train_cmd.cpp

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00001 /* $Id: train_cmd.cpp 19300 2010-03-02 00:38:01Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "gui.h"
00014 #include "articulated_vehicles.h"
00015 #include "command_func.h"
00016 #include "pathfinder/npf/npf_func.h"
00017 #include "pathfinder/yapf/yapf.hpp"
00018 #include "news_func.h"
00019 #include "company_func.h"
00020 #include "vehicle_gui.h"
00021 #include "newgrf_engine.h"
00022 #include "newgrf_sound.h"
00023 #include "newgrf_text.h"
00024 #include "group.h"
00025 #include "table/sprites.h"
00026 #include "strings_func.h"
00027 #include "functions.h"
00028 #include "window_func.h"
00029 #include "vehicle_func.h"
00030 #include "sound_func.h"
00031 #include "autoreplace_gui.h"
00032 #include "ai/ai.hpp"
00033 #include "newgrf_station.h"
00034 #include "effectvehicle_func.h"
00035 #include "effectvehicle_base.h"
00036 #include "gamelog.h"
00037 #include "network/network.h"
00038 #include "spritecache.h"
00039 #include "core/random_func.hpp"
00040 #include "company_base.h"
00041 #include "engine_base.h"
00042 #include "engine_func.h"
00043 #include "newgrf.h"
00044 
00045 #include "table/strings.h"
00046 #include "table/train_cmd.h"
00047 
00048 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
00049 static bool TrainCheckIfLineEnds(Train *v);
00050 static void TrainController(Train *v, Vehicle *nomove);
00051 static TileIndex TrainApproachingCrossingTile(const Train *v);
00052 static void CheckIfTrainNeedsService(Train *v);
00053 static void CheckNextTrainTile(Train *v);
00054 
00055 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
00056 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
00057 
00058 
00066 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
00067 {
00068   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
00069 
00070   DiagDirection diagdir = DirToDiagDir(direction);
00071 
00072   /* Determine the diagonal direction in which we will exit this tile */
00073   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
00074     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
00075   }
00076 
00077   return diagdir;
00078 }
00079 
00080 
00085 byte FreightWagonMult(CargoID cargo)
00086 {
00087   if (!CargoSpec::Get(cargo)->is_freight) return 1;
00088   return _settings_game.vehicle.freight_trains;
00089 }
00090 
00091 
00095 void Train::PowerChanged()
00096 {
00097   assert(this->First() == this);
00098 
00099   uint32 total_power = 0;
00100   uint32 max_te = 0;
00101   uint32 number_of_parts = 0;
00102   uint16 max_rail_speed = this->tcache.cached_max_speed;
00103 
00104   for (const Train *u = this; u != NULL; u = u->Next()) {
00105     uint32 current_power = u->GetPower();
00106     total_power += current_power;
00107 
00108     /* Only powered parts add tractive effort */
00109     if (current_power > 0) max_te += u->GetWeight() * u->GetTractiveEffort();
00110     total_power += u->GetPoweredPartPower(this);
00111     number_of_parts++;
00112 
00113     /* Get minimum max speed for rail */
00114     uint16 rail_speed = GetRailTypeInfo(GetRailType(u->tile))->max_speed;
00115     if (rail_speed > 0) max_rail_speed = min(max_rail_speed, rail_speed);
00116   }
00117 
00118   this->tcache.cached_axle_resistance = 60 * number_of_parts;
00119   this->tcache.cached_air_drag = 20 + 3 * number_of_parts;
00120 
00121   max_te *= 10000; // Tractive effort in (tonnes * 1000 * 10 =) N
00122   max_te /= 256;   // Tractive effort is a [0-255] coefficient
00123   if (this->tcache.cached_power != total_power || this->tcache.cached_max_te != max_te) {
00124     /* Stop the vehicle if it has no power */
00125     if (total_power == 0) this->vehstatus |= VS_STOPPED;
00126 
00127     this->tcache.cached_power = total_power;
00128     this->tcache.cached_max_te = max_te;
00129     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
00130     SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
00131   }
00132 
00133   this->tcache.cached_max_rail_speed = max_rail_speed;
00134 }
00135 
00136 
00141 void Train::CargoChanged()
00142 {
00143   assert(this->First() == this);
00144   uint32 weight = 0;
00145 
00146   for (Train *u = this; u != NULL; u = u->Next()) {
00147     uint32 current_weight = u->GetWeight();
00148     weight += current_weight;
00149     u->tcache.cached_slope_resistance = current_weight * u->GetSlopeSteepness();
00150   }
00151 
00152   /* store consist weight in cache */
00153   this->tcache.cached_weight = weight;
00154 
00155   /* Now update train power (tractive effort is dependent on weight) */
00156   this->PowerChanged();
00157 }
00158 
00159 
00164 static void RailVehicleLengthChanged(const Train *u)
00165 {
00166   /* show a warning once for each engine in whole game and once for each GRF after each game load */
00167   const Engine *engine = Engine::Get(u->engine_type);
00168   uint32 grfid = engine->grffile->grfid;
00169   GRFConfig *grfconfig = GetGRFConfig(grfid);
00170   if (GamelogGRFBugReverse(grfid, engine->internal_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
00171     ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
00172   }
00173 }
00174 
00176 void CheckTrainsLengths()
00177 {
00178   const Train *v;
00179 
00180   FOR_ALL_TRAINS(v) {
00181     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
00182       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
00183         if (u->track != TRACK_BIT_DEPOT) {
00184           if ((w->track != TRACK_BIT_DEPOT &&
00185               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->tcache.cached_veh_length) ||
00186               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
00187             SetDParam(0, v->index);
00188             SetDParam(1, v->owner);
00189             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, 0, 0, true);
00190 
00191             if (!_networking) DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
00192           }
00193         }
00194       }
00195     }
00196   }
00197 }
00198 
00205 void Train::ConsistChanged(bool same_length)
00206 {
00207   uint16 max_speed = UINT16_MAX;
00208 
00209   assert(this->IsFrontEngine() || this->IsFreeWagon());
00210 
00211   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
00212   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
00213   this->tcache.cached_total_length = 0;
00214   this->compatible_railtypes = RAILTYPES_NONE;
00215 
00216   bool train_can_tilt = true;
00217 
00218   for (Train *u = this; u != NULL; u = u->Next()) {
00219     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
00220 
00221     /* Check the this->first cache. */
00222     assert(u->First() == this);
00223 
00224     /* update the 'first engine' */
00225     u->tcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
00226     u->railtype = rvi_u->railtype;
00227 
00228     if (u->IsEngine()) first_engine = u->engine_type;
00229 
00230     /* Set user defined data to its default value */
00231     u->tcache.user_def_data = rvi_u->user_def_data;
00232     this->InvalidateNewGRFCache();
00233     u->InvalidateNewGRFCache();
00234   }
00235 
00236   for (Train *u = this; u != NULL; u = u->Next()) {
00237     /* Update user defined data (must be done before other properties) */
00238     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
00239     this->InvalidateNewGRFCache();
00240     u->InvalidateNewGRFCache();
00241   }
00242 
00243   for (Train *u = this; u != NULL; u = u->Next()) {
00244     const Engine *e_u = Engine::Get(u->engine_type);
00245     const RailVehicleInfo *rvi_u = &e_u->u.rail;
00246 
00247     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
00248 
00249     /* Cache wagon override sprite group. NULL is returned if there is none */
00250     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->tcache.first_engine);
00251 
00252     /* Reset colour map */
00253     u->colourmap = PAL_NONE;
00254 
00255     if (rvi_u->visual_effect != 0) {
00256       u->tcache.cached_vis_effect = rvi_u->visual_effect;
00257     } else {
00258       if (u->IsWagon() || u->IsArticulatedPart()) {
00259         /* Wagons and articulated parts have no effect by default */
00260         u->tcache.cached_vis_effect = 0x40;
00261       } else if (rvi_u->engclass == 0) {
00262         /* Steam is offset by -4 units */
00263         u->tcache.cached_vis_effect = 4;
00264       } else {
00265         /* Diesel fumes and sparks come from the centre */
00266         u->tcache.cached_vis_effect = 8;
00267       }
00268     }
00269 
00270     /* Check powered wagon / visual effect callback */
00271     if (HasBit(e_u->info.callback_mask, CBM_TRAIN_WAGON_POWER)) {
00272       uint16 callback = GetVehicleCallback(CBID_TRAIN_WAGON_POWER, 0, 0, u->engine_type, u);
00273 
00274       if (callback != CALLBACK_FAILED) u->tcache.cached_vis_effect = GB(callback, 0, 8);
00275     }
00276 
00277     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
00278       UsesWagonOverride(u) && !HasBit(u->tcache.cached_vis_effect, 7)) {
00279       /* wagon is powered */
00280       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
00281     } else {
00282       ClrBit(u->flags, VRF_POWEREDWAGON);
00283     }
00284 
00285     if (!u->IsArticulatedPart()) {
00286       /* Do not count powered wagons for the compatible railtypes, as wagons always
00287          have railtype normal */
00288       if (rvi_u->power > 0) {
00289         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
00290       }
00291 
00292       /* Some electric engines can be allowed to run on normal rail. It happens to all
00293        * existing electric engines when elrails are disabled and then re-enabled */
00294       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
00295         u->railtype = RAILTYPE_RAIL;
00296         u->compatible_railtypes |= RAILTYPES_RAIL;
00297       }
00298 
00299       /* max speed is the minimum of the speed limits of all vehicles in the consist */
00300       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
00301         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
00302         if (speed != 0) max_speed = min(speed, max_speed);
00303       }
00304     }
00305 
00306     u->cargo_cap = GetVehicleCapacity(u);
00307 
00308     /* check the vehicle length (callback) */
00309     uint16 veh_len = CALLBACK_FAILED;
00310     if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
00311       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
00312     }
00313     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
00314     veh_len = 8 - Clamp(veh_len, 0, 7);
00315 
00316     /* verify length hasn't changed */
00317     if (same_length && veh_len != u->tcache.cached_veh_length) RailVehicleLengthChanged(u);
00318 
00319     /* update vehicle length? */
00320     if (!same_length) u->tcache.cached_veh_length = veh_len;
00321 
00322     this->tcache.cached_total_length += u->tcache.cached_veh_length;
00323     this->InvalidateNewGRFCache();
00324     u->InvalidateNewGRFCache();
00325   }
00326 
00327   /* store consist weight/max speed in cache */
00328   this->tcache.cached_max_speed = max_speed;
00329   this->tcache.cached_tilt = train_can_tilt;
00330   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
00331 
00332   /* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
00333   this->CargoChanged();
00334 
00335   if (this->IsFrontEngine()) {
00336     this->UpdateAcceleration();
00337     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
00338   }
00339 }
00340 
00351 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
00352 {
00353   const Station *st = Station::Get(station_id);
00354   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
00355   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
00356 
00357   /* Default to the middle of the station for stations stops that are not in
00358    * the order list like intermediate stations when non-stop is disabled */
00359   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
00360   if (v->tcache.cached_total_length >= *station_length) {
00361     /* The train is longer than the station, make it stop at the far end of the platform */
00362     osl = OSL_PLATFORM_FAR_END;
00363   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
00364     osl = v->current_order.GetStopLocation();
00365   }
00366 
00367   /* The stop location of the FRONT! of the train */
00368   int stop;
00369   switch (osl) {
00370     default: NOT_REACHED();
00371 
00372     case OSL_PLATFORM_NEAR_END:
00373       stop = v->tcache.cached_total_length;
00374       break;
00375 
00376     case OSL_PLATFORM_MIDDLE:
00377       stop = *station_length - (*station_length - v->tcache.cached_total_length) / 2;
00378       break;
00379 
00380     case OSL_PLATFORM_FAR_END:
00381       stop = *station_length;
00382       break;
00383   }
00384 
00385   /* Substract half the front vehicle length of the train so we get the real
00386    * stop location of the train. */
00387   return stop - (v->tcache.cached_veh_length + 1) / 2;
00388 }
00389 
00390 
00395 int Train::GetCurveSpeedLimit() const
00396 {
00397   assert(this->First() == this);
00398 
00399   static const int absolute_max_speed = UINT16_MAX;
00400   int max_speed = absolute_max_speed;
00401 
00402   if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
00403 
00404   int curvecount[2] = {0, 0};
00405 
00406   /* first find the curve speed limit */
00407   int numcurve = 0;
00408   int sum = 0;
00409   int pos = 0;
00410   int lastpos = -1;
00411   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
00412     Direction this_dir = u->direction;
00413     Direction next_dir = u->Next()->direction;
00414 
00415     DirDiff dirdiff = DirDifference(this_dir, next_dir);
00416     if (dirdiff == DIRDIFF_SAME) continue;
00417 
00418     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
00419     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
00420     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
00421       if (lastpos != -1) {
00422         numcurve++;
00423         sum += pos - lastpos;
00424         if (pos - lastpos == 1) {
00425           max_speed = 88;
00426         }
00427       }
00428       lastpos = pos;
00429     }
00430 
00431     /* if we have a 90 degree turn, fix the speed limit to 60 */
00432     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
00433       max_speed = 61;
00434     }
00435   }
00436 
00437   if (numcurve > 0 && max_speed > 88) {
00438     if (curvecount[0] == 1 && curvecount[1] == 1) {
00439       max_speed = absolute_max_speed;
00440     } else {
00441       sum /= numcurve;
00442       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
00443     }
00444   }
00445 
00446   if (max_speed != absolute_max_speed) {
00447     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
00448     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
00449     max_speed += (max_speed / 2) * rti->curve_speed;
00450 
00451     if (this->tcache.cached_tilt) {
00452       /* Apply max_speed bonus of 20% for a tilting train */
00453       max_speed += max_speed / 5;
00454     }
00455   }
00456 
00457   return max_speed;
00458 }
00459 
00464 int Train::GetCurrentMaxSpeed() const
00465 {
00466   int max_speed = this->tcache.cached_max_curve_speed;
00467   assert(max_speed == this->GetCurveSpeedLimit());
00468 
00469   if (IsRailStationTile(this->tile)) {
00470     StationID sid = GetStationIndex(this->tile);
00471     if (this->current_order.ShouldStopAtStation(this, sid)) {
00472       int station_ahead;
00473       int station_length;
00474       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
00475 
00476       /* The distance to go is whatever is still ahead of the train minus the
00477        * distance from the train's stop location to the end of the platform */
00478       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
00479 
00480       if (distance_to_go > 0) {
00481         int st_max_speed = 120;
00482 
00483         int delta_v = this->cur_speed / (distance_to_go + 1);
00484         if (this->max_speed > (this->cur_speed - delta_v)) {
00485           st_max_speed = this->cur_speed - (delta_v / 10);
00486         }
00487 
00488         st_max_speed = max(st_max_speed, 25 * distance_to_go);
00489         max_speed = min(max_speed, st_max_speed);
00490       }
00491     }
00492   }
00493 
00494   for (const Train *u = this; u != NULL; u = u->Next()) {
00495     if (u->track == TRACK_BIT_DEPOT) {
00496       max_speed = min(max_speed, 61);
00497       break;
00498     }
00499   }
00500 
00501   return min(max_speed, this->tcache.cached_max_rail_speed);
00502 }
00503 
00509 int Train::GetAcceleration() const
00510 {
00511   int32 speed = this->GetCurrentSpeed();
00512 
00513   /* Weight is stored in tonnes */
00514   int32 mass = this->tcache.cached_weight;
00515 
00516   /* Power is stored in HP, we need it in watts. */
00517   int32 power = this->tcache.cached_power * 746;
00518 
00519   int32 resistance = 0;
00520 
00521   bool maglev = this->GetAccelerationType() == 2;
00522 
00523   const int area = 120;
00524   if (!maglev) {
00525     resistance = (13 * mass) / 10;
00526     resistance += this->tcache.cached_axle_resistance;
00527     resistance += (this->GetRollingFriction() * mass * speed) / 1000;
00528     resistance += (area * this->tcache.cached_air_drag * speed * speed) / 10000;
00529   } else {
00530     resistance += (area * this->tcache.cached_air_drag * speed * speed) / 20000;
