
01236   /* Check whether we may actually construct the trains. */
01237   CommandCost ret = CheckTrainAttachment(src);
01238   if (ret.Failed()) return ret;
01239   ret = CheckTrainAttachment(dst);
01240   if (ret.Failed()) return ret;
01241 
01242   /* Check whether we need to build a new train. */
01243   return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
01244 }
01245 
01254 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
01255 {
01256   /* First determine the front of the two resulting trains */
01257   if (*src_head == *dst_head) {
01258     /* If we aren't moving part(s) to a new train, we are just moving the
01259      * front back and there is not destination head. */
01260     *dst_head = NULL;
01261   } else if (*dst_head == NULL) {
01262     /* If we are moving to a new train the head of the move train would become
01263      * the head of the new vehicle. */
01264     *dst_head = src;
01265   }
01266 
01267   if (src == *src_head) {
01268     /* If we are moving the front of a train then we are, in effect, creating
01269      * a new head for the train. Point to that. Unless we are moving the whole
01270      * train in which case there is not 'source' train anymore.
01271      * In case we are a multiheaded part we want the complete thing to come
01272      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
01273      * that is followed by a rear multihead we do not want to include that. */
01274     *src_head = move_chain ? NULL :
01275         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
01276   }
01277 
01278   /* Now it's just simply removing the part that we are going to move from the
01279    * source train and *if* the destination is a not a new train add the chain
01280    * at the destination location. */
01281   RemoveFromConsist(src, move_chain);
01282   if (*dst_head != src) InsertInConsist(dst, src);
01283 
01284   /* Now normalise the dual heads, that is move the dual heads around in such
01285    * a way that the head and rear of a dual head are in the same train */
01286   NormaliseDualHeads(*src_head);
01287   NormaliseDualHeads(*dst_head);
01288 }
01289 
01295 static void NormaliseTrainHead(Train *head)
01296 {
01297   /* Not much to do! */
01298   if (head == NULL) return;
01299 
01300   /* Tell the 'world' the train changed. */
01301   head->ConsistChanged(false);
01302   UpdateTrainGroupID(head);
01303 
01304   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
01305   if (!head->IsFrontEngine()) return;
01306 
01307   /* Update the refit button and window */
01308   SetWindowDirty(WC_VEHICLE_REFIT, head->index);
01309   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
01310 
01311   /* If we don't have a unit number yet, set one. */
01312   if (head->unitnumber != 0) return;
01313   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
01314 }
01315 
01327 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01328 {
01329   VehicleID s = GB(p1, 0, 16);
01330   VehicleID d = GB(p1, 16, 16);
01331   bool move_chain = HasBit(p2, 0);
01332 
01333   Train *src = Train::GetIfValid(s);
01334   if (src == NULL || !CheckOwnership(src->owner)) return CMD_ERROR;
01335 
01336   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
01337   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
01338 
01339   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
01340   Train *dst;
01341   if (d == INVALID_VEHICLE) {
01342     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
01343   } else {
01344     dst = Train::GetIfValid(d);
01345     if (dst == NULL || !CheckOwnership(dst->owner)) return CMD_ERROR;
01346 
01347     /* Do not allow appending to crashed vehicles, too */
01348     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
01349   }
01350 
01351   /* if an articulated part is being handled, deal with its parent vehicle */
01352   src = src->GetFirstEnginePart();
01353   if (dst != NULL) {
01354     dst = dst->GetFirstEnginePart();
01355   }
01356 
01357   /* don't move the same vehicle.. */
01358   if (src == dst) return CommandCost();
01359 
01360   /* locate the head of the two chains */
01361   Train *src_head = src->First();
01362   Train *dst_head;
01363   if (dst != NULL) {
01364     dst_head = dst->First();
01365     if (dst_head->tile != src_head->tile) return CMD_ERROR;
01366     /* Now deal with articulated part of destination wagon */
01367     dst = dst->GetLastEnginePart();
01368   } else {
01369     dst_head = NULL;
01370   }
01371 
01372   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
01373 
01374   /* When moving all wagons, we can't have the same src_head and dst_head */
01375   if (move_chain && src_head == dst_head) return CommandCost();
01376 
01377   /* When moving a multiheaded part to be place after itself, bail out. */
01378   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
01379 
01380   /* Check if all vehicles in the source train are stopped inside a depot. */
01381   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01382 
01383   /* Check if all vehicles in the destination train are stopped inside a depot. */
01384   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01385 
01386   /* First make a backup of the order of the trains. That way we can do
01387    * whatever we want with the order and later on easily revert. */
01388   TrainList original_src;
01389   TrainList original_dst;
01390 
01391   MakeTrainBackup(original_src, src_head);
01392   MakeTrainBackup(original_dst, dst_head);
01393 
01394   /* Also make backup of the original heads as ArrangeTrains can change them.
01395    * For the destination head we do not care if it is the same as the source
01396    * head because in that case it's just a copy. */
01397   Train *original_src_head = src_head;
01398   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
01399 
01400   /* (Re)arrange the trains in the wanted arrangement. */
01401   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
01402 
01403   if ((flags & DC_AUTOREPLACE) == 0) {
01404     /* If the autoreplace flag is set we do not need to test for the validity
01405      * because we are going to revert the train to its original state. As we
01406      * assume the original state was correct autoreplace can skip this. */
01407     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
01408     if (ret.Failed()) {
01409       /* Restore the train we had. */
01410       RestoreTrainBackup(original_src);
01411       RestoreTrainBackup(original_dst);
01412       return ret;
01413     }
01414   }
01415 
01416   /* do it? */
01417   if (flags & DC_EXEC) {
01418     /* First normalise the sub types of the chains. */
01419     NormaliseSubtypes(src_head);
01420     NormaliseSubtypes(dst_head);
01421 
01422     /* There are 14 different cases:
01423      *  1) front engine gets moved to a new train, it stays a front engine.
01424      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01425      *     b) the 'next' part is an engine, that becomes a front engine.
01426      *     c) there is no 'next' part, nothing else happens
01427      *  2) front engine gets moved to another train, it is not a front engine anymore
01428      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01429      *     b) the 'next' part is an engine, that becomes a front engine.
01430      *     c) there is no 'next' part, nothing else happens
01431      *  3) front engine gets moved to later in the current train, it is not an engine anymore.
01432      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01433      *     b) the 'next' part is an engine, that becomes a front engine.
01434      *  4) free wagon gets moved
01435      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01436      *     b) the 'next' part is an engine, that becomes a front engine.
01437      *     c) there is no 'next' part, nothing else happens
01438      *  5) non front engine gets moved and becomes a new train, nothing else happens
01439      *  6) non front engine gets moved within a train / to another train, nothing hapens
01440      *  7) wagon gets moved, nothing happens
01441      */
01442     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
01443       /* Cases #2 and #3: the front engine gets trashed. */
01444       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
01445       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
01446       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
01447       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
01448       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
01449 
01450       /* We are going to be move to another train. So we
01451        * are no part of this group anymore. In case we
01452        * are not moving group... well, then we do not need
01453        * to move.
01454        * Or we are moving to later in the train and our
01455        * new head isn't a front engine anymore.
01456        */
01457       if (dst_head != NULL ? dst_head != src : !src_head->IsFrontEngine()) {
01458         DecreaseGroupNumVehicle(src->group_id);
01459       }
01460 
01461       /* Delete orders, group stuff and the unit number as we're not the
01462        * front of any vehicle anymore. */
01463       DeleteVehicleOrders(src);
01464       RemoveVehicleFromGroup(src);
01465       src->unitnumber = 0;
01466     }
01467 
01468     /* We weren't a front engine but are becoming one. So
01469      * we should be put in the default group. */
01470     if (original_src_head != src && dst_head == src) {
01471       SetTrainGroupID(src, DEFAULT_GROUP);
01472     }
01473 
01474     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
01475     NormaliseTrainHead(src_head);
01476     NormaliseTrainHead(dst_head);
01477 
01478     /* We are undoubtedly changing something in the depot and train list. */
01479     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
01480     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01481   } else {
01482     /* We don't want to execute what we're just tried. */
01483     RestoreTrainBackup(original_src);
01484     RestoreTrainBackup(original_dst);
01485   }
01486 
01487   return CommandCost();
01488 }
01489 
01501 CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01502 {
01503   /* Check if we deleted a vehicle window */
01504   Window *w = NULL;
01505 
01506   Train *v = Train::GetIfValid(p1);
01507   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
01508 
01509   /* Sell a chain of vehicles or not? */
01510   bool sell_chain = HasBit(p2, 0);
01511 
01512   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_SELL_DESTROYED_VEHICLE);
01513 
01514   v = v->GetFirstEnginePart();
01515   Train *first = v->First();
01516 
01517   /* make sure the vehicle is stopped in the depot */
01518   if (!first->IsStoppedInDepot()) {
01519     return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01520   }
01521 
01522   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
01523 
01524   /* First make a backup of the order of the train. That way we can do
01525    * whatever we want with the order and later on easily revert. */
01526   TrainList original;
01527   MakeTrainBackup(original, first);
01528 
01529   /* We need to keep track of the new head and the head of what we're going to sell. */
01530   Train *new_head = first;
01531   Train *sell_head = NULL;
01532 
01533   /* Split the train in the wanted way. */
01534   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
01535 
01536   /* We don't need to validate the second train; it's going to be sold. */
01537   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
01538   if (ret.Failed()) {
01539     /* Restore the train we had. */
01540     RestoreTrainBackup(original);
01541     return ret;
01542   }
01543 
01544   CommandCost cost(EXPENSES_NEW_VEHICLES);
01545   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
01546 
01547   /* do it? */
01548   if (flags & DC_EXEC) {
01549     /* First normalise the sub types of the chain. */
01550     NormaliseSubtypes(new_head);
01551 
01552     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
01553       /* We are selling the front engine. In this case we want to
01554        * 'give' the order, unitnumber and such to the new head. */
01555       new_head->orders.list = first->orders.list;
01556       new_head->AddToShared(first);
01557       DeleteVehicleOrders(first);
01558 
01559       /* Copy other important data from the front engine */
01560       new_head->CopyVehicleConfigAndStatistics(first);
01561       IncreaseGroupNumVehicle(new_head->group_id);
01562 
01563       /* If we deleted a window then open a new one for the 'new' train */
01564       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
01565     }
01566 
01567     /* We need to update the information about the train. */
01568     NormaliseTrainHead(new_head);
01569 
01570     /* We are undoubtedly changing something in the depot and train list. */
01571     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01572     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01573 
01574     /* Actually delete the sold 'goods' */
01575     delete sell_head;
01576   } else {
01577     /* We don't want to execute what we're just tried. */
01578     RestoreTrainBackup(original);
01579   }
01580 
01581   return cost;
01582 }
01583 
01584 void Train::UpdateDeltaXY(Direction direction)
01585 {
01586 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
01587   static const uint32 _delta_xy_table[8] = {
01588     MKIT(3, 3, -1, -1),
01589     MKIT(3, 7, -1, -3),
01590     MKIT(3, 3, -1, -1),
01591     MKIT(7, 3, -3, -1),
01592     MKIT(3, 3, -1, -1),
01593     MKIT(3, 7, -1, -3),
01594     MKIT(3, 3, -1, -1),
01595     MKIT(7, 3, -3, -1),
01596   };
01597 #undef MKIT
01598 
01599   uint32 x = _delta_xy_table[direction];
01600   this->x_offs        = GB(x,  0, 8);
01601   this->y_offs        = GB(x,  8, 8);
01602   this->x_extent      = GB(x, 16, 8);
01603   this->y_extent      = GB(x, 24, 8);
01604   this->z_extent      = 6;
01605 }
01606 
01607 static inline void SetLastSpeed(Train *v, int spd)
01608 {
01609   int old = v->tcache.last_speed;
01610   if (spd != old) {
01611     v->tcache.last_speed = spd;
01612     if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) {
01613       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01614     }
01615   }
01616 }
01617 
01619 static void MarkTrainAsStuck(Train *v)
01620 {
01621   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
01622     /* It is the first time the problem occured, set the "train stuck" flag. */
01623     SetBit(v->flags, VRF_TRAIN_STUCK);
01624 
01625     v->wait_counter = 0;
01626 
01627     /* Stop train */
01628     v->cur_speed = 0;
01629     v->subspeed = 0;
01630     SetLastSpeed(v, 0);
01631 
01632     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01633   }
01634 }
01635 
01636 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
01637 {
01638   uint16 flag1 = *swap_flag1;
01639   uint16 flag2 = *swap_flag2;
01640 
01641   /* Clear the flags */
01642   ClrBit(*swap_flag1, VRF_GOINGUP);
01643   ClrBit(*swap_flag1, VRF_GOINGDOWN);
01644   ClrBit(*swap_flag2, VRF_GOINGUP);
01645   ClrBit(*swap_flag2, VRF_GOINGDOWN);
01646 
01647   /* Reverse the rail-flags (if needed) */
01648   if (HasBit(flag1, VRF_GOINGUP)) {
01649     SetBit(*swap_flag2, VRF_GOINGDOWN);
01650   } else if (HasBit(flag1, VRF_GOINGDOWN)) {
01651     SetBit(*swap_flag2, VRF_GOINGUP);
01652   }
01653   if (HasBit(flag2, VRF_GOINGUP)) {
01654     SetBit(*swap_flag1, VRF_GOINGDOWN);
01655   } else if (HasBit(flag2, VRF_GOINGDOWN)) {
01656     SetBit(*swap_flag1, VRF_GOINGUP);
01657   }
01658 }
01659 
01660 static void ReverseTrainSwapVeh(Train *v, int l, int r)
01661 {
01662   Train *a, *b;
01663 
01664   /* locate vehicles to swap */
01665   for (a = v; l != 0; l--) a = a->Next();
01666   for (b = v; r != 0; r--) b = b->Next();
01667 
01668   if (a != b) {
01669     /* swap the hidden bits */
01670     {
01671       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
01672       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
01673       a->vehstatus = tmp;
01674     }
01675 
01676     Swap(a->track, b->track);
01677     Swap(a->direction,    b->direction);
01678 
01679     /* toggle direction */
01680     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
01681     if (b->track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
01682 
01683     Swap(a->x_pos, b->x_pos);
01684     Swap(a->y_pos, b->y_pos);
01685     Swap(a->tile,  b->tile);
01686     Swap(a->z_pos, b->z_pos);
01687 
01688     SwapTrainFlags(&a->flags, &b->flags);
01689 
01690     /* update other vars */
01691     a->UpdateViewport(true, true);
01692     b->UpdateViewport(true, true);
01693 
01694     /* call the proper EnterTile function unless we are in a wormhole */
01695     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
01696     if (b->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
01697   } else {
01698     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
01699     a->UpdateViewport(true, true);
01700 
01701     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
01702   }
01703 
01704   /* Update train's power incase tiles were different rail type */
01705   v->RailtypeChanged();
01706 }
01707 
01708 
01714 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
01715 {
01716   return (v->type == VEH_TRAIN) ? v : NULL;
01717 }
01718 
01719 
01726 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
01727 {
01728   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
01729 
01730   Train *t = Train::From(v);
01731   if (!t->IsFrontEngine()) return NULL;
01732 
01733   TileIndex tile = *(TileIndex *)data;
01734 
01735   if (TrainApproachingCrossingTile(t) != tile) return NULL;
01736 
01737   return t;
01738 }
01739 
01740 
01747 static bool TrainApproachingCrossing(TileIndex tile)
01748 {
01749   assert(IsLevelCrossingTile(tile));
01750 
01751   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
01752   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
01753 
01754   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
01755 
01756   dir = ReverseDiagDir(dir);
01757   tile_from = tile + TileOffsByDiagDir(dir);
01758 
01759   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
01760 }
01761 
01762 
01769 void UpdateLevelCrossing(TileIndex tile, bool sound)
01770 {
01771   assert(IsLevelCrossingTile(tile));
01772 
01773   /* train on crossing || train approaching crossing || reserved */
01774   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
01775 
01776   if (new_state != IsCrossingBarred(tile)) {
01777     if (new_state && sound) {
01778       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
01779     }
01780     SetCrossingBarred(tile, new_state);
01781     MarkTileDirtyByTile(tile);
01782   }
01783 }
01784 
01785 
01791 static inline void MaybeBarCrossingWithSound(TileIndex tile)
01792 {
01793   if (!IsCrossingBarred(tile)) {
01794     BarCrossing(tile);
01795     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
01796     MarkTileDirtyByTile(tile);
01797   }
01798 }
01799 
01800 
01806 static void AdvanceWagonsBeforeSwap(Train *v)
01807 {
01808   Train *base = v;
01809   Train *first = base; // first vehicle to move
01810   Train *last = v->Last(); // last vehicle to move
01811   uint length = CountVehiclesInChain(v);
01812 
01813   while (length > 2) {
01814     last = last->Previous();
01815     first = first->Next();
01816 
01817     int differential = base->tcache.cached_veh_length - last->tcache.cached_veh_length;
01818 
01819     /* do not update images now
01820      * negative differential will be handled in AdvanceWagonsAfterSwap() */
01821     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
01822 
01823     base = first; // == base->Next()
01824     length -= 2;
01825   }
01826 }
01827 
01828 
01834 static void AdvanceWagonsAfterSwap(Train *v)
01835 {
01836   /* first of all, fix the situation when the train was entering a depot */
01837   Train *dep = v; // last vehicle in front of just left depot
01838   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
01839     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
01840   }
01841 
01842   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
01843 
01844   if (leave != NULL) {
01845     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
01846     int d = TicksToLeaveDepot(dep);
01847 
01848     if (d <= 0) {
01849       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
01850       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
01851       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
01852     }
01853   } else {
01854     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
01855   }
01856 
01857   Train *base = v;
01858   Train *first = base; // first vehicle to move
01859   Train *last = v->Last(); // last vehicle to move
01860   uint length = CountVehiclesInChain(v);
01861 
01862   /* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
01863    * they have already correct spacing, so we have to make sure they are moved how they should */
01864   bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
01865 
01866   while (length > 2) {
01867     /* we reached vehicle (originally) in front of a depot, stop now
01868      * (we would move wagons that are alredy moved with new wagon length) */
01869     if (base == dep) break;
01870 
01871     /* the last wagon was that one leaving a depot, so do not move it anymore */
01872     if (last == dep) nomove = true;
01873 
01874     last = last->Previous();
01875     first = first->Next();
01876 
01877     int differential = last->tcache.cached_veh_length - base->tcache.cached_veh_length;
01878 
01879     /* do not update images now */
01880     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
01881 
01882     base = first; // == base->Next()
01883     length -= 2;
01884   }
01885 }
01886 
01887 
01888 static void ReverseTrainDirection(Train *v)
01889 {
01890   if (IsRailDepotTile(v->tile)) {
01891     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01892   }
01893 
01894   /* Clear path reservation in front if train is not stuck. */
01895   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
01896 
01897   /* Check if we were approaching a rail/road-crossing */
01898   TileIndex crossing = TrainApproachingCrossingTile(v);
01899 
01900   /* count number of vehicles */
01901   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
01902 
01903   AdvanceWagonsBeforeSwap(v);
01904 
01905   /* swap start<>end, start+1<>end-1, ... */
01906   int l = 0;
01907   do {
01908     ReverseTrainSwapVeh(v, l++, r--);
01909   } while (l <= r);
01910 
01911   AdvanceWagonsAfterSwap(v);
01912 
01913   if (IsRailDepotTile(v->tile)) {
01914     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01915   }
01916 
01917   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
01918 
01919   ClrBit(v->flags, VRF_REVERSING);
01920 
01921   /* recalculate cached data */
01922   v->ConsistChanged(true);
01923 
01924   /* update all images */
01925   for (Vehicle *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
01926 
01927   /* update crossing we were approaching */
01928   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
01929 
01930   /* maybe we are approaching crossing now, after reversal */
01931   crossing = TrainApproachingCrossingTile(v);
01932   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
01933 
01934   /* If we are inside a depot after reversing, don't bother with path reserving. */
01935   if (v->track == TRACK_BIT_DEPOT) {
01936     /* Can't be stuck here as inside a depot is always a safe tile. */
01937     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01938     ClrBit(v->flags, VRF_TRAIN_STUCK);
01939     return;
01940   }
01941 
01942   /* TrainExitDir does not always produce the desired dir for depots and
01943    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
01944   DiagDirection dir = TrainExitDir(v->direction, v->track);
01945   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
01946 
01947   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
01948     /* If we are currently on a tile with conventional signals, we can't treat the
01949      * current tile as a safe tile or we would enter a PBS block without a reservation. */
01950     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
01951       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
01952       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
01953 
01954     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
01955     if (TryPathReserve(v, false, first_tile_okay)) {
01956       /* Do a look-ahead now in case our current tile was already a safe tile. */
01957       CheckNextTrainTile(v);
01958     } else if (v->current_order.GetType() != OT_LOADING) {
01959       /* Do not wait for a way out when we're still loading */
01960       MarkTrainAsStuck(v);
01961     }
01962   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
01963     /* A train not inside a PBS block can't be stuck. */
01964     ClrBit(v->flags, VRF_TRAIN_STUCK);
01965     v->wait_counter = 0;
01966   }
01967 }
01968 
01977 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01978 {
01979   Train *v = Train::GetIfValid(p1);
01980   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
01981 
01982   if (p2 != 0) {
01983     /* turn a single unit around */
01984 
01985     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
01986       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
01987     }
01988 
01989     Train *front = v->First();
01990     /* make sure the vehicle is stopped in the depot */
01991     if (!front->IsStoppedInDepot()) {
01992       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01993     }
01994 
01995     if (flags & DC_EXEC) {
01996       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
01997       SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
01998       SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01999       /* We cancel any 'skip signal at dangers' here */
02000       v->force_proceed = 0;
02001       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
02002     }
02003   } else {
02004     /* turn the whole train around */
02005     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
02006 
02007     if (flags & DC_EXEC) {
02008       /* Properly leave the station if we are loading and won't be loading anymore */
02009       if (v->current_order.IsType(OT_LOADING)) {
02010         const Vehicle *last = v;
02011         while (last->Next() != NULL) last = last->Next();
02012 
02013         /* not a station || different station --> leave the station */
02014         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
02015           v->LeaveStation();
02016         }
02017       }
02018 
02019       /* We cancel any 'skip signal at dangers' here */
02020       v->force_proceed = 0;
02021       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
02022 
02023       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
02024         ToggleBit(v->flags, VRF_REVERSING);
02025       } else {
02026         v->cur_speed = 0;
02027         SetLastSpeed(v, 0);
02028         HideFillingPercent(&v->fill_percent_te_id);
02029         ReverseTrainDirection(v);
02030       }
02031     }
02032   }
02033   return CommandCost();
02034 }
02035 
02044 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02045 {
02046   Train *t = Train::GetIfValid(p1);
02047   if (t == NULL || !CheckOwnership(t->owner)) return CMD_ERROR;
02048 
02049   if (flags & DC_EXEC) {
02050     /* If we are forced to proceed, cancel that order.