00531   }
00532 
00533   resistance += this->GetSlopeResistance();
00534   resistance *= 4; //[N]
00535 
00536   /* This value allows to know if the vehicle is accelerating or braking. */
00537   AccelStatus mode = this->GetAccelerationStatus();
00538 
00539   const int max_te = this->tcache.cached_max_te; // [N]
00540   int force;
00541   if (speed > 0) {
00542     if (!maglev) {
00543       force = power / speed; //[N]
00544       force *= 22;
00545       force /= 10;
00546       if (mode == AS_ACCEL && force > max_te) force = max_te;
00547     } else {
00548       force = power / 25;
00549     }
00550   } else {
00551     /* "kickoff" acceleration */
00552     force = (mode == AS_ACCEL && !maglev) ? min(max_te, power) : power;
00553     force = max(force, (mass * 8) + resistance);
00554   }
00555 
00556   if (mode == AS_ACCEL) {
00557     return (force - resistance) / (mass * 2);
00558   } else {
00559     return min(-force - resistance, -10000) / mass;
00560   }
00561 }
00562 
00563 void Train::UpdateAcceleration()
00564 {
00565   assert(this->IsFrontEngine());
00566 
00567   this->max_speed = this->tcache.cached_max_rail_speed;
00568 
00569   uint power = this->tcache.cached_power;
00570   uint weight = this->tcache.cached_weight;
00571   assert(weight != 0);
00572   this->acceleration = Clamp(power / weight * 4, 1, 255);
00573 }
00574 
00580 int Train::GetDisplayImageWidth(Point *offset) const
00581 {
00582   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
00583   int vehicle_pitch = 0;
00584 
00585   const Engine *e = Engine::Get(this->engine_type);
00586   if (e->grffile != NULL && is_custom_sprite(e->u.rail.image_index)) {
00587     reference_width = e->grffile->traininfo_vehicle_width;
00588     vehicle_pitch = e->grffile->traininfo_vehicle_pitch;
00589   }
00590 
00591   if (offset != NULL) {
00592     offset->x = reference_width / 2;
00593     offset->y = vehicle_pitch;
00594   }
00595   return this->tcache.cached_veh_length * reference_width / 8;
00596 }
00597 
00598 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
00599 {
00600   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
00601 }
00602 
00603 SpriteID Train::GetImage(Direction direction) const
00604 {
00605   uint8 spritenum = this->spritenum;
00606   SpriteID sprite;
00607 
00608   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
00609 
00610   if (is_custom_sprite(spritenum)) {
00611     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
00612     if (sprite != 0) return sprite;
00613 
00614     spritenum = Engine::Get(this->engine_type)->original_image_index;
00615   }
00616 
00617   sprite = GetDefaultTrainSprite(spritenum, direction);
00618 
00619   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
00620 
00621   return sprite;
00622 }
00623 
00624 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
00625 {
00626   const Engine *e = Engine::Get(engine);
00627   Direction dir = rear_head ? DIR_E : DIR_W;
00628   uint8 spritenum = e->u.rail.image_index;
00629 
00630   if (is_custom_sprite(spritenum)) {
00631     SpriteID sprite = GetCustomVehicleIcon(engine, dir);
00632     if (sprite != 0) {
00633       if (e->grffile != NULL) {
00634         y += e->grffile->traininfo_vehicle_pitch;
00635       }
00636       return sprite;
00637     }
00638 
00639     spritenum = Engine::Get(engine)->original_image_index;
00640   }
00641 
00642   if (rear_head) spritenum++;
00643 
00644   return GetDefaultTrainSprite(spritenum, DIR_W);
00645 }
00646 
00647 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
00648 {
00649   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
00650     int yf = y;
00651     int yr = y;
00652 
00653     SpriteID spritef = GetRailIcon(engine, false, yf);
00654     SpriteID spriter = GetRailIcon(engine, true, yr);
00655     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
00656     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
00657 
00658     preferred_x = Clamp(preferred_x, left - real_spritef->x_offs + 14, right - real_spriter->width - real_spriter->x_offs - 15);
00659 
00660     DrawSprite(spritef, pal, preferred_x - 14, yf);
00661     DrawSprite(spriter, pal, preferred_x + 15, yr);
00662   } else {
00663     SpriteID sprite = GetRailIcon(engine, false, y);
00664     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
00665     preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
00666     DrawSprite(sprite, pal, preferred_x, y);
00667   }
00668 }
00669 
00670 static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandFlag flags)
00671 {
00672   const Engine *e = Engine::Get(engine);
00673   const RailVehicleInfo *rvi = &e->u.rail;
00674   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
00675 
00676   /* Engines without valid cargo should not be available */
00677   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
00678 
00679   if (flags & DC_QUERY_COST) return value;
00680 
00681   /* Check that the wagon can drive on the track in question */
00682   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
00683 
00684   uint num_vehicles = 1 + CountArticulatedParts(engine, false);
00685 
00686   /* Allow for the wagon and the articulated parts */
00687   if (!Vehicle::CanAllocateItem(num_vehicles)) {
00688     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00689   }
00690 
00691   if (flags & DC_EXEC) {
00692     Train *v = new Train();
00693     v->spritenum = rvi->image_index;
00694 
00695     v->engine_type = engine;
00696     v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
00697 
00698     DiagDirection dir = GetRailDepotDirection(tile);
00699 
00700     v->direction = DiagDirToDir(dir);
00701     v->tile = tile;
00702 
00703     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
00704     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
00705 
00706     v->x_pos = x;
00707     v->y_pos = y;
00708     v->z_pos = GetSlopeZ(x, y);
00709     v->owner = _current_company;
00710     v->track = TRACK_BIT_DEPOT;
00711     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
00712 
00713     v->SetWagon();
00714 
00715     v->SetFreeWagon();
00716     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00717 
00718     v->cargo_type = e->GetDefaultCargoType();
00719     v->cargo_cap = rvi->capacity;
00720     v->value = value.GetCost();
00721 
00722     v->railtype = rvi->railtype;
00723 
00724     v->build_year = _cur_year;
00725     v->cur_image = SPR_IMG_QUERY;
00726     v->random_bits = VehicleRandomBits();
00727 
00728     v->group_id = DEFAULT_GROUP;
00729 
00730     AddArticulatedParts(v);
00731 
00732     _new_vehicle_id = v->index;
00733 
00734     VehicleMove(v, false);
00735     v->First()->ConsistChanged(false);
00736     UpdateTrainGroupID(v->First());
00737 
00738     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
00739     if (IsLocalCompany()) {
00740       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
00741     }
00742     Company::Get(_current_company)->num_engines[engine]++;
00743 
00744     CheckConsistencyOfArticulatedVehicle(v);
00745 
00746     /* Try to connect the vehicle to one of free chains of wagons. */
00747     Train *w;
00748     FOR_ALL_TRAINS(w) {
00749       if (w->tile == tile &&              
00750           w->IsFreeWagon() &&             
00751           w->engine_type == engine &&     
00752           w->First() != v &&              
00753           !(w->vehstatus & VS_CRASHED)) { 
00754         DoCommand(0, v->index | (w->Last()->index << 16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
00755         break;
00756       }
00757     }
00758   }
00759 
00760   return value;
00761 }
00762 
00764 static void NormalizeTrainVehInDepot(const Train *u)
00765 {
00766   const Train *v;
00767   FOR_ALL_TRAINS(v) {
00768     if (v->IsFreeWagon() && v->tile == u->tile &&
00769         v->track == TRACK_BIT_DEPOT) {
00770       if (DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
00771           CMD_MOVE_RAIL_VEHICLE).Failed())
00772         break;
00773     }
00774   }
00775 }
00776 
00777 static void AddRearEngineToMultiheadedTrain(Train *v)
00778 {
00779   Train *u = new Train();
00780   v->value >>= 1;
00781   u->value = v->value;
00782   u->direction = v->direction;
00783   u->owner = v->owner;
00784   u->tile = v->tile;
00785   u->x_pos = v->x_pos;
00786   u->y_pos = v->y_pos;
00787   u->z_pos = v->z_pos;
00788   u->track = TRACK_BIT_DEPOT;
00789   u->vehstatus = v->vehstatus & ~VS_STOPPED;
00790   u->spritenum = v->spritenum + 1;
00791   u->cargo_type = v->cargo_type;
00792   u->cargo_subtype = v->cargo_subtype;
00793   u->cargo_cap = v->cargo_cap;
00794   u->railtype = v->railtype;
00795   u->engine_type = v->engine_type;
00796   u->build_year = v->build_year;
00797   u->cur_image = SPR_IMG_QUERY;
00798   u->random_bits = VehicleRandomBits();
00799   v->SetMultiheaded();
00800   u->SetMultiheaded();
00801   v->SetNext(u);
00802   VehicleMove(u, false);
00803 
00804   /* Now we need to link the front and rear engines together */
00805   v->other_multiheaded_part = u;
00806   u->other_multiheaded_part = v;
00807 }
00808 
00817 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00818 {
00819   /* Check if the engine-type is valid (for the company) */
00820   if (!IsEngineBuildable(p1, VEH_TRAIN, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE);
00821 
00822   const Engine *e = Engine::Get(p1);
00823   const RailVehicleInfo *rvi = &e->u.rail;
00824   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
00825 
00826   /* Engines with CT_INVALID should not be available */
00827   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
00828 
00829   if (flags & DC_QUERY_COST) return value;
00830 
00831   /* Check if the train is actually being built in a depot belonging
00832    * to the company. Doesn't matter if only the cost is queried */
00833   if (!IsRailDepotTile(tile)) return CMD_ERROR;
00834   if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
00835 
00836   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(p1, tile, flags);
00837 
00838   uint num_vehicles =
00839     (rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
00840     CountArticulatedParts(p1, false);
00841 
00842   /* Check if depot and new engine uses the same kind of tracks *
00843    * We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
00844   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
00845 
00846   /* Allow for the dual-heads and the articulated parts */
00847   if (!Vehicle::CanAllocateItem(num_vehicles)) {
00848     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00849   }
00850 
00851   UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
00852   if (unit_num > _settings_game.vehicle.max_trains) {
00853     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00854   }
00855 
00856   if (flags & DC_EXEC) {
00857     DiagDirection dir = GetRailDepotDirection(tile);
00858     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
00859     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
00860 
00861     Train *v = new Train();
00862     v->unitnumber = unit_num;
00863     v->direction = DiagDirToDir(dir);
00864     v->tile = tile;
00865     v->owner = _current_company;
00866     v->x_pos = x;
00867     v->y_pos = y;
00868     v->z_pos = GetSlopeZ(x, y);
00869     v->track = TRACK_BIT_DEPOT;
00870     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
00871     v->spritenum = rvi->image_index;
00872     v->cargo_type = e->GetDefaultCargoType();
00873     v->cargo_cap = rvi->capacity;
00874     v->max_speed = rvi->max_speed;
00875     v->value = value.GetCost();
00876     v->last_station_visited = INVALID_STATION;
00877 
00878     v->engine_type = p1;
00879     v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
00880 
00881     v->reliability = e->reliability;
00882     v->reliability_spd_dec = e->reliability_spd_dec;
00883     v->max_age = e->GetLifeLengthInDays();
00884 
00885     v->railtype = rvi->railtype;
00886     _new_vehicle_id = v->index;
00887 
00888     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
00889     v->date_of_last_service = _date;
00890     v->build_year = _cur_year;
00891     v->cur_image = SPR_IMG_QUERY;
00892     v->random_bits = VehicleRandomBits();
00893 
00894     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
00895 
00896     v->group_id = DEFAULT_GROUP;
00897 
00898     v->SetFrontEngine();
00899     v->SetEngine();
00900 
00901     VehicleMove(v, false);
00902 
00903     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
00904       AddRearEngineToMultiheadedTrain(v);
00905     } else {
00906       AddArticulatedParts(v);
00907     }
00908 
00909     v->ConsistChanged(false);
00910     UpdateTrainGroupID(v);
00911 
00912     if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
00913       NormalizeTrainVehInDepot(v);
00914     }
00915 
00916     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00917     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
00918     SetWindowDirty(WC_COMPANY, v->owner);
00919     if (IsLocalCompany()) {
00920       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
00921     }
00922 
00923     Company::Get(_current_company)->num_engines[p1]++;
00924 
00925     CheckConsistencyOfArticulatedVehicle(v);
00926   }
00927 
00928   return value;
00929 }
00930 
00931 
00932 bool Train::IsInDepot() const
00933 {
00934   /* Is the front engine stationary in the depot? */
00935   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
00936 
00937   /* Check whether the rest is also already trying to enter the depot. */
00938   for (const Train *v = this; v != NULL; v = v->Next()) {
00939     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
00940   }
00941 
00942   return true;
00943 }
00944 
00945 bool Train::IsStoppedInDepot() const
00946 {
00947   /* Are we stopped? Ofcourse wagons don't really care... */
00948   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
00949   return this->IsInDepot();
00950 }
00951 
00952 static Train *FindGoodVehiclePos(const Train *src)
00953 {
00954   EngineID eng = src->engine_type;
00955   TileIndex tile = src->tile;
00956 
00957   Train *dst;
00958   FOR_ALL_TRAINS(dst) {
00959     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
00960       /* check so all vehicles in the line have the same engine. */
00961       Train *t = dst;
00962       while (t->engine_type == eng) {
00963         t = t->Next();
00964         if (t == NULL) return dst;
00965       }
00966     }
00967   }
00968 
00969   return NULL;
00970 }
00971 
00973 typedef SmallVector<Train *, 16> TrainList;
00974 
00980 static void MakeTrainBackup(TrainList &list, Train *t)
00981 {
00982   for (; t != NULL; t = t->Next()) *list.Append() = t;
00983 }
00984 
00989 static void RestoreTrainBackup(TrainList &list)
00990 {
00991   /* No train, nothing to do. */
00992   if (list.Length() == 0) return;
00993 
00994   Train *prev = NULL;
00995   /* Iterate over the list and rebuild it. */
00996   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
00997     Train *t = *iter;
00998     if (prev != NULL) {
00999       prev->SetNext(t);
01000     } else if (t->Previous() != NULL) {
01001       /* Make sure the head of the train is always the first in the chain. */
01002       t->Previous()->SetNext(NULL);
01003     }
01004     prev = t;
01005   }
01006 }
01007 
01013 static void RemoveFromConsist(Train *part, bool chain = false)
01014 {
01015   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
01016 
01017   /* Unlink at the front, but make it point to the next
01018    * vehicle after the to be remove part. */
01019   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
01020 
01021   /* Unlink at the back */
01022   tail->SetNext(NULL);
01023 }
01024 
01030 static void InsertInConsist(Train *dst, Train *chain)
01031 {
01032   /* We do not want to add something in the middle of an articulated part. */
01033   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
01034 
01035   chain->Last()->SetNext(dst->Next());
01036   dst->SetNext(chain);
01037 }
01038 
01044 static void NormaliseDualHeads(Train *t)
01045 {
01046   for (; t != NULL; t = t->GetNextVehicle()) {
01047     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
01048 
01049     /* Make sure that there are no free cars before next engine */
01050     Train *u;
01051     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
01052 
01053     if (u == t->other_multiheaded_part) continue;
01054 
01055     /* Remove the part from the 'wrong' train */
01056     RemoveFromConsist(t->other_multiheaded_part);
01057     /* And add it to the 'right' train */
01058     InsertInConsist(u, t->other_multiheaded_part);
01059   }
01060 }
01061 
01066 static void NormaliseSubtypes(Train *chain)
01067 {
01068   /* Nothing to do */
01069   if (chain == NULL) return;
01070 
01071   /* We must be the first in the chain. */
01072   assert(chain->Previous() == NULL);
01073 
01074   /* Set the appropirate bits for the first in the chain. */
01075   if (chain->IsWagon()) {
01076     chain->SetFreeWagon();
01077   } else {
01078     assert(chain->IsEngine());
01079     chain->SetFrontEngine();
01080   }
01081 
01082   /* Now clear the bits for the rest of the chain */
01083   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
01084     t->ClearFreeWagon();
01085     t->ClearFrontEngine();
01086   }
01087 }
01088 
01098 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
01099 {
01100   /* Just add 'new' engines and substract the original ones.