02051      * If we are marked stuck we would want to force the train
02052      * to proceed to the next signal. In the other cases we
02053      * would like to pass the signal at danger and run till the
02054      * next signal we encounter. */
02055     t->force_proceed = t->force_proceed == 2 ? 0 : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? 1 : 2;
02056     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
02057   }
02058 
02059   return CommandCost();
02060 }
02061 
02073 CommandCost CmdRefitRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02074 {
02075   CargoID new_cid = GB(p2, 0, 8);
02076   byte new_subtype = GB(p2, 8, 8);
02077   bool only_this = HasBit(p2, 16);
02078 
02079   Train *v = Train::GetIfValid(p1);
02080   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
02081 
02082   if (!v->IsStoppedInDepot()) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
02083   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_REFIT_DESTROYED_VEHICLE);
02084 
02085   /* Check cargo */
02086   if (new_cid >= NUM_CARGO) return CMD_ERROR;
02087 
02088   CommandCost cost = RefitVehicle(v, only_this, new_cid, new_subtype, flags);
02089 
02090   /* Update the train's cached variables */
02091   if (flags & DC_EXEC) {
02092     Train *front = v->First();
02093     front->ConsistChanged(false);
02094     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
02095     SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
02096     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
02097   } else {
02098     v->InvalidateNewGRFCacheOfChain(); // always invalidate; querycost might have filled it
02099   }
02100 
02101   return cost;
02102 }
02103 
02106 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
02107 {
02108   assert(!(v->vehstatus & VS_CRASHED));
02109 
02110   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
02111 
02112   PBSTileInfo origin = FollowTrainReservation(v);
02113   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
02114 
02115   switch (_settings_game.pf.pathfinder_for_trains) {
02116     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
02117     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
02118 
02119     default: NOT_REACHED();
02120   }
02121 }
02122 
02123 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
02124 {
02125   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
02126   if (tfdd.best_length == UINT_MAX) return false;
02127 
02128   if (location    != NULL) *location    = tfdd.tile;
02129   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
02130   if (reverse     != NULL) *reverse     = tfdd.reverse;
02131 
02132   return true;
02133 }
02134 
02145 CommandCost CmdSendTrainToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02146 {
02147   if (p2 & DEPOT_MASS_SEND) {
02148     /* Mass goto depot requested */
02149     if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
02150     return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
02151   }
02152 
02153   Train *v = Train::GetIfValid(p1);
02154   if (v == NULL) return CMD_ERROR;
02155 
02156   return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
02157 }
02158 
02159 static const int8 _vehicle_smoke_pos[8] = {
02160   1, 1, 1, 0, -1, -1, -1, 0
02161 };
02162 
02163 static void HandleLocomotiveSmokeCloud(const Train *v)
02164 {
02165   bool sound = false;
02166 
02167   if ((v->vehstatus & VS_TRAIN_SLOWING) || v->cur_speed < 2) {
02168     return;
02169   }
02170 
02171   const Train *u = v;
02172 
02173   do {
02174     const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
02175     int effect_offset = GB(v->tcache.cached_vis_effect, 0, 4) - 8;
02176     byte effect_type = GB(v->tcache.cached_vis_effect, 4, 2);
02177     bool disable_effect = HasBit(v->tcache.cached_vis_effect, 6);
02178 
02179     /* no smoke? */
02180     if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
02181         disable_effect ||
02182         v->vehstatus & VS_HIDDEN) {
02183       continue;
02184     }
02185 
02186     /* No smoke in depots or tunnels */
02187     if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
02188 
02189     /* No sparks for electric vehicles on nonelectrified tracks */
02190     if (!HasPowerOnRail(v->railtype, GetTileRailType(v->tile))) continue;
02191 
02192     if (effect_type == 0) {
02193       /* Use default effect type for engine class. */
02194       effect_type = rvi->engclass;
02195     } else {
02196       effect_type--;
02197     }
02198 
02199     int x = _vehicle_smoke_pos[v->direction] * effect_offset;
02200     int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
02201 
02202     if (HasBit(v->flags, VRF_REVERSE_DIRECTION)) {
02203       x = -x;
02204       y = -y;
02205     }
02206 
02207     switch (effect_type) {
02208       case 0:
02209         /* steam smoke. */
02210         if (GB(v->tick_counter, 0, 4) == 0) {
02211           CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
02212           sound = true;
02213         }
02214         break;
02215 
02216       case 1:
02217         /* diesel smoke */
02218         if (u->cur_speed <= 40 && Chance16(15, 128)) {
02219           CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
02220           sound = true;
02221         }
02222         break;
02223 
02224       case 2:
02225         /* blue spark */
02226         if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
02227           CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
02228           sound = true;
02229         }
02230         break;
02231 
02232       default:
02233         break;
02234     }
02235   } while ((v = v->Next()) != NULL);
02236 
02237   if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
02238 }
02239 
02240 void Train::PlayLeaveStationSound() const
02241 {
02242   static const SoundFx sfx[] = {
02243     SND_04_TRAIN,
02244     SND_0A_TRAIN_HORN,
02245     SND_0A_TRAIN_HORN,
02246     SND_47_MAGLEV_2,
02247     SND_41_MAGLEV
02248   };
02249 
02250   if (PlayVehicleSound(this, VSE_START)) return;
02251 
02252   EngineID engtype = this->engine_type;
02253   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
02254 }
02255 
02257 static void CheckNextTrainTile(Train *v)
02258 {
02259   /* Don't do any look-ahead if path_backoff_interval is 255. */
02260   if (_settings_game.pf.path_backoff_interval == 255) return;
02261 
02262   /* Exit if we reached our destination depot or are inside a depot. */
02263   if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || v->track == TRACK_BIT_DEPOT) return;
02264   /* Exit if we are on a station tile and are going to stop. */
02265   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
02266   /* If we reached our waypoint, make sure we see that. */
02267   if (v->current_order.IsType(OT_GOTO_WAYPOINT) && IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
02268   /* Exit if the current order doesn't have a destination, but the train has orders. */
02269   if ((v->current_order.IsType(OT_NOTHING) || v->current_order.IsType(OT_LEAVESTATION) || v->current_order.IsType(OT_LOADING)) && v->GetNumOrders() > 0) return;
02270 
02271   Trackdir td = v->GetVehicleTrackdir();
02272 
02273   /* On a tile with a red non-pbs signal, don't look ahead. */
02274   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
02275       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
02276       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
02277 
02278   CFollowTrackRail ft(v);
02279   if (!ft.Follow(v->tile, td)) return;
02280 
02281   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
02282     /* Next tile is not reserved. */
02283     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
02284       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
02285         /* If the next tile is a PBS signal, try to make a reservation. */
02286         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
02287         if (_settings_game.pf.forbid_90_deg) {
02288           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
02289         }
02290         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
02291       }
02292     }
02293   }
02294 }
02295 
02296 static bool CheckTrainStayInDepot(Train *v)
02297 {
02298   /* bail out if not all wagons are in the same depot or not in a depot at all */
02299   for (const Train *u = v; u != NULL; u = u->Next()) {
02300     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
02301   }
02302 
02303   /* if the train got no power, then keep it in the depot */
02304   if (v->tcache.cached_power == 0) {
02305     v->vehstatus |= VS_STOPPED;
02306     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
02307     return true;
02308   }
02309 
02310   SigSegState seg_state;
02311 
02312   if (v->force_proceed == 0) {
02313     /* force proceed was not pressed */
02314     if (++v->wait_counter < 37) {
02315       SetWindowClassesDirty(WC_TRAINS_LIST);
02316       return true;
02317     }
02318 
02319     v->wait_counter = 0;
02320 
02321     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02322     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
02323       /* Full and no PBS signal in block or depot reserved, can't exit. */
02324       SetWindowClassesDirty(WC_TRAINS_LIST);
02325       return true;
02326     }
02327   } else {
02328     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02329   }
02330 
02331   /* We are leaving a depot, but have to go to the exact same one; re-enter */
02332   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
02333     /* We need to have a reservation for this to work. */
02334     if (HasDepotReservation(v->tile)) return true;
02335     SetDepotReservation(v->tile, true);
02336     VehicleEnterDepot(v);
02337     return true;
02338   }
02339 
02340   /* Only leave when we can reserve a path to our destination. */
02341   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == 0) {
02342     /* No path and no force proceed. */
02343     SetWindowClassesDirty(WC_TRAINS_LIST);
02344     MarkTrainAsStuck(v);
02345     return true;
02346   }
02347 
02348   SetDepotReservation(v->tile, true);
02349   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
02350 
02351   VehicleServiceInDepot(v);
02352   SetWindowClassesDirty(WC_TRAINS_LIST);
02353   v->PlayLeaveStationSound();
02354 
02355   v->track = TRACK_BIT_X;
02356   if (v->direction & 2) v->track = TRACK_BIT_Y;
02357 
02358   v->vehstatus &= ~VS_HIDDEN;
02359   v->cur_speed = 0;
02360 
02361   v->UpdateDeltaXY(v->direction);
02362   v->cur_image = v->GetImage(v->direction);
02363   VehicleMove(v, false);
02364   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02365   v->UpdateAcceleration();
02366   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
02367 
02368   return false;
02369 }
02370 
02372 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
02373 {
02374   DiagDirection dir = TrackdirToExitdir(track_dir);
02375 
02376   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
02377     /* Are we just leaving a tunnel/bridge? */
02378     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
02379       TileIndex end = GetOtherTunnelBridgeEnd(tile);
02380 
02381       if (!HasVehicleOnTunnelBridge(tile, end, v)) {
02382         /* Free the reservation only if no other train is on the tiles. */
02383         SetTunnelBridgeReservation(tile, false);
02384         SetTunnelBridgeReservation(end, false);
02385 
02386         if (_settings_client.gui.show_track_reservation) {
02387           MarkTileDirtyByTile(tile);
02388           MarkTileDirtyByTile(end);
02389         }
02390       }
02391     }
02392   } else if (IsRailStationTile(tile)) {
02393     TileIndex new_tile = TileAddByDiagDir(tile, dir);
02394     /* If the new tile is not a further tile of the same station, we
02395      * clear the reservation for the whole platform. */
02396     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