01101    * If that's less than or equal to 0 we can be sure we did
01102    * not add any engines (read: trains) along the way. */
01103   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
01104       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
01105       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
01106       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
01107     return CommandCost();
01108   }
01109 
01110   /* Get a free unit number and check whether it's within the bounds.
01111    * There will always be a maximum of one new train. */
01112   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
01113 
01114   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01115 }
01116 
01122 static CommandCost CheckTrainAttachment(Train *t)
01123 {
01124   /* No multi-part train, no need to check. */
01125   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
01126 
01127   /* The maximum length for a train. For each part we decrease this by one
01128    * and if the result is negative the train is simply too long. */
01129   int allowed_len = _settings_game.vehicle.mammoth_trains ? 100 : 10;
01130 
01131   Train *head = t;
01132   Train *prev = t;
01133 
01134   /* Break the prev -> t link so it always holds within the loop. */
01135   t = t->Next();
01136   allowed_len--;
01137   prev->SetNext(NULL);
01138 
01139   /* Make sure the cache is cleared. */
01140   head->InvalidateNewGRFCache();
01141 
01142   while (t != NULL) {
01143     Train *next = t->Next();
01144 
01145     /* Unlink the to-be-added piece; it is already unlinked from the previous
01146      * part due to the fact that the prev -> t link is broken. */
01147     t->SetNext(NULL);
01148 
01149     /* Don't check callback for articulated or rear dual headed parts */
01150     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
01151       allowed_len--; // We do not count articulated parts and rear heads either.
01152 
01153       /* Back up and clear the first_engine data to avoid using wagon override group */
01154       EngineID first_engine = t->tcache.first_engine;
01155       t->tcache.first_engine = INVALID_ENGINE;
01156 
01157       /* We don't want the cache to interfere. head's cache is cleared before
01158        * the loop and after each callback does not need to be cleared here. */
01159       t->InvalidateNewGRFCache();
01160 
01161       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
01162 
01163       /* Restore original first_engine data */
01164       t->tcache.first_engine = first_engine;
01165 
01166       /* We do not want to remember any cached variables from the test run */
01167       t->InvalidateNewGRFCache();
01168       head->InvalidateNewGRFCache();
01169 
01170       if (callback != CALLBACK_FAILED) {
01171         /* A failing callback means everything is okay */
01172         StringID error = STR_NULL;
01173 
01174         if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
01175         if (callback  < 0xFD) error = GetGRFStringID(GetEngineGRFID(head->engine_type), 0xD000 + callback);
01176 
01177         if (error != STR_NULL) return_cmd_error(error);
01178       }
01179     }
01180 
01181     /* And link it to the new part. */
01182     prev->SetNext(t);
01183     prev = t;
01184     t = next;
01185   }
01186 
01187   if (allowed_len <= 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
01188   return CommandCost();
01189 }
01190 
01200 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src)
01201 {
01202   /* Check whether we may actually construct the trains. */
01203   CommandCost ret = CheckTrainAttachment(src);
01204   if (ret.Failed()) return ret;
01205   ret = CheckTrainAttachment(dst);
01206   if (ret.Failed()) return ret;
01207 
01208   /* Check whether we need to build a new train. */
01209   return CheckNewTrain(original_dst, dst, original_src, src);
01210 }
01211 
01220 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
01221 {
01222   /* First determine the front of the two resulting trains */
01223   if (*src_head == *dst_head) {
01224     /* If we aren't moving part(s) to a new train, we are just moving the
01225      * front back and there is not destination head. */
01226     *dst_head = NULL;
01227   } else if (*dst_head == NULL) {
01228     /* If we are moving to a new train the head of the move train would become
01229      * the head of the new vehicle. */
01230     *dst_head = src;
01231   }
01232 
01233   if (src == *src_head) {
01234     /* If we are moving the front of a train then we are, in effect, creating
01235      * a new head for the train. Point to that. Unless we are moving the whole
01236      * train in which case there is not 'source' train anymore.
01237      * In case we are a multiheaded part we want the complete thing to come
01238      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
01239      * that is followed by a rear multihead we do not want to include that. */
01240     *src_head = move_chain ? NULL :
01241         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
01242   }
01243 
01244   /* Now it's just simply removing the part that we are going to move from the
01245    * source train and *if* the destination is a not a new train add the chain
01246    * at the destination location. */
01247   RemoveFromConsist(src, move_chain);
01248   if (*dst_head != src) InsertInConsist(dst, src);
01249 
01250   /* Now normalise the dual heads, that is move the dual heads around in such
01251    * a way that the head and rear of a dual head are in the same train */
01252   NormaliseDualHeads(*src_head);
01253   NormaliseDualHeads(*dst_head);
01254 }
01255 
01261 static void NormaliseTrainHead(Train *head)
01262 {
01263   /* Not much to do! */
01264   if (head == NULL) return;
01265 
01266   /* Tell the 'world' the train changed. */
01267   head->ConsistChanged(false);
01268   UpdateTrainGroupID(head);
01269 
01270   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
01271   if (!head->IsFrontEngine()) return;
01272 
01273   /* Update the refit button and window */
01274   SetWindowDirty(WC_VEHICLE_REFIT, head->index);
01275   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
01276 
01277   /* If we don't have a unit number yet, set one. */
01278   if (head->unitnumber != 0) return;
01279   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
01280 }
01281 
01293 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01294 {
01295   VehicleID s = GB(p1, 0, 16);
01296   VehicleID d = GB(p1, 16, 16);
01297   bool move_chain = HasBit(p2, 0);
01298 
01299   Train *src = Train::GetIfValid(s);
01300   if (src == NULL || !CheckOwnership(src->owner)) return CMD_ERROR;
01301 
01302   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
01303   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
01304 
01305   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
01306   Train *dst;
01307   if (d == INVALID_VEHICLE) {
01308     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
01309   } else {
01310     dst = Train::GetIfValid(d);
01311     if (dst == NULL || !CheckOwnership(dst->owner)) return CMD_ERROR;
01312 
01313     /* Do not allow appending to crashed vehicles, too */
01314     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
01315   }
01316 
01317   /* if an articulated part is being handled, deal with its parent vehicle */
01318   src = src->GetFirstEnginePart();
01319   if (dst != NULL) {
01320     dst = dst->GetFirstEnginePart();
01321   }
01322 
01323   /* don't move the same vehicle.. */
01324   if (src == dst) return CommandCost();
01325 
01326   /* locate the head of the two chains */
01327   Train *src_head = src->First();
01328   Train *dst_head;
01329   if (dst != NULL) {
01330     dst_head = dst->First();
01331     if (dst_head->tile != src_head->tile) return CMD_ERROR;
01332     /* Now deal with articulated part of destination wagon */
01333     dst = dst->GetLastEnginePart();
01334   } else {
01335     dst_head = NULL;
01336   }
01337 
01338   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
01339 
01340   /* When moving all wagons, we can't have the same src_head and dst_head */
01341   if (move_chain && src_head == dst_head) return CommandCost();
01342 
01343   /* When moving a multiheaded part to be place after itself, bail out. */
01344   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
01345 
01346   /* Check if all vehicles in the source train are stopped inside a depot. */
01347   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01348 
01349   /* Check if all vehicles in the destination train are stopped inside a depot. */
01350   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01351 
01352   /* First make a backup of the order of the trains. That way we can do
01353    * whatever we want with the order and later on easily revert. */
01354   TrainList original_src;
01355   TrainList original_dst;
01356 
01357   MakeTrainBackup(original_src, src_head);
01358   MakeTrainBackup(original_dst, dst_head);
01359 
01360   /* Also make backup of the original heads as ArrangeTrains can change them.
01361    * For the destination head we do not care if it is the same as the source
01362    * head because in that case it's just a copy. */
01363   Train *original_src_head = src_head;
01364   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
01365 
01366   /* (Re)arrange the trains in the wanted arrangement. */
01367   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
01368 
01369   if ((flags & DC_AUTOREPLACE) == 0) {
01370     /* If the autoreplace flag is set we do not need to test for the validity
01371      * because we are going to revert the train to its original state. As we
01372      * assume the original state was correct autoreplace can skip this. */
01373     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head);
01374     if (ret.Failed()) {
01375       /* Restore the train we had. */
01376       RestoreTrainBackup(original_src);
01377       RestoreTrainBackup(original_dst);
01378       return ret;
01379     }
01380   }
01381 
01382   /* do it? */
01383   if (flags & DC_EXEC) {
01384     /* First normalise the sub types of the chains. */
01385     NormaliseSubtypes(src_head);
01386     NormaliseSubtypes(dst_head);
01387 
01388     /* There are 14 different cases:
01389      *  1) front engine gets moved to a new train, it stays a front engine.
01390      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01391      *     b) the 'next' part is an engine, that becomes a front engine.
01392      *     c) there is no 'next' part, nothing else happens
01393      *  2) front engine gets moved to another train, it is not a front engine anymore
01394      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01395      *     b) the 'next' part is an engine, that becomes a front engine.
01396      *     c) there is no 'next' part, nothing else happens
01397      *  3) front engine gets moved to later in the current train, it is not an engine anymore.
01398      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01399      *     b) the 'next' part is an engine, that becomes a front engine.
01400      *  4) free wagon gets moved
01401      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01402      *     b) the 'next' part is an engine, that becomes a front engine.
01403      *     c) there is no 'next' part, nothing else happens
01404      *  5) non front engine gets moved and becomes a new train, nothing else happens
01405      *  6) non front engine gets moved within a train / to another train, nothing hapens
01406      *  7) wagon gets moved, nothing happens
01407      */
01408     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
01409       /* Cases #2 and #3: the front engine gets trashed. */
01410       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
01411       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
01412       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
01413       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
01414       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
01415 
01416       /* We are going to be move to another train. So we
01417        * are no part of this group anymore. In case we
01418        * are not moving group... well, then we do not need
01419        * to move.
01420        * Or we are moving to later in the train and our
01421        * new head isn't a front engine anymore.