02397       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
02398     }
02399   } else {
02400     /* Any other tile */
02401     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
02402   }
02403 }
02404 
02406 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
02407 {
02408   assert(v->IsFrontEngine());
02409 
02410   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
02411   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
02412   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
02413   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
02414 
02415   /* Don't free reservation if it's not ours. */
02416   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
02417 
02418   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
02419   while (ft.Follow(tile, td)) {
02420     tile = ft.m_new_tile;
02421     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
02422     td = RemoveFirstTrackdir(&bits);
02423     assert(bits == TRACKDIR_BIT_NONE);
02424 
02425     if (!IsValidTrackdir(td)) break;
02426 
02427     if (IsTileType(tile, MP_RAILWAY)) {
02428       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
02429         /* Conventional signal along trackdir: remove reservation and stop. */
02430         UnreserveRailTrack(tile, TrackdirToTrack(td));
02431         break;
02432       }
02433       if (HasPbsSignalOnTrackdir(tile, td)) {
02434         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
02435           /* Red PBS signal? Can't be our reservation, would be green then. */
02436           break;
02437         } else {
02438           /* Turn the signal back to red. */
02439           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
02440           MarkTileDirtyByTile(tile);
02441         }
02442       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
02443         break;
02444       }
02445     }
02446 
02447     /* Don't free first station/bridge/tunnel if we are on it. */
02448     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);
02449 
02450     free_tile = true;
02451   }
02452 }
02453 
02454 static const byte _initial_tile_subcoord[6][4][3] = {
02455 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
02456 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
02457 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
02458 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
02459 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
02460 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
02461 };
02462 
02475 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
02476 {
02477   switch (_settings_game.pf.pathfinder_for_trains) {
02478     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
02479     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
02480 
02481     default: NOT_REACHED();
02482   }
02483 }
02484 
02490 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
02491 {
02492   PBSTileInfo origin = FollowTrainReservation(v);
02493 
02494   CFollowTrackRail ft(v);
02495 
02496   TileIndex tile = origin.tile;
02497   Trackdir  cur_td = origin.trackdir;
02498   while (ft.Follow(tile, cur_td)) {
02499     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
02500       /* Possible signal tile. */
02501       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
02502     }
02503 
02504     if (_settings_game.pf.forbid_90_deg) {
02505       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
02506       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
02507     }
02508 
02509     /* Station, depot or waypoint are a possible target. */
02510     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
02511     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
02512       /* Choice found or possible target encountered.
02513        * On finding a possible target, we need to stop and let the pathfinder handle the
02514        * remaining path. This is because we don't know if this target is in one of our
02515        * orders, so we might cause pathfinding to fail later on if we find a choice.
02516        * This failure would cause a bogous call to TryReserveSafePath which might reserve
02517        * a wrong path not leading to our next destination. */
02518       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
02519 
02520       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
02521        * actually starts its search at the first unreserved tile. */
02522       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
02523 
02524       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
02525       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
02526       if (enterdir) *enterdir = ft.m_exitdir;
02527       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
02528     }
02529 
02530     tile = ft.m_new_tile;
02531     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
02532 
02533     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
02534       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
02535       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
02536       /* Safe position is all good, path valid and okay. */
02537       return PBSTileInfo(tile, cur_td, true);
02538     }
02539 
02540     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
02541   }
02542 
02543   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
02544     /* End of line, path valid and okay. */
02545     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
02546   }
02547 
02548   /* Sorry, can't reserve path, back out. */
02549   tile = origin.tile;
02550   cur_td = origin.trackdir;
02551   TileIndex stopped = ft.m_old_tile;
02552   Trackdir  stopped_td = ft.m_old_td;
02553   while (tile != stopped || cur_td != stopped_td) {
02554     if (!ft.Follow(tile, cur_td)) break;
02555 
02556     if (_settings_game.pf.forbid_90_deg) {
02557       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
02558       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
02559     }
02560     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
02561 
02562     tile = ft.m_new_tile;
02563     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
02564 
02565     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
02566   }
02567 
02568   /* Path invalid. */
02569   return PBSTileInfo();
02570 }
02571 
02582 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
02583 {
02584   switch (_settings_game.pf.pathfinder_for_trains) {
02585     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
02586     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
02587 
02588     default: NOT_REACHED();
02589   }
02590 }
02591 
02593 class VehicleOrderSaver
02594 {
02595 private:
02596   Vehicle        *v;
02597   Order          old_order;
02598   TileIndex      old_dest_tile;
02599   StationID      old_last_station_visited;
02600   VehicleOrderID index;
02601 
02602 public:
02603   VehicleOrderSaver(Vehicle *_v) :
02604     v(_v),
02605     old_order(_v->current_order),
02606     old_dest_tile(_v->dest_tile),
02607     old_last_station_visited(_v->last_station_visited),
02608     index(_v->cur_order_index)
02609   {
02610   }
02611 
02612   ~VehicleOrderSaver()
02613   {
02614     this->v->current_order = this->old_order;
02615     this->v->dest_tile = this->old_dest_tile;
02616     this->v->last_station_visited = this->old_last_station_visited;
02617   }
02618 
02624   bool SwitchToNextOrder(bool skip_first)
02625   {
02626     if (this->v->GetNumOrders() == 0) return false;
02627 
02628     if (skip_first) ++this->index;
02629 
02630     int conditional_depth = 0;
02631 
02632     do {
02633       /* Wrap around. */
02634       if (this->index >= this->v->GetNumOrders()) this->index = 0;
02635 
02636       Order *order = this->v->GetOrder(this->index);
02637       assert(order != NULL);
02638 
02639       switch (order->GetType()) {
02640         case OT_GOTO_DEPOT:
02641           /* Skip service in depot orders when the train doesn't need service. */
02642           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
02643         case OT_GOTO_STATION:
02644         case OT_GOTO_WAYPOINT:
02645           this->v->current_order = *order;
02646           UpdateOrderDest(this->v, order);
02647           return true;
02648         case OT_CONDITIONAL: {
02649           if (conditional_depth > this->v->GetNumOrders()) return false;
02650           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
02651           if (next != INVALID_VEH_ORDER_ID) {
02652             conditional_depth++;
02653             this->index = next;
02654             /* Don't increment next, so no break here. */
02655             continue;
02656           }
02657           break;
02658         }
02659         default:
02660           break;
02661       }
02662       /* Don't increment inside the while because otherwise conditional
02663        * orders can lead to an infinite loop. */
02664       ++this->index;
02665     } while (this->index != this->v->cur_order_index);
02666 
02667     return false;
02668   }
02669 };
02670 
02671 /* choose a track */
02672 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
02673 {
02674   Track best_track = INVALID_TRACK;
02675   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
02676   bool changed_signal = false;
02677 
02678   assert((tracks & ~TRACK_BIT_MASK) == 0);
02679 
02680   if (got_reservation != NULL) *got_reservation = false;
02681 
02682   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
02683   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
02684   /* Do we have a suitable reserved track? */
02685   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
02686 
02687   /* Quick return in case only one possible track is available */
02688   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
02689     Track track = FindFirstTrack(tracks);
02690     /* We need to check for signals only here, as a junction tile can't have signals. */
02691     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
02692       do_track_reservation = true;
02693       changed_signal = true;
02694       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
02695     } else if (!do_track_reservation) {
02696       return track;
02697     }
02698     best_track = track;
02699   }
02700 
02701   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
02702   DiagDirection dest_enterdir = enterdir;
02703   if (do_track_reservation) {
02704     /* Check if the train needs service here, so it has a chance to always find a depot.
02705      * Also check if the current order is a service order so we don't reserve a path to
02706      * the destination but instead to the next one if service isn't needed. */
02707     CheckIfTrainNeedsService(v);
02708     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
02709 
02710     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
02711     if (res_dest.tile == INVALID_TILE) {
02712       /* Reservation failed? */
02713       if (mark_stuck) MarkTrainAsStuck(v);
02714       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
02715       return FindFirstTrack(tracks);
02716     }
02717   }
02718 
02719   /* Save the current train order. The destructor will restore the old order on function exit. */
02720   VehicleOrderSaver orders(v);
02721 
02722   /* If the current tile is the destination of the current order and
02723    * a reservation was requested, advance to the next order.
02724    * Don't advance on a depot order as depots are always safe end points
02725    * for a path and no look-ahead is necessary. This also avoids a
02726    * problem with depot orders not part of the order list when the
02727    * order list itself is empty. */
02728   if (v->current_order.IsType(OT_LEAVESTATION)) {
02729     orders.SwitchToNextOrder(false);
02730   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
02731       v->current_order.IsType(OT_GOTO_STATION) ?