01422        */
01423       if (dst_head != NULL ? dst_head != src : !src_head->IsFrontEngine()) {
01424         DecreaseGroupNumVehicle(src->group_id);
01425       }
01426 
01427       /* Delete orders, group stuff and the unit number as we're not the
01428        * front of any vehicle anymore. */
01429       DeleteVehicleOrders(src);
01430       RemoveVehicleFromGroup(src);
01431       src->unitnumber = 0;
01432     }
01433 
01434     /* We weren't a front engine but are becoming one. So
01435      * we should be put in the default group. */
01436     if (original_src_head != src && dst_head == src) {
01437       SetTrainGroupID(src, DEFAULT_GROUP);
01438     }
01439 
01440     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
01441     NormaliseTrainHead(src_head);
01442     NormaliseTrainHead(dst_head);
01443 
01444     /* We are undoubtedly changing something in the depot and train list. */
01445     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
01446     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01447   } else {
01448     /* We don't want to execute what we're just tried. */
01449     RestoreTrainBackup(original_src);
01450     RestoreTrainBackup(original_dst);
01451   }
01452 
01453   return CommandCost();
01454 }
01455 
01467 CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01468 {
01469   /* Check if we deleted a vehicle window */
01470   Window *w = NULL;
01471 
01472   Train *v = Train::GetIfValid(p1);
01473   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
01474 
01475   /* Sell a chain of vehicles or not? */
01476   bool sell_chain = HasBit(p2, 0);
01477 
01478   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_SELL_DESTROYED_VEHICLE);
01479 
01480   v = v->GetFirstEnginePart();
01481   Train *first = v->First();
01482 
01483   /* make sure the vehicle is stopped in the depot */
01484   if (!first->IsStoppedInDepot()) {
01485     return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01486   }
01487 
01488   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
01489 
01490   /* First make a backup of the order of the train. That way we can do
01491    * whatever we want with the order and later on easily revert. */
01492   TrainList original;
01493   MakeTrainBackup(original, first);
01494 
01495   /* We need to keep track of the new head and the head of what we're going to sell. */
01496   Train *new_head = first;
01497   Train *sell_head = NULL;
01498 
01499   /* Split the train in the wanted way. */
01500   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
01501 
01502   /* We don't need to validate the second train; it's going to be sold. */
01503   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head);
01504   if (ret.Failed()) {
01505     /* Restore the train we had. */
01506     RestoreTrainBackup(original);
01507     return ret;
01508   }
01509 
01510   CommandCost cost(EXPENSES_NEW_VEHICLES);
01511   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
01512 
01513   /* do it? */
01514   if (flags & DC_EXEC) {
01515     /* First normalise the sub types of the chain. */
01516     NormaliseSubtypes(new_head);
01517 
01518     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
01519       /* We are selling the front engine. In this case we want to
01520        * 'give' the order, unitnumber and such to the new head. */
01521       new_head->orders.list = first->orders.list;
01522       new_head->AddToShared(first);
01523       DeleteVehicleOrders(first);
01524 
01525       /* Copy other important data from the front engine */
01526       new_head->CopyVehicleConfigAndStatistics(first);
01527       IncreaseGroupNumVehicle(new_head->group_id);
01528 
01529       /* If we deleted a window then open a new one for the 'new' train */
01530       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
01531     }
01532 
01533     /* We need to update the information about the train. */
01534     NormaliseTrainHead(new_head);
01535 
01536     /* We are undoubtedly changing something in the depot and train list. */
01537     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01538     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01539 
01540     /* Actually delete the sold 'goods' */
01541     delete sell_head;
01542   } else {
01543     /* We don't want to execute what we're just tried. */
01544     RestoreTrainBackup(original);
01545   }
01546 
01547   return cost;
01548 }
01549 
01550 void Train::UpdateDeltaXY(Direction direction)
01551 {
01552 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
01553   static const uint32 _delta_xy_table[8] = {
01554     MKIT(3, 3, -1, -1),
01555     MKIT(3, 7, -1, -3),
01556     MKIT(3, 3, -1, -1),
01557     MKIT(7, 3, -3, -1),
01558     MKIT(3, 3, -1, -1),
01559     MKIT(3, 7, -1, -3),
01560     MKIT(3, 3, -1, -1),
01561     MKIT(7, 3, -3, -1),
01562   };
01563 #undef MKIT
01564 
01565   uint32 x = _delta_xy_table[direction];
01566   this->x_offs        = GB(x,  0, 8);
01567   this->y_offs        = GB(x,  8, 8);
01568   this->x_extent      = GB(x, 16, 8);
01569   this->y_extent      = GB(x, 24, 8);
01570   this->z_extent      = 6;
01571 }
01572 
01573 static inline void SetLastSpeed(Train *v, int spd)
01574 {
01575   int old = v->tcache.last_speed;
01576   if (spd != old) {
01577     v->tcache.last_speed = spd;
01578     if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) {
01579       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01580     }
01581   }
01582 }
01583 
01585 static void MarkTrainAsStuck(Train *v)
01586 {
01587   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
01588     /* It is the first time the problem occured, set the "train stuck" flag. */
01589     SetBit(v->flags, VRF_TRAIN_STUCK);
01590 
01591     v->wait_counter = 0;
01592 
01593     /* Stop train */
01594     v->cur_speed = 0;
01595     v->subspeed = 0;
01596     SetLastSpeed(v, 0);
01597 
01598     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01599   }
01600 }
01601 
01602 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
01603 {
01604   uint16 flag1 = *swap_flag1;
01605   uint16 flag2 = *swap_flag2;
01606 
01607   /* Clear the flags */
01608   ClrBit(*swap_flag1, VRF_GOINGUP);
01609   ClrBit(*swap_flag1, VRF_GOINGDOWN);
01610   ClrBit(*swap_flag2, VRF_GOINGUP);
01611   ClrBit(*swap_flag2, VRF_GOINGDOWN);
01612 
01613   /* Reverse the rail-flags (if needed) */
01614   if (HasBit(flag1, VRF_GOINGUP)) {
01615     SetBit(*swap_flag2, VRF_GOINGDOWN);
01616   } else if (HasBit(flag1, VRF_GOINGDOWN)) {
01617     SetBit(*swap_flag2, VRF_GOINGUP);
01618   }
01619   if (HasBit(flag2, VRF_GOINGUP)) {
01620     SetBit(*swap_flag1, VRF_GOINGDOWN);
01621   } else if (HasBit(flag2, VRF_GOINGDOWN)) {
01622     SetBit(*swap_flag1, VRF_GOINGUP);
01623   }
01624 }
01625 
01626 static void ReverseTrainSwapVeh(Train *v, int l, int r)
01627 {
01628   Train *a, *b;
01629 
01630   /* locate vehicles to swap */
01631   for (a = v; l != 0; l--) a = a->Next();
01632   for (b = v; r != 0; r--) b = b->Next();
01633 
01634   if (a != b) {
01635     /* swap the hidden bits */
01636     {
01637       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
01638       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
01639       a->vehstatus = tmp;
01640     }
01641 
01642     Swap(a->track, b->track);
01643     Swap(a->direction,    b->direction);
01644 
01645     /* toggle direction */
01646     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
01647     if (b->track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
01648 
01649     Swap(a->x_pos, b->x_pos);
01650     Swap(a->y_pos, b->y_pos);
01651     Swap(a->tile,  b->tile);
01652     Swap(a->z_pos, b->z_pos);
01653 
01654     SwapTrainFlags(&a->flags, &b->flags);
01655 
01656     /* update other vars */
01657     a->UpdateViewport(true, true);
01658     b->UpdateViewport(true, true);
01659 
01660     /* call the proper EnterTile function unless we are in a wormhole */
01661     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
01662     if (b->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
01663   } else {
01664     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
01665     a->UpdateViewport(true, true);
01666 
01667     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
01668   }
01669 
01670   /* Update train's power incase tiles were different rail type */
01671   v->PowerChanged();
01672 }
01673 
01674 
01680 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
01681 {
01682   return (v->type == VEH_TRAIN) ? v : NULL;
01683 }
01684 
01685 
01692 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
01693 {
01694   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
01695 
01696   Train *t = Train::From(v);
01697   if (!t->IsFrontEngine()) return NULL;
01698 
01699   TileIndex tile = *(TileIndex *)data;
01700 
01701   if (TrainApproachingCrossingTile(t) != tile) return NULL;
01702 
01703   return t;
01704 }
01705 
01706 
01713 static bool TrainApproachingCrossing(TileIndex tile)
01714 {
01715   assert(IsLevelCrossingTile(tile));
01716 
01717   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
01718   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
01719 
01720   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
01721 
01722   dir = ReverseDiagDir(dir);
01723   tile_from = tile + TileOffsByDiagDir(dir);
01724 
01725   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
01726 }
01727 
01728 
01735 void UpdateLevelCrossing(TileIndex tile, bool sound)
01736 {
01737   assert(IsLevelCrossingTile(tile));
01738 
01739   /* train on crossing || train approaching crossing || reserved */
01740   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
01741 
01742   if (new_state != IsCrossingBarred(tile)) {
01743     if (new_state && sound) {
01744       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
01745     }
01746     SetCrossingBarred(tile, new_state);
01747     MarkTileDirtyByTile(tile);
01748   }
01749 }
01750 
01751 
01757 static inline void MaybeBarCrossingWithSound(TileIndex tile)
01758 {
01759   if (!IsCrossingBarred(tile)) {
01760     BarCrossing(tile);
01761     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
01762     MarkTileDirtyByTile(tile);
01763   }
01764 }
01765 
01766 
01772 static void AdvanceWagonsBeforeSwap(Train *v)
01773 {
01774   Train *base = v;
01775   Train *first = base; // first vehicle to move
01776   Train *last = v->Last(); // last vehicle to move
01777   uint length = CountVehiclesInChain(v);
01778 
01779   while (length > 2) {
01780     last = last->Previous();
01781     first = first->Next();
01782 
01783     int differential = base->tcache.cached_veh_length - last->tcache.cached_veh_length;
01784 
01785     /* do not update images now
01786      * negative differential will be handled in AdvanceWagonsAfterSwap() */
01787     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
01788 
01789     base = first; // == base->Next()
01790     length -= 2;
01791   }
01792 }
01793 
01794 
01800 static void AdvanceWagonsAfterSwap(Train *v)
01801 {
01802   /* first of all, fix the situation when the train was entering a depot */
01803   Train *dep = v; // last vehicle in front of just left depot
01804   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
01805     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
01806   }
01807 
01808   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
01809 
01810   if (leave != NULL) {
01811     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
01812     int d = TicksToLeaveDepot(dep);
01813 
01814     if (d <= 0) {
01815       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
01816       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
01817       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
01818     }
01819   } else {
01820     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
01821   }
01822 
01823   Train *base = v;
01824   Train *first = base; // first vehicle to move
01825   Train *last = v->Last(); // last vehicle to move
01826   uint length = CountVehiclesInChain(v);
01827 
01828   /* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
01829    * they have already correct spacing, so we have to make sure they are moved how they should */
01830   bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
01831 
01832   while (length > 2) {
01833     /* we reached vehicle (originally) in front of a depot, stop now
01834      * (we would move wagons that are alredy moved with new wagon length) */
01835     if (base == dep) break;
01836 
01837     /* the last wagon was that one leaving a depot, so do not move it anymore */
01838     if (last == dep) nomove = true;
01839 
01840     last = last->Previous();
01841     first = first->Next();
01842 
01843     int differential = last->tcache.cached_veh_length - base->tcache.cached_veh_length;
01844 
01845     /* do not update images now */
01846     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
01847 
01848     base = first; // == base->Next()
01849     length -= 2;
01850   }
01851 }
01852 
01853 
01854 static void ReverseTrainDirection(Train *v)
01855 {
01856   if (IsRailDepotTile(v->tile)) {
01857     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01858   }
01859 
01860   /* Clear path reservation in front if train is not stuck. */
01861   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
01862 
01863   /* Check if we were approaching a rail/road-crossing */
01864   TileIndex crossing = TrainApproachingCrossingTile(v);
01865 
01866   /* count number of vehicles */
01867   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
01868 
01869   AdvanceWagonsBeforeSwap(v);
01870 
01871   /* swap start<>end, start+1<>end-1, ... */
01872   int l = 0;
01873   do {
01874     ReverseTrainSwapVeh(v, l++, r--);
01875   } while (l <= r);
01876 
01877   AdvanceWagonsAfterSwap(v);
01878 
01879   if (IsRailDepotTile(v->tile)) {
01880     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01881   }
01882 
01883   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
01884 
01885   ClrBit(v->flags, VRF_REVERSING);
01886 
01887   /* recalculate cached data */
01888   v->ConsistChanged(true);
01889 
01890   /* update all images */
01891   for (Vehicle *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
01892 
01893   /* update crossing we were approaching */
01894   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
01895 
01896   /* maybe we are approaching crossing now, after reversal */
01897   crossing = TrainApproachingCrossingTile(v);
01898   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
01899 
01900   /* If we are inside a depot after reversing, don't bother with path reserving. */
01901   if (v->track == TRACK_BIT_DEPOT) {
01902     /* Can't be stuck here as inside a depot is always a safe tile. */
01903     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01904     ClrBit(v->flags, VRF_TRAIN_STUCK);
01905     return;
01906   }
01907 
01908   /* TrainExitDir does not always produce the desired dir for depots and
01909    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
01910   DiagDirection dir = TrainExitDir(v->direction, v->track);
01911   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
01912 
01913   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
01914     /* If we are currently on a tile with conventional signals, we can't treat the
01915      * current tile as a safe tile or we would enter a PBS block without a reservation. */
01916     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
01917       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
01918       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
01919 
01920     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
01921     if (TryPathReserve(v, false, first_tile_okay)) {
01922       /* Do a look-ahead now in case our current tile was already a safe tile. */
01923       CheckNextTrainTile(v);
01924     } else if (v->current_order.GetType() != OT_LOADING) {
01925       /* Do not wait for a way out when we're still loading */
01926       MarkTrainAsStuck(v);
01927     }
01928   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
01929     /* A train not inside a PBS block can't be stuck. */
01930     ClrBit(v->flags, VRF_TRAIN_STUCK);
01931     v->wait_counter = 0;
01932   }
01933 }
01934 
01943 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01944 {
01945   Train *v = Train::GetIfValid(p1);
01946   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
01947 
01948   if (p2 != 0) {
01949     /* turn a single unit around */
01950 
01951     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
01952       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
01953     }
01954 
01955     Train *front = v->First();
01956     /* make sure the vehicle is stopped in the depot */
01957     if (!front->IsStoppedInDepot()) {
01958       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01959     }
01960 
01961     if (flags & DC_EXEC) {
01962       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
01963       SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
01964       SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01965       /* We cancel any 'skip signal at dangers' here */
01966       v->force_proceed = 0;
01967       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01968     }
01969   } else {
01970     /* turn the whole train around */
01971     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
01972 
01973     if (flags & DC_EXEC) {
01974       /* Properly leave the station if we are loading and won't be loading anymore */
01975       if (v->current_order.IsType(OT_LOADING)) {
01976         const Vehicle *last = v;
01977         while (last->Next() != NULL) last = last->Next();
01978 
01979         /* not a station || different station --> leave the station */
01980         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
01981           v->LeaveStation();
01982         }
01983       }
01984 
01985       /* We cancel any 'skip signal at dangers' here */
01986       v->force_proceed = 0;
01987       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01988 
01989       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
01990         ToggleBit(v->flags, VRF_REVERSING);
01991       } else {
01992         v->cur_speed = 0;
01993         SetLastSpeed(v, 0);
01994         HideFillingPercent(&v->fill_percent_te_id);
01995         ReverseTrainDirection(v);
01996       }
01997     }
01998   }
01999   return CommandCost();
02000 }
02001 
02010 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02011 {
02012   Train *t = Train::GetIfValid(p1);
02013   if (t == NULL || !CheckOwnership(t->owner)) return CMD_ERROR;
02014 
02015   if (flags & DC_EXEC) {
02016     /* If we are forced to proceed, cancel that order.
02017      * If we are marked stuck we would want to force the train
02018      * to proceed to the next signal. In the other cases we
02019      * would like to pass the signal at danger and run till the
02020      * next signal we encounter. */
02021     t->force_proceed = t->force_proceed == 2 ? 0 : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? 1 : 2;
02022     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
02023   }
02024 
02025   return CommandCost();
02026 }
02027 
02039 CommandCost CmdRefitRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02040 {
02041   CargoID new_cid = GB(p2, 0, 8);
02042   byte new_subtype = GB(p2, 8, 8);
02043   bool only_this = HasBit(p2, 16);
02044 
02045   Train *v = Train::GetIfValid(p1);
02046   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
02047 
02048   if (!v->IsStoppedInDepot()) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
02049   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_REFIT_DESTROYED_VEHICLE);
02050 
02051   /* Check cargo */
02052   if (new_cid >= NUM_CARGO) return CMD_ERROR;
02053 
02054   CommandCost cost = RefitVehicle(v, only_this, new_cid, new_subtype, flags);
02055 
02056   /* Update the train's cached variables */
02057   if (flags & DC_EXEC) {
02058     Train *front = v->First();
02059     front->ConsistChanged(false);
02060     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
02061     SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
02062     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
02063   } else {
02064     v->InvalidateNewGRFCacheOfChain(); // always invalidate; querycost might have filled it
02065   }
02066 
02067   return cost;
02068 }
02069 
02072 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
02073 {
02074   assert(!(v->vehstatus & VS_CRASHED));
02075 
02076   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
02077 
02078   PBSTileInfo origin = FollowTrainReservation(v);
02079   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
02080 
02081   switch (_settings_game.pf.pathfinder_for_trains) {
02082     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
02083     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
02084 
02085     default: NOT_REACHED();
02086   }
02087 }
02088 
02089 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
02090 {
02091   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
02092   if (tfdd.best_length == UINT_MAX) return false;
02093 
02094   if (location    != NULL) *location    = tfdd.tile;
02095   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
02096   if (reverse     != NULL) *reverse     = tfdd.reverse;
02097 
02098   return true;
02099 }
02100 
02111 CommandCost CmdSendTrainToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02112 {
02113   if (p2 & DEPOT_MASS_SEND) {
02114     /* Mass goto depot requested */
02115     if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
02116     return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
02117   }
02118 
02119   Train *v = Train::GetIfValid(p1);
02120   if (v == NULL) return CMD_ERROR;
02121 
02122   return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
02123 }
02124 
02125 static const int8 _vehicle_smoke_pos[8] = {
02126   1, 1, 1, 0, -1, -1, -1, 0
02127 };
02128 
02129 static void HandleLocomotiveSmokeCloud(const Train *v)
02130 {
02131   bool sound = false;
02132 
02133   if ((v->vehstatus & VS_TRAIN_SLOWING) || v->cur_speed < 2) {
02134     return;
02135   }
02136 
02137   const Train *u = v;
02138 
02139   do {
02140     const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
02141     int effect_offset = GB(v->tcache.cached_vis_effect, 0, 4) - 8;
02142     byte effect_type = GB(v->tcache.cached_vis_effect, 4, 2);
02143     bool disable_effect = HasBit(v->tcache.cached_vis_effect, 6);
02144 
02145     /* no smoke? */
02146     if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
02147         disable_effect ||
02148         v->vehstatus & VS_HIDDEN) {
02149       continue;
02150     }
02151 
02152     /* No smoke in depots or tunnels */
02153     if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
02154 
02155     /* No sparks for electric vehicles on nonelectrified tracks */
02156     if (!HasPowerOnRail(v->railtype, GetTileRailType(v->tile))) continue;
02157 
02158     if (effect_type == 0) {
02159       /* Use default effect type for engine class. */
02160       effect_type = rvi->engclass;
02161     } else {
02162       effect_type--;
02163     }
02164 
02165     int x = _vehicle_smoke_pos[v->direction] * effect_offset;
02166     int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
02167 
02168     if (HasBit(v->flags, VRF_REVERSE_DIRECTION)) {
02169       x = -x;
02170       y = -y;
02171     }
02172 
02173     switch (effect_type) {
02174       case 0:
02175         /* steam smoke. */
02176         if (GB(v->tick_counter, 0, 4) == 0) {
02177           CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
02178           sound = true;
02179         }
02180         break;
02181 
02182       case 1:
02183         /* diesel smoke */
02184         if (u->cur_speed <= 40 && Chance16(15, 128)) {
02185           CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
02186           sound = true;
02187         }
02188         break;
02189 
02190       case 2:
02191         /* blue spark */
02192         if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
02193           CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
02194           sound = true;
02195         }
02196         break;
02197 
02198       default:
02199         break;
02200     }
02201   } while ((v = v->Next()) != NULL);
02202 
02203   if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
02204 }
02205 
02206 void Train::PlayLeaveStationSound() const
02207 {
02208   static const SoundFx sfx[] = {
02209     SND_04_TRAIN,
02210     SND_0A_TRAIN_HORN,
02211     SND_0A_TRAIN_HORN,
02212     SND_47_MAGLEV_2,
02213     SND_41_MAGLEV
02214   };
02215 
02216   if (PlayVehicleSound(this, VSE_START)) return;
02217 
02218   EngineID engtype = this->engine_type;
02219   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
02220 }
02221 
02223 static void CheckNextTrainTile(Train *v)
02224 {
02225   /* Don't do any look-ahead if path_backoff_interval is 255. */
02226   if (_settings_game.pf.path_backoff_interval == 255) return;
02227 
02228   /* Exit if we reached our destination depot or are inside a depot. */
02229   if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || v->track == TRACK_BIT_DEPOT) return;
02230   /* Exit if we are on a station tile and are going to stop. */
02231   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
02232   /* Exit if the current order doesn't have a destination, but the train has orders. */
02233   if ((v->current_order.IsType(OT_NOTHING) || v->current_order.IsType(OT_LEAVESTATION) || v->current_order.IsType(OT_LOADING)) && v->GetNumOrders() > 0) return;
02234 
02235   Trackdir td = v->GetVehicleTrackdir();
02236 
02237   /* On a tile with a red non-pbs signal, don't look ahead. */
02238   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
02239       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
02240       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
02241 
02242   CFollowTrackRail ft(v);
02243   if (!ft.Follow(v->tile, td)) return;
02244 
02245   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
02246     /* Next tile is not reserved. */
02247     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
02248       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
02249         /* If the next tile is a PBS signal, try to make a reservation. */
02250         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
02251         if (_settings_game.pf.forbid_90_deg) {
02252           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
02253         }
02254         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
02255       }
02256     }
02257   }
02258 }
02259 
02260 static bool CheckTrainStayInDepot(Train *v)
02261 {
02262   /* bail out if not all wagons are in the same depot or not in a depot at all */
02263   for (const Train *u = v; u != NULL; u = u->Next()) {
02264     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
02265   }
02266 
02267   /* if the train got no power, then keep it in the depot */
02268   if (v->tcache.cached_power == 0) {
02269     v->vehstatus |= VS_STOPPED;
02270     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
02271     return true;
02272   }
02273 
02274   SigSegState seg_state;
02275 
02276   if (v->force_proceed == 0) {
02277     /* force proceed was not pressed */
02278     if (++v->wait_counter < 37) {
02279       SetWindowClassesDirty(WC_TRAINS_LIST);
02280       return true;
02281     }
02282 
02283     v->wait_counter = 0;
02284 
02285     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02286     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
02287       /* Full and no PBS signal in block or depot reserved, can't exit. */
02288       SetWindowClassesDirty(WC_TRAINS_LIST);
02289       return true;
02290     }
02291   } else {
02292     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02293   }
02294 
02295   /* We are leaving a depot, but have to go to the exact same one; re-enter */
02296   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
02297     /* We need to have a reservation for this to work. */
02298     if (HasDepotReservation(v->tile)) return true;
02299     SetDepotReservation(v->tile, true);
02300     VehicleEnterDepot(v);
02301     return true;
02302   }
02303 
02304   /* Only leave when we can reserve a path to our destination. */
02305   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == 0) {
02306     /* No path and no force proceed. */
02307     SetWindowClassesDirty(WC_TRAINS_LIST);
02308     MarkTrainAsStuck(v);
02309     return true;
02310   }
02311 
02312   SetDepotReservation(v->tile, true);
02313   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
02314 
02315   VehicleServiceInDepot(v);
02316   SetWindowClassesDirty(WC_TRAINS_LIST);
02317   v->PlayLeaveStationSound();
02318 
02319   v->track = TRACK_BIT_X;
02320   if (v->direction & 2) v->track = TRACK_BIT_Y;
02321 
02322   v->vehstatus &= ~VS_HIDDEN;
02323   v->cur_speed = 0;
02324 
02325   v->UpdateDeltaXY(v->direction);
02326   v->cur_image = v->GetImage(v->direction);
02327   VehicleMove(v, false);
02328   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02329   v->UpdateAcceleration();
02330   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
02331 
02332   return false;
02333 }
02334 
02336 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
02337 {
02338   DiagDirection dir = TrackdirToExitdir(track_dir);
02339 
02340   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
02341     /* Are we just leaving a tunnel/bridge? */
02342     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
02343       TileIndex end = GetOtherTunnelBridgeEnd(tile);
02344 
02345       if (!HasVehicleOnTunnelBridge(tile, end, v)) {
02346         /* Free the reservation only if no other train is on the tiles. */
02347         SetTunnelBridgeReservation(tile, false);
02348         SetTunnelBridgeReservation(end, false);
02349 
02350         if (_settings_client.gui.show_track_reservation) {
02351           MarkTileDirtyByTile(tile);
02352           MarkTileDirtyByTile(end);
02353         }
02354       }
02355     }
02356   } else if (IsRailStationTile(tile)) {
02357     TileIndex new_tile = TileAddByDiagDir(tile, dir);
02358     /* If the new tile is not a further tile of the same station, we
02359      * clear the reservation for the whole platform. */
02360     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
02361       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
02362     }
02363   } else {
02364     /* Any other tile */
02365     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
02366   }
02367 }
02368 
02370 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
02371 {
02372   assert(v->IsFrontEngine());
02373 
02374   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
02375   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
02376   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
02377   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
02378 
02379   /* Don't free reservation if it's not ours. */
02380   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
02381 
02382   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
02383   while (ft.Follow(tile, td)) {
02384     tile = ft.m_new_tile;
02385     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
02386     td = RemoveFirstTrackdir(&bits);
02387     assert(bits == TRACKDIR_BIT_NONE);
02388 
02389     if (!IsValidTrackdir(td)) break;
02390 
02391     if (IsTileType(tile, MP_RAILWAY)) {
02392       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
02393         /* Conventional signal along trackdir: remove reservation and stop. */
02394         UnreserveRailTrack(tile, TrackdirToTrack(td));
02395         break;
02396       }
02397       if (HasPbsSignalOnTrackdir(tile, td)) {
02398         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
02399           /* Red PBS signal? Can't be our reservation, would be green then. */
02400           break;
02401         } else {
02402           /* Turn the signal back to red. */
02403           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
02404           MarkTileDirtyByTile(tile);
02405         }
02406       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
02407         break;
02408       }
02409     }
02410 
02411     /* Don't free first station/bridge/tunnel if we are on it. */
02412     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);
02413 
02414     free_tile = true;
02415   }
02416 }
02417 
02418 static const byte _initial_tile_subcoord[6][4][3] = {
02419 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
02420 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
02421 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
02422 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
02423 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
02424 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
02425 };
02426 
02439 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
02440 {
02441   switch (_settings_game.pf.pathfinder_for_trains) {
02442     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
02443     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
02444 
02445     default: NOT_REACHED();
02446   }
02447 }
02448 
02454 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
02455 {
02456   PBSTileInfo origin = FollowTrainReservation(v);
02457 
02458   CFollowTrackRail ft(v);
02459 
02460   TileIndex tile = origin.tile;
02461   Trackdir  cur_td = origin.trackdir;
02462   while (ft.Follow(tile, cur_td)) {
02463     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
02464       /* Possible signal tile. */
02465       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
02466     }
02467 
02468     if (_settings_game.pf.forbid_90_deg) {
02469       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
02470       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
02471     }
02472 
02473     /* Station, depot or waypoint are a possible target. */
02474     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
02475     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
02476       /* Choice found or possible target encountered.
02477        * On finding a possible target, we need to stop and let the pathfinder handle the
02478        * remaining path. This is because we don't know if this target is in one of our
02479        * orders, so we might cause pathfinding to fail later on if we find a choice.
02480        * This failure would cause a bogous call to TryReserveSafePath which might reserve
02481        * a wrong path not leading to our next destination. */
02482       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
02483 
02484       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
02485        * actually starts its search at the first unreserved tile. */
02486       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
02487 
02488       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
02489       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
02490       if (enterdir) *enterdir = ft.m_exitdir;
02491       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
02492     }
02493 
02494     tile = ft.m_new_tile;
02495     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
02496 
02497     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
02498       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
02499       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
02500       /* Safe position is all good, path valid and okay. */
02501       return PBSTileInfo(tile, cur_td, true);
02502     }
02503 
02504     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
02505   }
02506 
02507   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
02508     /* End of line, path valid and okay. */
02509     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
02510   }
02511 
02512   /* Sorry, can't reserve path, back out. */
02513   tile = origin.tile;
02514   cur_td = origin.trackdir;
02515   TileIndex stopped = ft.m_old_tile;
02516   Trackdir  stopped_td = ft.m_old_td;
02517   while (tile != stopped || cur_td != stopped_td) {
02518     if (!ft.Follow(tile, cur_td)) break;
02519 
02520     if (_settings_game.pf.forbid_90_deg) {
02521       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
02522       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
02523     }
02524     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
02525 
02526     tile = ft.m_new_tile;
02527     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
02528 
02529     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
02530   }
02531 
02532   /* Path invalid. */
02533   return PBSTileInfo();
02534 }
02535 
02546 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
02547 {
02548   switch (_settings_game.pf.pathfinder_for_trains) {
02549     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
02550     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
02551 
02552     default: NOT_REACHED();
02553   }
02554 }
02555 
02557 class VehicleOrderSaver
02558 {
02559 private:
02560   Vehicle        *v;
02561   Order          old_order;
02562   TileIndex      old_dest_tile;
02563   StationID      old_last_station_visited;
02564   VehicleOrderID index;
02565 
02566 public:
02567   VehicleOrderSaver(Vehicle *_v) :
02568     v(_v),
02569     old_order(_v->current_order),
02570     old_dest_tile(_v->dest_tile),
02571     old_last_station_visited(_v->last_station_visited),
02572     index(_v->cur_order_index)
02573   {
02574   }
02575 
02576   ~VehicleOrderSaver()
02577   {
02578     this->v->current_order = this->old_order;
02579     this->v->dest_tile = this->old_dest_tile;
02580     this->v->last_station_visited = this->old_last_station_visited;
02581   }
02582 
02588   bool SwitchToNextOrder(bool skip_first)
02589   {
02590     if (this->v->GetNumOrders() == 0) return false;
02591 
02592     if (skip_first) ++this->index;
02593 
02594     int conditional_depth = 0;
02595 
02596     do {
02597       /* Wrap around. */
02598       if (this->index >= this->v->GetNumOrders()) this->index = 0;
02599 
02600       Order *order = this->v->GetOrder(this->index);
02601       assert(order != NULL);
02602 
02603       switch (order->GetType()) {
02604         case OT_GOTO_DEPOT:
02605           /* Skip service in depot orders when the train doesn't need service. */
02606           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
02607         case OT_GOTO_STATION:
02608         case OT_GOTO_WAYPOINT:
02609           this->v->current_order = *order;
02610           UpdateOrderDest(this->v, order);
02611           return true;
02612         case OT_CONDITIONAL: {
02613           if (conditional_depth > this->v->GetNumOrders()) return false;
02614           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
02615           if (next != INVALID_VEH_ORDER_ID) {
02616             conditional_depth++;
02617             this->index = next;
02618             /* Don't increment next, so no break here. */
02619             continue;
02620           }
02621           break;
02622         }
02623         default:
02624           break;
02625       }
02626       /* Don't increment inside the while because otherwise conditional
02627        * orders can lead to an infinite loop. */
02628       ++this->index;
02629     } while (this->index != this->v->cur_order_index);
02630 
02631     return false;
02632   }
02633 };
02634 
02635 /* choose a track */
02636 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
02637 {
02638   Track best_track = INVALID_TRACK;
02639   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
02640   bool changed_signal = false;
02641 
02642   assert((tracks & ~TRACK_BIT_MASK) == 0);
02643 
02644   if (got_reservation != NULL) *got_reservation = false;
02645 
02646   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
02647   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
02648   /* Do we have a suitable reserved track? */
02649   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
02650 
02651   /* Quick return in case only one possible track is available */
02652   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
02653     Track track = FindFirstTrack(tracks);
02654     /* We need to check for signals only here, as a junction tile can't have signals. */
02655     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
02656       do_track_reservation = true;
02657       changed_signal = true;
02658       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
02659     } else if (!do_track_reservation) {
02660       return track;
02661     }
02662     best_track = track;
02663   }
02664 
02665   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
02666   DiagDirection dest_enterdir = enterdir;
02667   if (do_track_reservation) {
02668     /* Check if the train needs service here, so it has a chance to always find a depot.