02732       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
02733       v->tile == v->dest_tile))) {
02734     orders.SwitchToNextOrder(true);
02735   }
02736 
02737   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
02738     /* Pathfinders are able to tell that route was only 'guessed'. */
02739     bool      path_not_found = false;
02740     TileIndex new_tile = res_dest.tile;
02741 
02742     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest);
02743     if (new_tile == tile) best_track = next_track;
02744 
02745     /* handle "path not found" state */
02746     if (path_not_found) {
02747       /* PF didn't find the route */
02748       if (!HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
02749         /* it is first time the problem occurred, set the "path not found" flag */
02750         SetBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
02751         /* and notify user about the event */
02752         AI::NewEvent(v->owner, new AIEventVehicleLost(v->index));
02753         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
02754           SetDParam(0, v->index);
02755           AddVehicleNewsItem(
02756             STR_NEWS_TRAIN_IS_LOST,
02757             NS_ADVICE,
02758             v->index
02759           );
02760         }
02761       }
02762     } else {
02763       /* route found, is the train marked with "path not found" flag? */
02764       if (HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
02765         /* clear the flag as the PF's problem was solved */
02766         ClrBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
02767         /* can we also delete the "News" item somehow? */
02768       }
02769     }
02770   }
02771 
02772   /* No track reservation requested -> finished. */
02773   if (!do_track_reservation) return best_track;
02774 
02775   /* A path was found, but could not be reserved. */
02776   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
02777     if (mark_stuck) MarkTrainAsStuck(v);
02778     FreeTrainTrackReservation(v);
02779     return best_track;
02780   }
02781 
02782   /* No possible reservation target found, we are probably lost. */
02783   if (res_dest.tile == INVALID_TILE) {
02784     /* Try to find any safe destination. */
02785     PBSTileInfo origin = FollowTrainReservation(v);
02786     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
02787       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
02788       best_track = FindFirstTrack(res);
02789       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
02790       if (got_reservation != NULL) *got_reservation = true;
02791       if (changed_signal) MarkTileDirtyByTile(tile);
02792     } else {
02793       FreeTrainTrackReservation(v);
02794       if (mark_stuck) MarkTrainAsStuck(v);
02795     }
02796     return best_track;
02797   }
02798 
02799   if (got_reservation != NULL) *got_reservation = true;
02800 
02801   /* Reservation target found and free, check if it is safe. */
02802   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
02803     /* Extend reservation until we have found a safe position. */
02804     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
02805     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
02806     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
02807     if (_settings_game.pf.forbid_90_deg) {
02808       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
02809     }
02810 
02811     /* Get next order with destination. */
02812     if (orders.SwitchToNextOrder(true)) {
02813       PBSTileInfo cur_dest;
02814       DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, true, &cur_dest);
02815       if (cur_dest.tile != INVALID_TILE) {
02816         res_dest = cur_dest;
02817         if (res_dest.okay) continue;
02818         /* Path found, but could not be reserved. */
02819         FreeTrainTrackReservation(v);
02820         if (mark_stuck) MarkTrainAsStuck(v);
02821         if (got_reservation != NULL) *got_reservation = false;
02822         changed_signal = false;
02823         break;
02824       }
02825     }
02826     /* No order or no safe position found, try any position. */
02827     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
02828       FreeTrainTrackReservation(v);
02829       if (mark_stuck) MarkTrainAsStuck(v);
02830       if (got_reservation != NULL) *got_reservation = false;
02831       changed_signal = false;
02832     }
02833     break;
02834   }
02835 
02836   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
02837 
02838   if (changed_signal) MarkTileDirtyByTile(tile);
02839 
02840   return best_track;
02841 }
02842 
02851 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
02852 {
02853   assert(v->IsFrontEngine());
02854 
02855   /* We have to handle depots specially as the track follower won't look
02856    * at the depot tile itself but starts from the next tile. If we are still
02857    * inside the depot, a depot reservation can never be ours. */
02858   if (v->track == TRACK_BIT_DEPOT) {
02859     if (HasDepotReservation(v->tile)) {
02860       if (mark_as_stuck) MarkTrainAsStuck(v);
02861       return false;
02862     } else {
02863       /* Depot not reserved, but the next tile might be. */
02864       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
02865       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
02866     }
02867   }
02868 
02869   Vehicle *other_train = NULL;
02870   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
02871   /* The path we are driving on is alread blocked by some other train.
02872    * This can only happen in certain situations when mixing path and
02873    * block signals or when changing tracks and/or signals.
02874    * Exit here as doing any further reservations will probably just
02875    * make matters worse. */
02876   if (other_train != NULL && other_train->index != v->index) {
02877     if (mark_as_stuck) MarkTrainAsStuck(v);
02878     return false;
02879   }
02880   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
02881   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
02882     /* Can't be stuck then. */
02883     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
02884     ClrBit(v->flags, VRF_TRAIN_STUCK);
02885     return true;
02886   }
02887 
02888   /* If we are in a depot, tentativly reserve the depot. */
02889   if (v->track == TRACK_BIT_DEPOT) {
02890     SetDepotReservation(v->tile, true);
02891     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
02892   }
02893 
02894   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
02895   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
02896   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
02897 
02898   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
02899 
02900   bool res_made = false;
02901   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
02902 
02903   if (!res_made) {
02904     /* Free the depot reservation as well. */
02905     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
02906     return false;
02907   }
02908 
02909   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
02910     v->wait_counter = 0;
02911     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
02912   }
02913   ClrBit(v->flags, VRF_TRAIN_STUCK);
02914   return true;
02915 }
02916 
02917 
02918 static bool CheckReverseTrain(const Train *v)
02919 {
02920   if (_settings_game.difficulty.line_reverse_mode != 0 ||
02921       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
02922       !(v->direction & 1)) {
02923     return false;
02924   }
02925 
02926   assert(v->track != TRACK_BIT_NONE);
02927 
02928   switch (_settings_game.pf.pathfinder_for_trains) {
02929     case VPF_NPF: return NPFTrainCheckReverse(v);
02930     case VPF_YAPF: return YapfTrainCheckReverse(v);
02931 
02932     default: NOT_REACHED();
02933   }
02934 }
02935 
02936 TileIndex Train::GetOrderStationLocation(StationID station)
02937 {
02938   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
02939 
02940   const Station *st = Station::Get(station);
02941   if (!(st->facilities & FACIL_TRAIN)) {
02942     /* The destination station has no trainstation tiles. */
02943     this->IncrementOrderIndex();
02944     return 0;
02945   }
02946 
02947   return st->xy;
02948 }
02949 
02950 void Train::MarkDirty()
02951 {
02952   Vehicle *v = this;
02953   do {
02954     v->UpdateViewport(false, false);
02955   } while ((v = v->Next()) != NULL);
02956 
02957   /* need to update acceleration and cached values since the goods on the train changed. */
02958   this->CargoChanged();
02959   this->UpdateAcceleration();
02960 }
02961 
02971 int Train::UpdateSpeed()
02972 {
02973   uint accel;
02974 
02975   switch (_settings_game.vehicle.train_acceleration_model) {
02976     default: NOT_REACHED();
02977     case AM_ORIGINAL:
02978       accel = this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2);
02979       break;
02980     case AM_REALISTIC:
02981       this->max_speed = this->GetCurrentMaxSpeed();
02982       accel = this->GetAcceleration();
02983       break;
02984   }
02985 
02986   uint spd = this->subspeed + accel;
02987   this->subspeed = (byte)spd;
02988   {
02989     int tempmax = this->max_speed;
02990     if (this->cur_speed > this->max_speed)
02991       tempmax = this->cur_speed - (this->cur_speed / 10) - 1;
02992     this->cur_speed = spd = Clamp(this->cur_speed + ((int)spd >> 8), 0, tempmax);
02993   }
02994 
02995   /* Scale speed by 3/4. Previously this was only done when the train was
02996    * facing diagonally and would apply to however many moves the train made
02997    * regardless the of direction actually moved in. Now it is always scaled,
02998    * 256 spd is used to go straight and 192 is used to go diagonally
02999    * (3/4 of 256). This results in the same effect, but without the error the
03000    * previous method caused.
03001    *
03002    * The scaling is done in this direction and not by multiplying the amount
03003    * to be subtracted by 4/3 so that the leftover speed can be saved in a
03004    * byte in this->progress.
03005    */
03006   int scaled_spd = spd * 3 >> 2;
03007 
03008   scaled_spd += this->progress;
03009   this->progress = 0; // set later in TrainLocoHandler or TrainController
03010   return scaled_spd;
03011 }
03012 
03013 static void TrainEnterStation(Train *v, StationID station)
03014 {
03015   v->last_station_visited = station;
03016 
03017   /* check if a train ever visited this station before */
03018   Station *st = Station::Get(station);
03019   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
03020     st->had_vehicle_of_type |= HVOT_TRAIN;
03021     SetDParam(0, st->index);
03022     AddVehicleNewsItem(
03023       STR_NEWS_FIRST_TRAIN_ARRIVAL,
03024       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
03025       v->index,
03026       st->index
03027     );
03028     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
03029   }
03030 
03031   v->force_proceed = 0;
03032   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03033 
03034   v->BeginLoading();
03035 
03036   StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
03037 }
03038 
03039 static byte AfterSetTrainPos(Train *v, bool new_tile)
03040 {
03041   byte old_z = v->z_pos;
03042   v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
03043 
03044   if (new_tile) {
03045     ClrBit(v->flags, VRF_GOINGUP);
03046     ClrBit(v->flags, VRF_GOINGDOWN);
03047 
03048     if (v->track == TRACK_BIT_X || v->track == TRACK_BIT_Y) {
03049       /* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
03050        * To check whether the current tile is sloped, and in which
03051        * direction it is sloped, we get the 'z' at the center of
03052        * the tile (middle_z) and the edge of the tile (old_z),
03053        * which we then can compare. */
03054       static const int HALF_TILE_SIZE = TILE_SIZE / 2;
03055       static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
03056 
03057       byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
03058 
03059       if (middle_z != v->z_pos) {
03060         SetBit(v->flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
03061       }
03062     }
03063   }
03064 
03065   VehicleMove(v, true);
03066   return old_z;
03067 }
03068 
03069 /* Check if the vehicle is compatible with the specified tile */
03070 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
03071 {
03072   return
03073     IsTileOwner(tile, v->owner) && (
03074       !v->IsFrontEngine() ||
03075       HasBit(v->compatible_railtypes, GetRailType(tile))
03076     );
03077 }
03078 
03079 struct RailtypeSlowdownParams {
03080   byte small_turn, large_turn;
03081   byte z_up; // fraction to remove when moving up
03082   byte z_down; // fraction to remove when moving down
03083 };
03084 
03085 static const RailtypeSlowdownParams _railtype_slowdown[] = {
03086   /* normal accel */
03087   {256 / 4, 256 / 2, 256 / 4, 2}, 
03088   {256 / 4, 256 / 2, 256 / 4, 2}, 
03089   {256 / 4, 256 / 2, 256 / 4, 2}, 
03090   {0,       256 / 2, 256 / 4, 2}, 
03091 };
03092 
03094 static inline void AffectSpeedByZChange(Train *v, byte old_z)
03095 {
03096   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
03097 
03098   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
03099 
03100   if (old_z < v->z_pos) {
03101     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
03102   } else {
03103     uint16 spd = v->cur_speed + rsp->z_down;
03104     if (spd <= v->max_speed) v->cur_speed = spd;
03105   }
03106 }
03107 
03108 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
03109 {
03110   if (IsTileType(tile, MP_RAILWAY) &&
03111       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
03112     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
03113     Trackdir trackdir = FindFirstTrackdir(tracks);
03114     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
03115       /* A PBS block with a non-PBS signal facing us? */
03116       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
03117     }
03118   }
03119   return false;
03120 }
03121 
03125 void Train::ReserveTrackUnderConsist() const
03126 {
03127   for (const Train *u = this; u != NULL; u = u->Next()) {
03128     switch (u->track) {
03129       case TRACK_BIT_WORMHOLE:
03130         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
03131         break;
03132       case TRACK_BIT_DEPOT:
03133         break;
03134       default:
03135         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
03136         break;
03137     }
03138   }
03139 }
03140 
03141 uint Train::Crash(bool flooded)
03142 {
03143   uint pass = 0;
03144   if (this->IsFrontEngine()) {
03145     pass += 4; // driver
03146 
03147     /* Remove the reserved path in front of the train if it is not stuck.
03148      * Also clear all reserved tracks the train is currently on. */
03149     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
03150     for (const Train *v = this; v != NULL; v = v->Next()) {
03151       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
03152       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
03153         /* ClearPathReservation will not free the wormhole exit
03154          * if the train has just entered the wormhole. */
03155         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
03156       }
03157     }
03158 
03159     /* we may need to update crossing we were approaching,
03160     * but must be updated after the train has been marked crashed */
03161     TileIndex crossing = TrainApproachingCrossingTile(this);
03162     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
03163 
03164     /* Remove the loading indicators (if any) */
03165     HideFillingPercent(&this->fill_percent_te_id);
03166   }
03167 
03168   pass += Vehicle::Crash(flooded);
03169 
03170   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
03171   return pass;
03172 }
03173 
03180 static uint TrainCrashed(Train *v)
03181 {
03182   uint num = 0;
03183 
03184   /* do not crash train twice */
03185   if (!(v->vehstatus & VS_CRASHED)) {
03186     num = v->Crash();
03187     AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
03188   }
03189 
03190   /* Try to re-reserve track under already crashed train too.
03191    * SetVehicleCrashed() clears the reservation! */
03192   v->ReserveTrackUnderConsist();
03193 
03194   return num;
03195 }
03196 
03197 struct TrainCollideChecker {
03198   Train *v; 
03199   uint num; 
03200 };
03201 
03202 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
03203 {
03204   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
03205 
03206   /* not a train or in depot */
03207   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
03208 
03209   /* do not crash into trains of another company. */
03210   if (v->owner != tcc->v->owner) return NULL;
03211 
03212   /* get first vehicle now to make most usual checks faster */
03213   Train *coll = Train::From(v)->First();
03214 
03215   /* can't collide with own wagons */
03216   if (coll == tcc->v) return NULL;
03217 
03218   int x_diff = v->x_pos - tcc->v->x_pos;
03219   int y_diff = v->y_pos - tcc->v->y_pos;
03220 
03221   /* Do fast calculation to check whether trains are not in close vicinity
03222    * and quickly reject trains distant enough for any collision.
03223    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
03224    * Differences are then ORed and then we check for any higher bits */
03225   uint hash = (y_diff + 7) | (x_diff + 7);
03226   if (hash & ~15) return NULL;
03227 
03228   /* Slower check using multiplication */
03229   if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
03230 
03231   /* Happens when there is a train under bridge next to bridge head */
03232   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
03233 
03234   /* crash both trains */
03235   tcc->num += TrainCrashed(tcc->v);
03236   tcc->num += TrainCrashed(coll);
03237 
03238   return NULL; // continue searching
03239 }
03240 
03247 static bool CheckTrainCollision(Train *v)
03248 {
03249   /* can't collide in depot */
03250   if (v->track == TRACK_BIT_DEPOT) return false;
03251 
03252   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
03253 
03254   TrainCollideChecker tcc;
03255   tcc.v = v;
03256   tcc.num = 0;
03257 
03258   /* find colliding vehicles */
03259   if (v->track == TRACK_BIT_WORMHOLE) {
03260     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
03261     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
03262   } else {
03263     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
03264   }
03265 
03266   /* any dead -> no crash */
03267   if (tcc.num == 0) return false;
03268 
03269   SetDParam(0, tcc.num);
03270   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
03271     NS_ACCIDENT,
03272     v->index
03273   );
03274 
03275   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
03276   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
03277   return true;
03278 }
03279 
03280 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
03281 {
03282   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
03283 
03284   Train *t = Train::From(v);
03285   DiagDirection exitdir = *(DiagDirection *)data;
03286 
03287   /* not front engine of a train, inside wormhole or depot, crashed */
03288   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
03289 
03290   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
03291 
03292   return t;
03293 }
03294 
03295 static void TrainController(Train *v, Vehicle *nomove)
03296 {
03297   Train *first = v->First();
03298   Train *prev;
03299   bool direction_changed = false; // has direction of any part changed?
03300 
03301   /* For every vehicle after and including the given vehicle */
03302   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
03303     DiagDirection enterdir = DIAGDIR_BEGIN;
03304     bool update_signals_crossing = false; // will we update signals or crossing state?
03305 
03306     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
03307     if (v->track != TRACK_BIT_WORMHOLE) {
03308       /* Not inside tunnel */
03309       if (gp.old_tile == gp.new_tile) {
03310         /* Staying in the old tile */
03311         if (v->track == TRACK_BIT_DEPOT) {
03312           /* Inside depot */
03313           gp.x = v->x_pos;
03314           gp.y = v->y_pos;
03315         } else {
03316           /* Not inside depot */
03317 
03318           /* Reverse when we are at the end of the track already, do not move to the new position */
03319           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
03320 
03321           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
03322           if (HasBit(r, VETS_CANNOT_ENTER)) {
03323             goto invalid_rail;
03324           }
03325           if (HasBit(r, VETS_ENTERED_STATION)) {
03326             /* The new position is the end of the platform */
03327             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
03328           }
03329         }
03330       } else {
03331         /* A new tile is about to be entered. */
03332 
03333         /* Determine what direction we're entering the new tile from */
03334         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
03335         assert(IsValidDiagDirection(enterdir));
03336 
03337         /* Get the status of the tracks in the new tile and mask
03338          * away the bits that aren't reachable. */
03339         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
03340         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
03341 
03342         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
03343         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
03344 
03345         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
03346         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
03347           /* We allow wagons to make 90 deg turns, because forbid_90_deg
03348            * can be switched on halfway a turn */
03349           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
03350         }
03351 
03352         if (bits == TRACK_BIT_NONE) goto invalid_rail;
03353 
03354         /* Check if the new tile contrains tracks that are compatible
03355          * with the current train, if not, bail out. */
03356         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
03357 
03358         TrackBits chosen_track;
03359         if (prev == NULL) {
03360           /* Currently the locomotive is active. Determine which one of the
03361            * available tracks to choose */
03362           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
03363           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
03364 
03365           if (v->force_proceed != 0 && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
03366             /* For each signal we find decrease the counter by one.
03367              * We start at two, so the first signal we pass decreases
03368              * this to one, then if we reach the next signal it is
03369              * decreased to zero and we won't pass that new signal. */
03370             Trackdir dir = FindFirstTrackdir(trackdirbits);
03371             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
03372                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
03373               /* However, we do not want to be stopped by PBS signals
03374                * entered via the back. */
03375               v->force_proceed--;
03376               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03377             }
03378           }
03379 
03380           /* Check if it's a red signal and that force proceed is not clicked. */
03381           if ((red_signals & chosen_track) && v->force_proceed == 0) {
03382             /* In front of a red signal */
03383             Trackdir i = FindFirstTrackdir(trackdirbits);
03384 
03385             /* Don't handle stuck trains here. */
03386             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
03387 
03388             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
03389               v->cur_speed = 0;
03390               v->subspeed = 0;
03391               v->progress = 255 - 100;
03392               if (_settings_game.pf.wait_oneway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
03393             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
03394               v->cur_speed = 0;
03395               v->subspeed = 0;
03396               v->progress = 255 - 10;
03397               if (_settings_game.pf.wait_twoway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
03398                 DiagDirection exitdir = TrackdirToExitdir(i);
03399                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
03400 
03401                 exitdir = ReverseDiagDir(exitdir);
03402 
03403                 /* check if a train is waiting on the other side */
03404                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
03405               }
03406             }
03407 
03408             /* If we would reverse but are currently in a PBS block and
03409              * reversing of stuck trains is disabled, don't reverse.
03410              * This does not apply if the reason for reversing is a one-way
03411              * signal blocking us, because a train would then be stuck forever. */
03412             if (_settings_game.pf.wait_for_pbs_path == 255 && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
03413                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
03414               v->wait_counter = 0;
03415               return;
03416             }
03417             goto reverse_train_direction;
03418           } else {
03419             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
03420           }
03421         } else {
03422           /* The wagon is active, simply follow the prev vehicle. */
03423           if (prev->tile == gp.new_tile) {
03424             /* Choose the same track as prev */
03425             if (prev->track == TRACK_BIT_WORMHOLE) {
03426               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
03427                * However, just choose the track into the wormhole. */
03428               assert(IsTunnel(prev->tile));
03429               chosen_track = bits;
03430             } else {
03431               chosen_track = prev->track;
03432             }
03433           } else {
03434             /* Choose the track that leads to the tile where prev is.
03435              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
03436              * I.e. when the tile between them has only space for a single vehicle like
03437              *  1) horizontal/vertical track tiles and
03438              *  2) some orientations of tunnelentries, where the vehicle is already inside the wormhole at 8/16 from the tileedge.
03439              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnelentry.