02669      * Also check if the current order is a service order so we don't reserve a path to
02670      * the destination but instead to the next one if service isn't needed. */
02671     CheckIfTrainNeedsService(v);
02672     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
02673 
02674     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
02675     if (res_dest.tile == INVALID_TILE) {
02676       /* Reservation failed? */
02677       if (mark_stuck) MarkTrainAsStuck(v);
02678       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
02679       return FindFirstTrack(tracks);
02680     }
02681   }
02682 
02683   /* Save the current train order. The destructor will restore the old order on function exit. */
02684   VehicleOrderSaver orders(v);
02685 
02686   /* If the current tile is the destination of the current order and
02687    * a reservation was requested, advance to the next order.
02688    * Don't advance on a depot order as depots are always safe end points
02689    * for a path and no look-ahead is necessary. This also avoids a
02690    * problem with depot orders not part of the order list when the
02691    * order list itself is empty. */
02692   if (v->current_order.IsType(OT_LEAVESTATION)) {
02693     orders.SwitchToNextOrder(false);
02694   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
02695       v->current_order.IsType(OT_GOTO_STATION) ?
02696       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
02697       v->tile == v->dest_tile))) {
02698     orders.SwitchToNextOrder(true);
02699   }
02700 
02701   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
02702     /* Pathfinders are able to tell that route was only 'guessed'. */
02703     bool      path_not_found = false;
02704     TileIndex new_tile = res_dest.tile;
02705 
02706     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest);
02707     if (new_tile == tile) best_track = next_track;
02708 
02709     /* handle "path not found" state */
02710     if (path_not_found) {
02711       /* PF didn't find the route */
02712       if (!HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
02713         /* it is first time the problem occurred, set the "path not found" flag */
02714         SetBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
02715         /* and notify user about the event */
02716         AI::NewEvent(v->owner, new AIEventVehicleLost(v->index));
02717         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
02718           SetDParam(0, v->index);
02719           AddVehicleNewsItem(
02720             STR_NEWS_TRAIN_IS_LOST,
02721             NS_ADVICE,
02722             v->index
02723           );
02724         }
02725       }
02726     } else {
02727       /* route found, is the train marked with "path not found" flag? */
02728       if (HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
02729         /* clear the flag as the PF's problem was solved */
02730         ClrBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
02731         /* can we also delete the "News" item somehow? */
02732       }
02733     }
02734   }
02735 
02736   /* No track reservation requested -> finished. */
02737   if (!do_track_reservation) return best_track;
02738 
02739   /* A path was found, but could not be reserved. */
02740   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
02741     if (mark_stuck) MarkTrainAsStuck(v);
02742     FreeTrainTrackReservation(v);
02743     return best_track;
02744   }
02745 
02746   /* No possible reservation target found, we are probably lost. */
02747   if (res_dest.tile == INVALID_TILE) {
02748     /* Try to find any safe destination. */
02749     PBSTileInfo origin = FollowTrainReservation(v);
02750     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
02751       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
02752       best_track = FindFirstTrack(res);
02753       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
02754       if (got_reservation != NULL) *got_reservation = true;
02755       if (changed_signal) MarkTileDirtyByTile(tile);
02756     } else {
02757       FreeTrainTrackReservation(v);
02758       if (mark_stuck) MarkTrainAsStuck(v);
02759     }
02760     return best_track;
02761   }
02762 
02763   if (got_reservation != NULL) *got_reservation = true;
02764 
02765   /* Reservation target found and free, check if it is safe. */
02766   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
02767     /* Extend reservation until we have found a safe position. */
02768     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
02769     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
02770     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
02771     if (_settings_game.pf.forbid_90_deg) {
02772       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
02773     }
02774 
02775     /* Get next order with destination. */
02776     if (orders.SwitchToNextOrder(true)) {
02777       PBSTileInfo cur_dest;
02778       DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, true, &cur_dest);
02779       if (cur_dest.tile != INVALID_TILE) {
02780         res_dest = cur_dest;
02781         if (res_dest.okay) continue;
02782         /* Path found, but could not be reserved. */
02783         FreeTrainTrackReservation(v);
02784         if (mark_stuck) MarkTrainAsStuck(v);
02785         if (got_reservation != NULL) *got_reservation = false;
02786         changed_signal = false;
02787         break;
02788       }
02789     }
02790     /* No order or no safe position found, try any position. */
02791     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
02792       FreeTrainTrackReservation(v);
02793       if (mark_stuck) MarkTrainAsStuck(v);
02794       if (got_reservation != NULL) *got_reservation = false;
02795       changed_signal = false;
02796     }
02797     break;
02798   }
02799 
02800   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
02801 
02802   if (changed_signal) MarkTileDirtyByTile(tile);
02803 
02804   return best_track;
02805 }
02806 
02815 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
02816 {
02817   assert(v->IsFrontEngine());
02818 
02819   /* We have to handle depots specially as the track follower won't look
02820    * at the depot tile itself but starts from the next tile. If we are still
02821    * inside the depot, a depot reservation can never be ours. */
02822   if (v->track == TRACK_BIT_DEPOT) {
02823     if (HasDepotReservation(v->tile)) {
02824       if (mark_as_stuck) MarkTrainAsStuck(v);
02825       return false;
02826     } else {
02827       /* Depot not reserved, but the next tile might be. */
02828       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
02829       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
02830     }
02831   }
02832 
02833   Vehicle *other_train = NULL;
02834   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
02835   /* The path we are driving on is alread blocked by some other train.
02836    * This can only happen in certain situations when mixing path and
02837    * block signals or when changing tracks and/or signals.
02838    * Exit here as doing any further reservations will probably just
02839    * make matters worse. */
02840   if (other_train != NULL && other_train->index != v->index) {
02841     if (mark_as_stuck) MarkTrainAsStuck(v);
02842     return false;
02843   }
02844   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
02845   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
02846     /* Can't be stuck then. */
02847     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
02848     ClrBit(v->flags, VRF_TRAIN_STUCK);
02849     return true;
02850   }
02851 
02852   /* If we are in a depot, tentativly reserve the depot. */
02853   if (v->track == TRACK_BIT_DEPOT) {
02854     SetDepotReservation(v->tile, true);
02855     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
02856   }
02857 
02858   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
02859   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
02860   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
02861 
02862   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
02863 
02864   bool res_made = false;
02865   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
02866 
02867   if (!res_made) {
02868     /* Free the depot reservation as well. */
02869     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
02870     return false;
02871   }
02872 
02873   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
02874     v->wait_counter = 0;
02875     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
02876   }
02877   ClrBit(v->flags, VRF_TRAIN_STUCK);
02878   return true;
02879 }
02880 
02881 
02882 static bool CheckReverseTrain(const Train *v)
02883 {
02884   if (_settings_game.difficulty.line_reverse_mode != 0 ||
02885       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
02886       !(v->direction & 1)) {
02887     return false;
02888   }
02889 
02890   assert(v->track != TRACK_BIT_NONE);
02891 
02892   switch (_settings_game.pf.pathfinder_for_trains) {
02893     case VPF_NPF: return NPFTrainCheckReverse(v);
02894     case VPF_YAPF: return YapfTrainCheckReverse(v);
02895 
02896     default: NOT_REACHED();
02897   }
02898 }
02899 
02900 TileIndex Train::GetOrderStationLocation(StationID station)
02901 {
02902   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
02903 
02904   const Station *st = Station::Get(station);
02905   if (!(st->facilities & FACIL_TRAIN)) {
02906     /* The destination station has no trainstation tiles. */
02907     this->IncrementOrderIndex();
02908     return 0;
02909   }
02910 
02911   return st->xy;
02912 }
02913 
02914 void Train::MarkDirty()
02915 {
02916   Vehicle *v = this;
02917   do {
02918     v->UpdateViewport(false, false);
02919   } while ((v = v->Next()) != NULL);
02920 
02921   /* need to update acceleration and cached values since the goods on the train changed. */
02922   this->CargoChanged();
02923   this->UpdateAcceleration();
02924 }
02925 
02935 int Train::UpdateSpeed()
02936 {
02937   uint accel;
02938 
02939   switch (_settings_game.vehicle.train_acceleration_model) {
02940     default: NOT_REACHED();
02941     case AM_ORIGINAL:
02942       accel = this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2);
02943       break;
02944     case AM_REALISTIC:
02945       this->max_speed = this->GetCurrentMaxSpeed();
02946       accel = this->GetAcceleration();
02947       break;
02948   }
02949 
02950   uint spd = this->subspeed + accel;
02951   this->subspeed = (byte)spd;
02952   {
02953     int tempmax = this->max_speed;
02954     if (this->cur_speed > this->max_speed)
02955       tempmax = this->cur_speed - (this->cur_speed / 10) - 1;
02956     this->cur_speed = spd = Clamp(this->cur_speed + ((int)spd >> 8), 0, tempmax);
02957   }
02958 
02959   /* Scale speed by 3/4. Previously this was only done when the train was
02960    * facing diagonally and would apply to however many moves the train made
02961    * regardless the of direction actually moved in. Now it is always scaled,
02962    * 256 spd is used to go straight and 192 is used to go diagonally
02963    * (3/4 of 256). This results in the same effect, but without the error the
02964    * previous method caused.
02965    *
02966    * The scaling is done in this direction and not by multiplying the amount
02967    * to be subtracted by 4/3 so that the leftover speed can be saved in a
02968    * byte in this->progress.
02969    */
02970   int scaled_spd = spd * 3 >> 2;
02971 
02972   scaled_spd += this->progress;
02973   this->progress = 0; // set later in TrainLocoHandler or TrainController
02974   return scaled_spd;
02975 }
02976 
02977 static void TrainEnterStation(Train *v, StationID station)
02978 {
02979   v->last_station_visited = station;
02980 
02981   /* check if a train ever visited this station before */
02982   Station *st = Station::Get(station);
02983   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
02984     st->had_vehicle_of_type |= HVOT_TRAIN;
02985     SetDParam(0, st->index);
02986     AddVehicleNewsItem(
02987       STR_NEWS_FIRST_TRAIN_ARRIVAL,
02988       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
02989       v->index,
02990       st->index
02991     );
02992     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
02993   }
02994 
02995   v->BeginLoading();
02996 
02997   StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
02998 }
02999 
03000 static byte AfterSetTrainPos(Train *v, bool new_tile)
03001 {
03002   byte old_z = v->z_pos;
03003   v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
03004 
03005   if (new_tile) {
03006     ClrBit(v->flags, VRF_GOINGUP);
03007     ClrBit(v->flags, VRF_GOINGDOWN);
03008 
03009     if (v->track == TRACK_BIT_X || v->track == TRACK_BIT_Y) {
03010       /* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
03011        * To check whether the current tile is sloped, and in which
03012        * direction it is sloped, we get the 'z' at the center of
03013        * the tile (middle_z) and the edge of the tile (old_z),
03014        * which we then can compare. */
03015       static const int HALF_TILE_SIZE = TILE_SIZE / 2;
03016       static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
03017 
03018       byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
03019 
03020       if (middle_z != v->z_pos) {
03021         SetBit(v->flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
03022       }
03023     }
03024   }
03025 
03026   VehicleMove(v, true);
03027   return old_z;
03028 }
03029 
03030 /* Check if the vehicle is compatible with the specified tile */
03031 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
03032 {
03033   return
03034     IsTileOwner(tile, v->owner) && (
03035       !v->IsFrontEngine() ||
03036       HasBit(v->compatible_railtypes, GetRailType(tile))
03037     );
03038 }
03039 
03040 struct RailtypeSlowdownParams {
03041   byte small_turn, large_turn;
03042   byte z_up; // fraction to remove when moving up
03043   byte z_down; // fraction to remove when moving down
03044 };
03045 
03046 static const RailtypeSlowdownParams _railtype_slowdown[] = {
03047   /* normal accel */
03048   {256 / 4, 256 / 2, 256 / 4, 2}, 
03049   {256 / 4, 256 / 2, 256 / 4, 2}, 
03050   {256 / 4, 256 / 2, 256 / 4, 2}, 
03051   {0,       256 / 2, 256 / 4, 2}, 
03052 };
03053 
03055 static inline void AffectSpeedByZChange(Train *v, byte old_z)
03056 {
03057   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
03058 
03059   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
03060 
03061   if (old_z < v->z_pos) {
03062     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
03063   } else {
03064     uint16 spd = v->cur_speed + rsp->z_down;
03065     if (spd <= v->max_speed) v->cur_speed = spd;
03066   }
03067 }
03068 
03069 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
03070 {
03071   if (IsTileType(tile, MP_RAILWAY) &&
03072       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
03073     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
03074     Trackdir trackdir = FindFirstTrackdir(tracks);
03075     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
03076       /* A PBS block with a non-PBS signal facing us? */
03077       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
03078     }
03079   }
03080   return false;
03081 }
03082 
03086 void Train::ReserveTrackUnderConsist() const
03087 {
03088   for (const Train *u = this; u != NULL; u = u->Next()) {
03089     switch (u->track) {
03090       case TRACK_BIT_WORMHOLE:
03091         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
03092         break;
03093       case TRACK_BIT_DEPOT:
03094         break;
03095       default:
03096         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
03097         break;
03098     }
03099   }
03100 }
03101 
03102 uint Train::Crash(bool flooded)
03103 {
03104   uint pass = 0;
03105   if (this->IsFrontEngine()) {
03106     pass += 4; // driver
03107 
03108     /* Remove the reserved path in front of the train if it is not stuck.