03440              */
03441             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
03442               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
03443               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
03444               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
03445               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
03446             };
03447             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
03448             assert(IsValidDiagDirection(exitdir));
03449             chosen_track = _connecting_track[enterdir][exitdir];
03450           }
03451           chosen_track &= bits;
03452         }
03453 
03454         /* Make sure chosen track is a valid track */
03455         assert(
03456             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
03457             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
03458             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
03459 
03460         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
03461         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
03462         gp.x = (gp.x & ~0xF) | b[0];
03463         gp.y = (gp.y & ~0xF) | b[1];
03464         Direction chosen_dir = (Direction)b[2];
03465 
03466         /* Call the landscape function and tell it that the vehicle entered the tile */
03467         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
03468         if (HasBit(r, VETS_CANNOT_ENTER)) {
03469           goto invalid_rail;
03470         }
03471 
03472         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
03473           Track track = FindFirstTrack(chosen_track);
03474           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
03475           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
03476             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
03477             MarkTileDirtyByTile(gp.new_tile);
03478           }
03479 
03480           /* Clear any track reservation when the last vehicle leaves the tile */
03481           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
03482 
03483           v->tile = gp.new_tile;
03484 
03485           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
03486             v->First()->RailtypeChanged();
03487           }
03488 
03489           v->track = chosen_track;
03490           assert(v->track);
03491         }
03492 
03493         /* We need to update signal status, but after the vehicle position hash
03494          * has been updated by AfterSetTrainPos() */
03495         update_signals_crossing = true;
03496 
03497         if (chosen_dir != v->direction) {
03498           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
03499             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
03500             DirDiff diff = DirDifference(v->direction, chosen_dir);
03501             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
03502           }
03503           direction_changed = true;
03504           v->direction = chosen_dir;
03505         }
03506 
03507         if (v->IsFrontEngine()) {
03508           v->wait_counter = 0;
03509 
03510           /* If we are approching a crossing that is reserved, play the sound now. */
03511           TileIndex crossing = TrainApproachingCrossingTile(v);
03512           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
03513 
03514           /* Always try to extend the reservation when entering a tile. */
03515           CheckNextTrainTile(v);
03516         }
03517 
03518         if (HasBit(r, VETS_ENTERED_STATION)) {
03519           /* The new position is the location where we want to stop */
03520           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
03521         }
03522       }
03523     } else {
03524       /* In a tunnel or on a bridge
03525        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
03526        * - for bridges, only the middle part - without the bridge heads */
03527       if (!(v->vehstatus & VS_HIDDEN)) {
03528         v->cur_speed =
03529           min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
03530       }
03531 
03532       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
03533         /* Perform look-ahead on tunnel exit. */
03534         if (v->IsFrontEngine()) {
03535           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
03536           CheckNextTrainTile(v);
03537         }
03538       } else {
03539         v->x_pos = gp.x;
03540         v->y_pos = gp.y;
03541         VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
03542         continue;
03543       }
03544     }
03545 
03546     /* update image of train, as well as delta XY */
03547     v->UpdateDeltaXY(v->direction);
03548 
03549     v->x_pos = gp.x;
03550     v->y_pos = gp.y;
03551 
03552     /* update the Z position of the vehicle */
03553     byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
03554 
03555     if (prev == NULL) {
03556       /* This is the first vehicle in the train */
03557       AffectSpeedByZChange(v, old_z);
03558     }
03559 
03560     if (update_signals_crossing) {
03561       if (v->IsFrontEngine()) {
03562         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
03563           /* We are entering a block with PBS signals right now, but
03564            * not through a PBS signal. This means we don't have a
03565            * reservation right now. As a conventional signal will only
03566            * ever be green if no other train is in the block, getting
03567            * a path should always be possible. If the player built
03568            * such a strange network that it is not possible, the train
03569            * will be marked as stuck and the player has to deal with
03570            * the problem. */
03571           if ((!HasReservedTracks(gp.new_tile, v->track) &&
03572               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
03573               !TryPathReserve(v)) {
03574             MarkTrainAsStuck(v);
03575           }
03576         }
03577       }
03578 
03579       /* Signals can only change when the first
03580        * (above) or the last vehicle moves. */
03581       if (v->Next() == NULL) {
03582         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
03583         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
03584       }
03585     }
03586 
03587     /* Do not check on every tick to save some computing time. */
03588     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
03589   }
03590 
03591   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
03592 
03593   return;
03594 
03595 invalid_rail:
03596   /* We've reached end of line?? */
03597   if (prev != NULL) error("Disconnecting train");
03598 
03599 reverse_train_direction:
03600   v->wait_counter = 0;
03601   v->cur_speed = 0;
03602   v->subspeed = 0;
03603   ReverseTrainDirection(v);
03604 }
03605 
03611 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
03612 {
03613   TrackBits *trackbits = (TrackBits *)data;
03614 
03615   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
03616     if (Train::From(v)->track == TRACK_BIT_WORMHOLE) {
03617       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
03618       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
03619     } else {
03620       *trackbits |= Train::From(v)->track;
03621     }
03622   }
03623 
03624   return NULL;
03625 }
03626 
03634 static void DeleteLastWagon(Train *v)
03635 {
03636   Train *first = v->First();
03637 
03638   /* Go to the last wagon and delete the link pointing there
03639    * *u is then the one-before-last wagon, and *v the last
03640    * one which will physicially be removed */
03641   Train *u = v;
03642   for (; v->Next() != NULL; v = v->Next()) u = v;
03643   u->SetNext(NULL);
03644 
03645   if (first != v) {
03646     /* Recalculate cached train properties */
03647     first->ConsistChanged(false);
03648     /* Update the depot window if the first vehicle is in depot -
03649      * if v == first, then it is updated in PreDestructor() */
03650     if (first->track == TRACK_BIT_DEPOT) {
03651       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
03652     }
03653   }
03654 
03655   /* 'v' shouldn't be accessed after it has been deleted */
03656   TrackBits trackbits = v->track;
03657   TileIndex tile = v->tile;
03658   Owner owner = v->owner;
03659 
03660   delete v;
03661   v = NULL; // make sure nobody will try to read 'v' anymore
03662 
03663   if (trackbits == TRACK_BIT_WORMHOLE) {
03664     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
03665     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
03666   }
03667 
03668   Track track = TrackBitsToTrack(trackbits);
03669   if (HasReservedTracks(tile, trackbits)) {
03670     UnreserveRailTrack(tile, track);
03671 
03672     /* If there are still crashed vehicles on the tile, give the track reservation to them */
03673     TrackBits remaining_trackbits = TRACK_BIT_NONE;
03674     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
03675 
03676     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
03677     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
03678     for (Track t = TRACK_BEGIN; t < TRACK_END; t++) {
03679       if (HasBit(remaining_trackbits, t)) {
03680         TryReserveRailTrack(tile, t);
03681       }
03682     }
03683   }
03684 
03685   /* check if the wagon was on a road/rail-crossing */
03686   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
03687 
03688   /* Update signals */
03689   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
03690     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
03691   } else {
03692     SetSignalsOnBothDir(tile, track, owner);
03693   }
03694 }
03695 
03696 static void ChangeTrainDirRandomly(Train *v)
03697 {
03698   static const DirDiff delta[] = {
03699     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
03700   };
03701 
03702   do {
03703     /* We don't need to twist around vehicles if they're not visible */
03704     if (!(v->vehstatus & VS_HIDDEN)) {
03705       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
03706       v->UpdateDeltaXY(v->direction);
03707       v->cur_image = v->GetImage(v->direction);
03708       /* Refrain from updating the z position of the vehicle when on
03709        * a bridge, because AfterSetTrainPos will put the vehicle under
03710        * the bridge in that case */
03711       if (v->track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
03712     }
03713   } while ((v = v->Next()) != NULL);
03714 }
03715 
03716 static bool HandleCrashedTrain(Train *v)
03717 {
03718   int state = ++v->crash_anim_pos;
03719 
03720   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
03721     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
03722   }
03723 
03724   uint32 r;
03725   if (state <= 200 && Chance16R(1, 7, r)) {
03726     int index = (r * 10 >> 16);
03727 
03728     Vehicle *u = v;
03729     do {
03730       if (--index < 0) {
03731         r = Random();
03732 
03733         CreateEffectVehicleRel(u,
03734           GB(r,  8, 3) + 2,
03735           GB(r, 16, 3) + 2,
03736           GB(r,  0, 3) + 5,
03737           EV_EXPLOSION_SMALL);
03738         break;
03739       }
03740     } while ((u = u->Next()) != NULL);
03741   }
03742 
03743   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
03744 
03745   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
03746     bool ret = v->Next() != NULL;
03747     DeleteLastWagon(v);
03748     return ret;
03749   }
03750 
03751   return true;
03752 }
03753 
03754 static void HandleBrokenTrain(Train *v)
03755 {
03756   if (v->breakdown_ctr != 1) {
03757     v->breakdown_ctr = 1;
03758     v->cur_speed = 0;
03759 
03760     if (v->breakdowns_since_last_service != 255)
03761       v->breakdowns_since_last_service++;
03762 
03763     v->MarkDirty();
03764     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03765     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
03766 
03767     if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
03768       SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
03769         SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
03770     }
03771 
03772     if (!(v->vehstatus & VS_HIDDEN)) {
03773       EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
03774       if (u != NULL) u->animation_state = v->breakdown_delay * 2;
03775     }
03776   }
03777 
03778   if (!(v->tick_counter & 3)) {
03779     if (!--v->breakdown_delay) {
03780       v->breakdown_ctr = 0;
03781       v->MarkDirty();
03782       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03783     }
03784   }
03785 }
03786 
03788 static const uint16 _breakdown_speeds[16] = {
03789   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
03790 };
03791 
03792 
03800 static bool TrainApproachingLineEnd(Train *v, bool signal)
03801 {
03802   /* Calc position within the current tile */
03803   uint x = v->x_pos & 0xF;
03804   uint y = v->y_pos & 0xF;
03805 
03806   /* for diagonal directions, 'x' will be 0..15 -
03807    * for other directions, it will be 1, 3, 5, ..., 15 */
03808   switch (v->direction) {
03809     case DIR_N : x = ~x + ~y + 25; break;
03810     case DIR_NW: x = y;            // FALLTHROUGH
03811     case DIR_NE: x = ~x + 16;      break;
03812     case DIR_E : x = ~x + y + 9;   break;
03813     case DIR_SE: x = y;            break;
03814     case DIR_S : x = x + y - 7;    break;
03815     case DIR_W : x = ~y + x + 9;   break;
03816     default: break;
03817   }
03818 
03819   /* do not reverse when approaching red signal */
03820   if (!signal && x + (v->tcache.cached_veh_length + 1) / 2 >= TILE_SIZE) {
03821     /* we are too near the tile end, reverse now */
03822     v->cur_speed = 0;
03823     ReverseTrainDirection(v);
03824     return false;
03825   }
03826 
03827   /* slow down */
03828   v->vehstatus |= VS_TRAIN_SLOWING;
03829   uint16 break_speed = _breakdown_speeds[x & 0xF];
03830   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
03831 
03832   return true;
03833 }
03834 
03835 
03841 static bool TrainCanLeaveTile(const Train *v)
03842 {
03843   /* Exit if inside a tunnel/bridge or a depot */
03844   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
03845 
03846   TileIndex tile = v->tile;
03847 
03848   /* entering a tunnel/bridge? */
03849   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
03850     DiagDirection dir = GetTunnelBridgeDirection(tile);
03851     if (DiagDirToDir(dir) == v->direction) return false;
03852   }
03853 
03854   /* entering a depot? */
03855   if (IsRailDepotTile(tile)) {
03856     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
03857     if (DiagDirToDir(dir) == v->direction) return false;
03858   }
03859 
03860   return true;
03861 }
03862 
03863 
03871 static TileIndex TrainApproachingCrossingTile(const Train *v)
03872 {
03873   assert(v->IsFrontEngine());
03874   assert(!(v->vehstatus & VS_CRASHED));
03875 
03876   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
03877 
03878   DiagDirection dir = TrainExitDir(v->direction, v->track);
03879   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
03880 
03881   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
03882   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
03883       !CheckCompatibleRail(v, tile)) {
03884     return INVALID_TILE;
03885   }
03886 
03887   return tile;
03888 }
03889 
03890 
03897 static bool TrainCheckIfLineEnds(Train *v)
03898 {
03899   /* First, handle broken down train */
03900 
03901   int t = v->breakdown_ctr;
03902   if (t > 1) {
03903     v->vehstatus |= VS_TRAIN_SLOWING;
03904 
03905     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
03906     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
03907   } else {
03908     v->vehstatus &= ~VS_TRAIN_SLOWING;
03909   }
03910 
03911   if (!TrainCanLeaveTile(v)) return true;
03912 
03913   /* Determine the non-diagonal direction in which we will exit this tile */
03914   DiagDirection dir = TrainExitDir(v->direction, v->track);
03915   /* Calculate next tile */
03916   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
03917 
03918   /* Determine the track status on the next tile */
03919   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
03920   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
03921 
03922   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
03923   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
03924 
03925   /* We are sure the train is not entering a depot, it is detected above */
03926 
03927   /* mask unreachable track bits if we are forbidden to do 90deg turns */
03928   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
03929   if (_settings_game.pf.forbid_90_deg) {
03930     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
03931   }
03932 
03933   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
03934   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
03935     return TrainApproachingLineEnd(v, false);
03936   }
03937 
03938   /* approaching red signal */
03939   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
03940 
03941   /* approaching a rail/road crossing? then make it red */
03942   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
03943 
03944   return true;
03945 }
03946 
03947 
03948 static bool TrainLocoHandler(Train *v, bool mode)
03949 {
03950   /* train has crashed? */
03951   if (v->vehstatus & VS_CRASHED) {
03952     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
03953   }
03954 
03955   if (v->force_proceed != 0) {
03956     ClrBit(v->flags, VRF_TRAIN_STUCK);
03957     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03958   }
03959 
03960   /* train is broken down? */
03961   if (v->breakdown_ctr != 0) {
03962     if (v->breakdown_ctr <= 2) {
03963       HandleBrokenTrain(v);
03964       return true;
03965     }
03966     if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
03967   }
03968 
03969   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
03970     ReverseTrainDirection(v);
03971   }
03972 
03973   /* exit if train is stopped */
03974   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
03975 
03976   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
03977   if (ProcessOrders(v) && CheckReverseTrain(v)) {
03978     v->wait_counter = 0;
03979     v->cur_speed = 0;
03980     v->subspeed = 0;
03981     ReverseTrainDirection(v);
03982     return true;
03983   }
03984 
03985   v->HandleLoading(mode);
03986 
03987   if (v->current_order.IsType(OT_LOADING)) return true;
03988 
03989   if (CheckTrainStayInDepot(v)) return true;
03990 
03991   if (!mode) HandleLocomotiveSmokeCloud(v);
03992 
03993   /* We had no order but have an order now, do look ahead. */
03994   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
03995     CheckNextTrainTile(v);
03996   }
03997 
03998   /* Handle stuck trains. */
03999   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
04000     ++v->wait_counter;
04001 
04002     /* Should we try reversing this tick if still stuck? */
04003     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
04004 
04005     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == 0) return true;
04006     if (!TryPathReserve(v)) {
04007       /* Still stuck. */
04008       if (turn_around) ReverseTrainDirection(v);
04009 
04010       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
04011         /* Show message to player. */
04012         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
04013           SetDParam(0, v->index);
04014           AddVehicleNewsItem(
04015             STR_NEWS_TRAIN_IS_STUCK,
04016             NS_ADVICE,
04017             v->index
04018           );
04019         }
04020         v->wait_counter = 0;
04021       }
04022       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
04023       if (v->force_proceed == 0) return true;
04024       ClrBit(v->flags, VRF_TRAIN_STUCK);
04025       v->wait_counter = 0;
04026       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04027     }
04028   }
04029 
04030   if (v->current_order.IsType(OT_LEAVESTATION)) {
04031     v->current_order.Free();
04032     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04033     return true;
04034   }
04035 
04036   int j = v->UpdateSpeed();
04037 
04038   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
04039   if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
04040     /* If we manually stopped, we're not force-proceeding anymore. */
04041     v->force_proceed = 0;
04042     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
04043   }
04044 
04045   int adv_spd = (v->direction & 1) ? 192 : 256;
04046   if (j < adv_spd) {
04047     /* if the vehicle has speed 0, update the last_speed field. */
04048     if (v->cur_speed == 0) SetLastSpeed(v, v->cur_speed);
04049   } else {
04050     TrainCheckIfLineEnds(v);
04051     /* Loop until the train has finished moving. */
04052     for (;;) {
04053       j -= adv_spd;
04054       TrainController(v, NULL);
04055       /* Don't continue to move if the train crashed. */
04056       if (CheckTrainCollision(v)) break;
04057       /* 192 spd used for going straight, 256 for going diagonally. */
04058       adv_spd = (v->direction & 1) ? 192 : 256;
04059 
04060       /* No more moving this tick */
04061       if (j < adv_spd || v->cur_speed == 0) break;
04062 
04063       OrderType order_type = v->current_order.GetType();
04064       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
04065       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
04066             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
04067             IsTileType(v->tile, MP_STATION) &&
04068             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
04069         ProcessOrders(v);
04070       }
04071     }
04072     SetLastSpeed(v, v->cur_speed);
04073   }
04074 
04075   for (Train *u = v; u != NULL; u = u->Next()) {
04076     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
04077 
04078     u->UpdateViewport(false, false);
04079   }
04080 
04081   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
04082 
04083   return true;
04084 }
04085 
04086 
04087 
04088 Money Train::GetRunningCost() const
04089 {
04090   Money cost = 0;
04091   const Train *v = this;
04092 
04093   do {
04094     const Engine *e = Engine::Get(v->engine_type);
04095     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
04096 
04097     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
04098     if (cost_factor == 0) continue;
04099 
04100     /* Halve running cost for multiheaded parts */
04101     if (v->IsMultiheaded()) cost_factor /= 2;
04102 
04103     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grffile);
04104   } while ((v = v->GetNextVehicle()) != NULL);
04105 
04106   return cost;
04107 }
04108 
04109 
04110 bool Train::Tick()
04111 {
04112   this->tick_counter++;
04113 
04114   if (this->IsFrontEngine()) {
04115     if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
04116 
04117     this->current_order_time++;
04118 
04119     if (!TrainLocoHandler(this, false)) return false;
04120 
04121     return TrainLocoHandler(this, true);
04122   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
04123     /* Delete flooded standalone wagon chain */
04124     if (++this->crash_anim_pos >= 4400) {
04125       delete this;
04126       return false;
04127     }
04128   }
04129 
04130   return true;
04131 }
04132 
04133 static void CheckIfTrainNeedsService(Train *v)
04134 {
04135   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
04136   if (v->IsInDepot()) {
04137     VehicleServiceInDepot(v);
04138     return;
04139   }
04140 
04141   uint max_penalty;
04142   switch (_settings_game.pf.pathfinder_for_trains) {
04143     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
04144     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
04145     default: NOT_REACHED();
04146   }
04147 
04148   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
04149   /* Only go to the depot if it is not too far out of our way. */
04150   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
04151     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
04152       /* If we were already heading for a depot but it has
04153        * suddenly moved farther away, we continue our normal
04154        * schedule? */
04155       v->current_order.MakeDummy();
04156       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04157     }
04158     return;
04159   }
04160 
04161   DepotID depot = GetDepotIndex(tfdd.tile);
04162 
04163   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
04164       v->current_order.GetDestination() != depot &&
04165       !Chance16(3, 16)) {
04166     return;
04167   }
04168 
04169   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
04170   v->dest_tile = tfdd.tile;
04171   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04172 }
04173 
04174 void Train::OnNewDay()
04175 {
04176   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
04177 
04178   if (this->IsFrontEngine()) {
04179     CheckVehicleBreakdown(this);
04180     AgeVehicle(this);
04181 
04182     CheckIfTrainNeedsService(this);
04183 
04184     CheckOrders(this);
04185 
04186     /* update destination */
04187     if (this->current_order.IsType(OT_GOTO_STATION)) {
04188       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
04189       if (tile != INVALID_TILE) this->dest_tile = tile;
04190     }
04191 
04192     if (this->running_ticks != 0) {
04193       /* running costs */
04194       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
04195 
04196       this->profit_this_year -= cost.GetCost();
04197       this->running_ticks = 0;
04198 
04199       SubtractMoneyFromCompanyFract(this->owner, cost);
04200 
04201       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
04202       SetWindowClassesDirty(WC_TRAINS_LIST);
04203     }
04204   } else if (this->IsEngine()) {
04205     /* Also age engines that aren't front engines */
04206     AgeVehicle(this);
04207   }
04208 }
04209 
04210 Trackdir Train::GetVehicleTrackdir() const
04211 {
04212   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
04213 
04214   if (this->track == TRACK_BIT_DEPOT) {
04215     /* We'll assume the train is facing outwards */
04216     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
04217   }
04218 
04219   if (this->track == TRACK_BIT_WORMHOLE) {
04220     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
04221     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
04222   }
04223 
04224   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
04225 }

Generated on Sat Nov 20 20:59:11 2010 for OpenTTD by  doxygen 1.6.1