03109      * Also clear all reserved tracks the train is currently on. */
03110     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
03111     for (const Train *v = this; v != NULL; v = v->Next()) {
03112       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
03113       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
03114         /* ClearPathReservation will not free the wormhole exit
03115          * if the train has just entered the wormhole. */
03116         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
03117       }
03118     }
03119 
03120     /* we may need to update crossing we were approaching,
03121     * but must be updated after the train has been marked crashed */
03122     TileIndex crossing = TrainApproachingCrossingTile(this);
03123     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
03124 
03125     /* Remove the loading indicators (if any) */
03126     HideFillingPercent(&this->fill_percent_te_id);
03127   }
03128 
03129   pass += Vehicle::Crash(flooded);
03130 
03131   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
03132   return pass;
03133 }
03134 
03141 static uint TrainCrashed(Train *v)
03142 {
03143   uint num = 0;
03144 
03145   /* do not crash train twice */
03146   if (!(v->vehstatus & VS_CRASHED)) {
03147     num = v->Crash();
03148     AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
03149   }
03150 
03151   /* Try to re-reserve track under already crashed train too.
03152    * SetVehicleCrashed() clears the reservation! */
03153   v->ReserveTrackUnderConsist();
03154 
03155   return num;
03156 }
03157 
03158 struct TrainCollideChecker {
03159   Train *v; 
03160   uint num; 
03161 };
03162 
03163 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
03164 {
03165   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
03166 
03167   /* not a train or in depot */
03168   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
03169 
03170   /* do not crash into trains of another company. */
03171   if (v->owner != tcc->v->owner) return NULL;
03172 
03173   /* get first vehicle now to make most usual checks faster */
03174   Train *coll = Train::From(v)->First();
03175 
03176   /* can't collide with own wagons */
03177   if (coll == tcc->v) return NULL;
03178 
03179   int x_diff = v->x_pos - tcc->v->x_pos;
03180   int y_diff = v->y_pos - tcc->v->y_pos;
03181 
03182   /* Do fast calculation to check whether trains are not in close vicinity
03183    * and quickly reject trains distant enough for any collision.
03184    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
03185    * Differences are then ORed and then we check for any higher bits */
03186   uint hash = (y_diff + 7) | (x_diff + 7);
03187   if (hash & ~15) return NULL;
03188 
03189   /* Slower check using multiplication */
03190   if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
03191 
03192   /* Happens when there is a train under bridge next to bridge head */
03193   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
03194 
03195   /* crash both trains */
03196   tcc->num += TrainCrashed(tcc->v);
03197   tcc->num += TrainCrashed(coll);
03198 
03199   return NULL; // continue searching
03200 }
03201 
03208 static bool CheckTrainCollision(Train *v)
03209 {
03210   /* can't collide in depot */
03211   if (v->track == TRACK_BIT_DEPOT) return false;
03212 
03213   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
03214 
03215   TrainCollideChecker tcc;
03216   tcc.v = v;
03217   tcc.num = 0;
03218 
03219   /* find colliding vehicles */
03220   if (v->track == TRACK_BIT_WORMHOLE) {
03221     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
03222     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
03223   } else {
03224     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
03225   }
03226 
03227   /* any dead -> no crash */
03228   if (tcc.num == 0) return false;
03229 
03230   SetDParam(0, tcc.num);
03231   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
03232     NS_ACCIDENT,
03233     v->index
03234   );
03235 
03236   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
03237   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
03238   return true;
03239 }
03240 
03241 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
03242 {
03243   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
03244 
03245   Train *t = Train::From(v);
03246   DiagDirection exitdir = *(DiagDirection *)data;
03247 
03248   /* not front engine of a train, inside wormhole or depot, crashed */
03249   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
03250 
03251   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
03252 
03253   return t;
03254 }
03255 
03256 static void TrainController(Train *v, Vehicle *nomove)
03257 {
03258   Train *first = v->First();
03259   Train *prev;
03260   bool direction_changed = false; // has direction of any part changed?
03261 
03262   /* For every vehicle after and including the given vehicle */
03263   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
03264     DiagDirection enterdir = DIAGDIR_BEGIN;
03265     bool update_signals_crossing = false; // will we update signals or crossing state?
03266 
03267     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
03268     if (v->track != TRACK_BIT_WORMHOLE) {
03269       /* Not inside tunnel */
03270       if (gp.old_tile == gp.new_tile) {
03271         /* Staying in the old tile */
03272         if (v->track == TRACK_BIT_DEPOT) {
03273           /* Inside depot */
03274           gp.x = v->x_pos;
03275           gp.y = v->y_pos;
03276         } else {
03277           /* Not inside depot */
03278 
03279           /* Reverse when we are at the end of the track already, do not move to the new position */
03280           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
03281 
03282           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
03283           if (HasBit(r, VETS_CANNOT_ENTER)) {
03284             goto invalid_rail;
03285           }
03286           if (HasBit(r, VETS_ENTERED_STATION)) {
03287             /* The new position is the end of the platform */
03288             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
03289           }
03290         }
03291       } else {
03292         /* A new tile is about to be entered. */
03293 
03294         /* Determine what direction we're entering the new tile from */
03295         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
03296         assert(IsValidDiagDirection(enterdir));
03297 
03298         /* Get the status of the tracks in the new tile and mask
03299          * away the bits that aren't reachable. */
03300         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
03301         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
03302 
03303         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
03304         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
03305 
03306         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
03307         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
03308           /* We allow wagons to make 90 deg turns, because forbid_90_deg
03309            * can be switched on halfway a turn */
03310           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
03311         }
03312 
03313         if (bits == TRACK_BIT_NONE) goto invalid_rail;
03314 
03315         /* Check if the new tile contrains tracks that are compatible
03316          * with the current train, if not, bail out. */
03317         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
03318 
03319         TrackBits chosen_track;
03320         if (prev == NULL) {
03321           /* Currently the locomotive is active. Determine which one of the
03322            * available tracks to choose */
03323           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
03324           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
03325 
03326           if (v->force_proceed != 0 && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
03327             /* For each signal we find decrease the counter by one.
03328              * We start at two, so the first signal we pass decreases
03329              * this to one, then if we reach the next signal it is
03330              * decreased to zero and we won't pass that new signal. */
03331             Trackdir dir = FindFirstTrackdir(trackdirbits);
03332             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
03333                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
03334               /* However, we do not want to be stopped by PBS signals
03335                * entered via the back. */
03336               v->force_proceed--;
03337               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03338             }
03339           }
03340 
03341           /* Check if it's a red signal and that force proceed is not clicked. */
03342           if ((red_signals & chosen_track) && v->force_proceed == 0) {
03343             /* In front of a red signal */
03344             Trackdir i = FindFirstTrackdir(trackdirbits);
03345 
03346             /* Don't handle stuck trains here. */
03347             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
03348 
03349             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
03350               v->cur_speed = 0;
03351               v->subspeed = 0;
03352               v->progress = 255 - 100;
03353               if (_settings_game.pf.wait_oneway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
03354             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
03355               v->cur_speed = 0;
03356               v->subspeed = 0;
03357               v->progress = 255 - 10;
03358               if (_settings_game.pf.wait_twoway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
03359                 DiagDirection exitdir = TrackdirToExitdir(i);
03360                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
03361 
03362                 exitdir = ReverseDiagDir(exitdir);
03363 
03364                 /* check if a train is waiting on the other side */
03365                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
03366               }
03367             }
03368 
03369             /* If we would reverse but are currently in a PBS block and
03370              * reversing of stuck trains is disabled, don't reverse.
03371              * This does not apply if the reason for reversing is a one-way
03372              * signal blocking us, because a train would then be stuck forever. */
03373             if (_settings_game.pf.wait_for_pbs_path == 255 && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
03374                 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
03375               v->wait_counter = 0;
03376               return;
03377             }
03378             goto reverse_train_direction;
03379           } else {
03380             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
03381           }
03382         } else {
03383           /* The wagon is active, simply follow the prev vehicle. */
03384           if (prev->tile == gp.new_tile) {
03385             /* Choose the same track as prev */
03386             if (prev->track == TRACK_BIT_WORMHOLE) {
03387               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
03388                * However, just choose the track into the wormhole. */
03389               assert(IsTunnel(prev->tile));
03390               chosen_track = bits;
03391             } else {
03392               chosen_track = prev->track;
03393             }
03394           } else {
03395             /* Choose the track that leads to the tile where prev is.
03396              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
03397              * I.e. when the tile between them has only space for a single vehicle like
03398              *  1) horizontal/vertical track tiles and
03399              *  2) some orientations of tunnelentries, where the vehicle is already inside the wormhole at 8/16 from the tileedge.
03400              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnelentry.
03401              */
03402             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
03403               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
03404               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
03405               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
03406               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
03407             };
03408             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
03409             assert(IsValidDiagDirection(exitdir));
03410             chosen_track = _connecting_track[enterdir][exitdir];
03411           }
03412           chosen_track &= bits;
03413         }
03414 
03415         /* Make sure chosen track is a valid track */
03416         assert(
03417             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
03418             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
03419             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
03420 
03421         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
03422         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
03423         gp.x = (gp.x & ~0xF) | b[0];
03424         gp.y = (gp.y & ~0xF) | b[1];
03425         Direction chosen_dir = (Direction)b[2];
03426 
03427         /* Call the landscape function and tell it that the vehicle entered the tile */
03428         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
03429         if (HasBit(r, VETS_CANNOT_ENTER)) {
03430           goto invalid_rail;
03431         }
03432 
03433         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
03434           Track track = FindFirstTrack(chosen_track);
03435           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
03436           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
03437             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
03438             MarkTileDirtyByTile(gp.new_tile);
03439           }
03440 
03441           /* Clear any track reservation when the last vehicle leaves the tile */
03442           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
03443 
03444           v->tile = gp.new_tile;
03445 
03446           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
03447             v->First()->PowerChanged();
03448             v->First()->UpdateAcceleration();
03449           }
03450 
03451           v->track = chosen_track;
03452           assert(v->track);
03453         }
03454 
03455         /* We need to update signal status, but after the vehicle position hash
03456          * has been updated by AfterSetTrainPos() */
03457         update_signals_crossing = true;
03458 
03459         if (chosen_dir != v->direction) {
03460           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
03461             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
03462             DirDiff diff = DirDifference(v->direction, chosen_dir);
03463             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
03464           }
03465           direction_changed = true;
03466           v->direction = chosen_dir;
03467         }
03468 
03469         if (v->IsFrontEngine()) {
03470           v->wait_counter = 0;
03471 
03472           /* If we are approching a crossing that is reserved, play the sound now. */
03473           TileIndex crossing = TrainApproachingCrossingTile(v);
03474           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
03475 
03476           /* Always try to extend the reservation when entering a tile. */
03477           CheckNextTrainTile(v);
03478         }
03479 
03480         if (HasBit(r, VETS_ENTERED_STATION)) {
03481           /* The new position is the location where we want to stop */
03482           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
03483         }
03484       }
03485     } else {
03486       /* In a tunnel or on a bridge
03487        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
03488        * - for bridges, only the middle part - without the bridge heads */
03489       if (!(v->vehstatus & VS_HIDDEN)) {
03490         v->cur_speed =
03491           min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
03492       }
03493 
03494       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
03495         /* Perform look-ahead on tunnel exit. */
03496         if (v->IsFrontEngine()) {
03497           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
03498           CheckNextTrainTile(v);
03499         }
03500       } else {
03501         v->x_pos = gp.x;
03502         v->y_pos = gp.y;
03503         VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
03504         continue;
03505       }
03506     }
03507 
03508     /* update image of train, as well as delta XY */
03509     v->UpdateDeltaXY(v->direction);
03510 
03511     v->x_pos = gp.x;
03512     v->y_pos = gp.y;
03513 
03514     /* update the Z position of the vehicle */
03515     byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
03516 
03517     if (prev == NULL) {
03518       /* This is the first vehicle in the train */
03519       AffectSpeedByZChange(v, old_z);
03520     }
03521 
03522     if (update_signals_crossing) {
03523       if (v->IsFrontEngine()) {
03524         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
03525           /* We are entering a block with PBS signals right now, but
03526            * not through a PBS signal. This means we don't have a
03527            * reservation right now. As a conventional signal will only
03528            * ever be green if no other train is in the block, getting
03529            * a path should always be possible. If the player built
03530            * such a strange network that it is not possible, the train
03531            * will be marked as stuck and the player has to deal with
03532            * the problem. */
03533           if ((!HasReservedTracks(gp.new_tile, v->track) &&
03534               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
03535               !TryPathReserve(v)) {
03536             MarkTrainAsStuck(v);
03537           }
03538         }
03539       }
03540 
03541       /* Signals can only change when the first
03542        * (above) or the last vehicle moves. */
03543       if (v->Next() == NULL) {
03544         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
03545         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
03546       }
03547     }
03548 
03549     /* Do not check on every tick to save some computing time. */
03550     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
03551   }
03552 
03553   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
03554 
03555   return;
03556 
03557 invalid_rail:
03558   /* We've reached end of line?? */
03559   if (prev != NULL) error("Disconnecting train");
03560 
03561 reverse_train_direction:
03562   v->wait_counter = 0;
03563   v->cur_speed = 0;
03564   v->subspeed = 0;
03565   ReverseTrainDirection(v);
03566 }
03567 
03573 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
03574 {
03575   TrackBits *trackbits = (TrackBits *)data;
03576 
03577   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
03578     if (Train::From(v)->track == TRACK_BIT_WORMHOLE) {
03579       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
03580       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
03581     } else {
03582       *trackbits |= Train::From(v)->track;
03583     }
03584   }
03585 
03586   return NULL;
03587 }
03588 
03596 static void DeleteLastWagon(Train *v)
03597 {
03598   Train *first = v->First();
03599 
03600   /* Go to the last wagon and delete the link pointing there
03601    * *u is then the one-before-last wagon, and *v the last
03602    * one which will physicially be removed */
03603   Train *u = v;
03604   for (; v->Next() != NULL; v = v->Next()) u = v;
03605   u->SetNext(NULL);
03606 
03607   if (first != v) {
03608     /* Recalculate cached train properties */
03609     first->ConsistChanged(false);
03610     /* Update the depot window if the first vehicle is in depot -
03611      * if v == first, then it is updated in PreDestructor() */
03612     if (first->track == TRACK_BIT_DEPOT) {
03613       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
03614     }
03615   }
03616 
03617   /* 'v' shouldn't be accessed after it has been deleted */
03618   TrackBits trackbits = v->track;
03619   TileIndex tile = v->tile;
03620   Owner owner = v->owner;
03621 
03622   delete v;
03623   v = NULL; // make sure nobody will try to read 'v' anymore
03624 
03625   if (trackbits == TRACK_BIT_WORMHOLE) {
03626     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
03627     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
03628   }
03629 
03630   Track track = TrackBitsToTrack(trackbits);
03631   if (HasReservedTracks(tile, trackbits)) {
03632     UnreserveRailTrack(tile, track);
03633 
03634     /* If there are still crashed vehicles on the tile, give the track reservation to them */
03635     TrackBits remaining_trackbits = TRACK_BIT_NONE;
03636     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
03637 
03638     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
03639     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
03640     for (Track t = TRACK_BEGIN; t < TRACK_END; t++) {
03641       if (HasBit(remaining_trackbits, t)) {
03642         TryReserveRailTrack(tile, t);
03643       }
03644     }
03645   }
03646 
03647   /* check if the wagon was on a road/rail-crossing */
03648   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
03649 
03650   /* Update signals */
03651   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
03652     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
03653   } else {
03654     SetSignalsOnBothDir(tile, track, owner);
03655   }
03656 }
03657 
03658 static void ChangeTrainDirRandomly(Train *v)
03659 {
03660   static const DirDiff delta[] = {
03661     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
03662   };
03663 
03664   do {
03665     /* We don't need to twist around vehicles if they're not visible */
03666     if (!(v->vehstatus & VS_HIDDEN)) {
03667       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
03668       v->UpdateDeltaXY(v->direction);
03669       v->cur_image = v->GetImage(v->direction);
03670       /* Refrain from updating the z position of the vehicle when on
03671        * a bridge, because AfterSetTrainPos will put the vehicle under
03672        * the bridge in that case */
03673       if (v->track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
03674     }
03675   } while ((v = v->Next()) != NULL);
03676 }
03677 
03678 static bool HandleCrashedTrain(Train *v)
03679 {
03680   int state = ++v->crash_anim_pos;
03681 
03682   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
03683     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
03684   }
03685 
03686   uint32 r;
03687   if (state <= 200 && Chance16R(1, 7, r)) {
03688     int index = (r * 10 >> 16);
03689 
03690     Vehicle *u = v;
03691     do {
03692       if (--index < 0) {
03693         r = Random();
03694 
03695         CreateEffectVehicleRel(u,
03696           GB(r,  8, 3) + 2,
03697           GB(r, 16, 3) + 2,
03698           GB(r,  0, 3) + 5,
03699           EV_EXPLOSION_SMALL);
03700         break;
03701       }
03702     } while ((u = u->Next()) != NULL);
03703   }
03704 
03705   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
03706 
03707   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
03708     bool ret = v->Next() != NULL;
03709     DeleteLastWagon(v);
03710     return ret;
03711   }
03712 
03713   return true;
03714 }
03715 
03716 static void HandleBrokenTrain(Train *v)
03717 {
03718   if (v->breakdown_ctr != 1) {
03719     v->breakdown_ctr = 1;
03720     v->cur_speed = 0;
03721 
03722     if (v->breakdowns_since_last_service != 255)
03723       v->breakdowns_since_last_service++;
03724 
03725     v->MarkDirty();
03726     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03727     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
03728 
03729     if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
03730       SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
03731         SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
03732     }
03733 
03734     if (!(v->vehstatus & VS_HIDDEN)) {
03735       EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
03736       if (u != NULL) u->animation_state = v->breakdown_delay * 2;
03737     }
03738   }
03739 
03740   if (!(v->tick_counter & 3)) {
03741     if (!--v->breakdown_delay) {
03742       v->breakdown_ctr = 0;
03743       v->MarkDirty();
03744       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03745     }
03746   }
03747 }
03748 
03750 static const uint16 _breakdown_speeds[16] = {
03751   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
03752 };
03753 
03754 
03762 static bool TrainApproachingLineEnd(Train *v, bool signal)
03763 {
03764   /* Calc position within the current tile */
03765   uint x = v->x_pos & 0xF;
03766   uint y = v->y_pos & 0xF;
03767 
03768   /* for diagonal directions, 'x' will be 0..15 -
03769    * for other directions, it will be 1, 3, 5, ..., 15 */
03770   switch (v->direction) {
03771     case DIR_N : x = ~x + ~y + 25; break;
03772     case DIR_NW: x = y;            // FALLTHROUGH
03773     case DIR_NE: x = ~x + 16;      break;
03774     case DIR_E : x = ~x + y + 9;   break;
03775     case DIR_SE: x = y;            break;
03776     case DIR_S : x = x + y - 7;    break;
03777     case DIR_W : x = ~y + x + 9;   break;
03778     default: break;
03779   }
03780 
03781   /* do not reverse when approaching red signal */
03782   if (!signal && x + (v->tcache.cached_veh_length + 1) / 2 >= TILE_SIZE) {
03783     /* we are too near the tile end, reverse now */
03784     v->cur_speed = 0;
03785     ReverseTrainDirection(v);
03786     return false;
03787   }
03788 
03789   /* slow down */
03790   v->vehstatus |= VS_TRAIN_SLOWING;
03791   uint16 break_speed = _breakdown_speeds[x & 0xF];
03792   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
03793 
03794   return true;
03795 }
03796 
03797 
03803 static bool TrainCanLeaveTile(const Train *v)
03804 {
03805   /* Exit if inside a tunnel/bridge or a depot */
03806   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
03807 
03808   TileIndex tile = v->tile;
03809 
03810   /* entering a tunnel/bridge? */
03811   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
03812     DiagDirection dir = GetTunnelBridgeDirection(tile);
03813     if (DiagDirToDir(dir) == v->direction) return false;
03814   }
03815 
03816   /* entering a depot? */
03817   if (IsRailDepotTile(tile)) {
03818     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
03819     if (DiagDirToDir(dir) == v->direction) return false;
03820   }
03821 
03822   return true;
03823 }
03824 
03825 
03833 static TileIndex TrainApproachingCrossingTile(const Train *v)
03834 {
03835   assert(v->IsFrontEngine());
03836   assert(!(v->vehstatus & VS_CRASHED));
03837 
03838   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
03839 
03840   DiagDirection dir = TrainExitDir(v->direction, v->track);
03841   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
03842 
03843   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
03844   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
03845       !CheckCompatibleRail(v, tile)) {
03846     return INVALID_TILE;
03847   }
03848 
03849   return tile;
03850 }
03851 
03852 
03859 static bool TrainCheckIfLineEnds(Train *v)
03860 {
03861   /* First, handle broken down train */
03862 
03863   int t = v->breakdown_ctr;
03864   if (t > 1) {
03865     v->vehstatus |= VS_TRAIN_SLOWING;
03866 
03867     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
03868     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
03869   } else {
03870     v->vehstatus &= ~VS_TRAIN_SLOWING;
03871   }
03872 
03873   if (!TrainCanLeaveTile(v)) return true;
03874 
03875   /* Determine the non-diagonal direction in which we will exit this tile */
03876   DiagDirection dir = TrainExitDir(v->direction, v->track);
03877   /* Calculate next tile */
03878   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
03879 
03880   /* Determine the track status on the next tile */
03881   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
03882   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
03883 
03884   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
03885   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
03886 
03887   /* We are sure the train is not entering a depot, it is detected above */
03888 
03889   /* mask unreachable track bits if we are forbidden to do 90deg turns */
03890   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
03891   if (_settings_game.pf.forbid_90_deg) {
03892     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
03893   }
03894 
03895   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
03896   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
03897     return TrainApproachingLineEnd(v, false);
03898   }
03899 
03900   /* approaching red signal */
03901   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
03902 
03903   /* approaching a rail/road crossing? then make it red */
03904   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
03905 
03906   return true;
03907 }
03908 
03909 
03910 static bool TrainLocoHandler(Train *v, bool mode)
03911 {
03912   /* train has crashed? */
03913   if (v->vehstatus & VS_CRASHED) {
03914     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
03915   }
03916 
03917   if (v->force_proceed != 0) {
03918     ClrBit(v->flags, VRF_TRAIN_STUCK);
03919     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03920   }
03921 
03922   /* train is broken down? */
03923   if (v->breakdown_ctr != 0) {
03924     if (v->breakdown_ctr <= 2) {
03925       HandleBrokenTrain(v);
03926       return true;
03927     }
03928     if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
03929   }
03930 
03931   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
03932     ReverseTrainDirection(v);
03933   }
03934 
03935   /* exit if train is stopped */
03936   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
03937 
03938   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
03939   if (ProcessOrders(v) && CheckReverseTrain(v)) {
03940     v->wait_counter = 0;
03941     v->cur_speed = 0;
03942     v->subspeed = 0;
03943     ReverseTrainDirection(v);
03944     return true;
03945   }
03946 
03947   v->HandleLoading(mode);
03948 
03949   if (v->current_order.IsType(OT_LOADING)) return true;
03950 
03951   if (CheckTrainStayInDepot(v)) return true;
03952 
03953   if (!mode) HandleLocomotiveSmokeCloud(v);
03954 
03955   /* We had no order but have an order now, do look ahead. */
03956   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
03957     CheckNextTrainTile(v);
03958   }
03959 
03960   /* Handle stuck trains. */
03961   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
03962     ++v->wait_counter;
03963 
03964     /* Should we try reversing this tick if still stuck? */
03965     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
03966 
03967     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == 0) return true;
03968     if (!TryPathReserve(v)) {
03969       /* Still stuck. */
03970       if (turn_around) ReverseTrainDirection(v);
03971 
03972       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
03973         /* Show message to player. */
03974         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
03975           SetDParam(0, v->index);
03976           AddVehicleNewsItem(
03977             STR_NEWS_TRAIN_IS_STUCK,
03978             NS_ADVICE,
03979             v->index
03980           );
03981         }
03982         v->wait_counter = 0;
03983       }
03984       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
03985       if (v->force_proceed == 0) return true;
03986       ClrBit(v->flags, VRF_TRAIN_STUCK);
03987       v->wait_counter = 0;
03988       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03989     }
03990   }
03991 
03992   if (v->current_order.IsType(OT_LEAVESTATION)) {
03993     v->current_order.Free();
03994     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03995     return true;
03996   }
03997 
03998   int j = v->UpdateSpeed();
03999 
04000   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
04001   if (v->cur_speed == 0 && v->tcache.last_speed == 0 && (v->vehstatus & VS_STOPPED)) {
04002     /* If we manually stopped, we're not force-proceeding anymore. */
04003     v->force_proceed = 0;
04004     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04005   }
04006 
04007   int adv_spd = (v->direction & 1) ? 192 : 256;
04008   if (j < adv_spd) {
04009     /* if the vehicle has speed 0, update the last_speed field. */
04010     if (v->cur_speed == 0) SetLastSpeed(v, v->cur_speed);
04011   } else {
04012     TrainCheckIfLineEnds(v);
04013     /* Loop until the train has finished moving. */
04014     for (;;) {
04015       j -= adv_spd;
04016       TrainController(v, NULL);
04017       /* Don't continue to move if the train crashed. */
04018       if (CheckTrainCollision(v)) break;
04019       /* 192 spd used for going straight, 256 for going diagonally. */
04020       adv_spd = (v->direction & 1) ? 192 : 256;
04021 
04022       /* No more moving this tick */
04023       if (j < adv_spd || v->cur_speed == 0) break;
04024 
04025       OrderType order_type = v->current_order.GetType();
04026       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
04027       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
04028             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
04029             IsTileType(v->tile, MP_STATION) &&
04030             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
04031         ProcessOrders(v);
04032       }
04033     }
04034     SetLastSpeed(v, v->cur_speed);
04035   }
04036 
04037   for (Train *u = v; u != NULL; u = u->Next()) {
04038     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
04039 
04040     u->UpdateViewport(false, false);
04041   }
04042 
04043   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
04044 
04045   return true;
04046 }
04047 
04048 
04049 
04050 Money Train::GetRunningCost() const
04051 {
04052   Money cost = 0;
04053   const Train *v = this;
04054 
04055   do {
04056     const Engine *e = Engine::Get(v->engine_type);
04057     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
04058 
04059     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
04060     if (cost_factor == 0) continue;
04061 
04062     /* Halve running cost for multiheaded parts */
04063     if (v->IsMultiheaded()) cost_factor /= 2;
04064 
04065     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grffile);
04066   } while ((v = v->GetNextVehicle()) != NULL);
04067 
04068   return cost;
04069 }
04070 
04071 
04072 bool Train::Tick()
04073 {
04074   this->tick_counter++;
04075 
04076   if (this->IsFrontEngine()) {
04077     if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
04078 
04079     this->current_order_time++;
04080 
04081     if (!TrainLocoHandler(this, false)) return false;
04082 
04083     return TrainLocoHandler(this, true);
04084   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
04085     /* Delete flooded standalone wagon chain */
04086     if (++this->crash_anim_pos >= 4400) {
04087       delete this;
04088       return false;
04089     }
04090   }
04091 
04092   return true;
04093 }
04094 
04095 static void CheckIfTrainNeedsService(Train *v)
04096 {
04097   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
04098   if (v->IsInDepot()) {
04099     VehicleServiceInDepot(v);
04100     return;
04101   }
04102 
04103   uint max_penalty;
04104   switch (_settings_game.pf.pathfinder_for_trains) {
04105     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
04106     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
04107     default: NOT_REACHED();
04108   }
04109 
04110   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
04111   /* Only go to the depot if it is not too far out of our way. */
04112   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
04113     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
04114       /* If we were already heading for a depot but it has
04115        * suddenly moved farther away, we continue our normal
04116        * schedule? */
04117       v->current_order.MakeDummy();
04118       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04119     }
04120     return;
04121   }
04122 
04123   DepotID depot = GetDepotIndex(tfdd.tile);
04124 
04125   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
04126       v->current_order.GetDestination() != depot &&
04127       !Chance16(3, 16)) {
04128     return;
04129   }
04130 
04131   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
04132   v->dest_tile = tfdd.tile;
04133   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04134 }
04135 
04136 void Train::OnNewDay()
04137 {
04138   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
04139 
04140   if (this->IsFrontEngine()) {
04141     CheckVehicleBreakdown(this);
04142     AgeVehicle(this);
04143 
04144     CheckIfTrainNeedsService(this);
04145 
04146     CheckOrders(this);
04147 
04148     /* update destination */
04149     if (this->current_order.IsType(OT_GOTO_STATION)) {
04150       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
04151       if (tile != INVALID_TILE) this->dest_tile = tile;
04152     }
04153 
04154     if (this->running_ticks != 0) {
04155       /* running costs */
04156       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
04157 
04158       this->profit_this_year -= cost.GetCost();
04159       this->running_ticks = 0;
04160 
04161       SubtractMoneyFromCompanyFract(this->owner, cost);
04162 
04163       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
04164       SetWindowClassesDirty(WC_TRAINS_LIST);
04165     }
04166   } else if (this->IsEngine()) {
04167     /* Also age engines that aren't front engines */
04168     AgeVehicle(this);
04169   }
04170 }
04171 
04172 Trackdir Train::GetVehicleTrackdir() const
04173 {
04174   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
04175 
04176   if (this->track == TRACK_BIT_DEPOT) {
04177     /* We'll assume the train is facing outwards */
04178     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
04179   }
04180 
04181   if (this->track == TRACK_BIT_WORMHOLE) {
04182     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
04183     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
04184   }
04185 
04186   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
04187 }

Generated on Wed Mar 3 23:32:29 2010 for OpenTTD by  doxygen 1.6.1