train_cmd.cpp

Go to the documentation of this file.
00001 /* $Id: train_cmd.cpp 18972 2010-01-31 13:17:29Z peter1138 $ */
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->subtype = 0;
00714     v->SetWagon();
00715 
00716     v->SetFreeWagon();
00717     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00718 
00719     v->cargo_type = e->GetDefaultCargoType();
00720 //    v->cargo_subtype = 0;
00721     v->cargo_cap = rvi->capacity;
00722     v->value = value.GetCost();
00723 //    v->day_counter = 0;
00724 
00725     v->railtype = rvi->railtype;
00726 
00727     v->build_year = _cur_year;
00728     v->cur_image = SPR_IMG_QUERY;
00729     v->random_bits = VehicleRandomBits();
00730 
00731     v->group_id = DEFAULT_GROUP;
00732 
00733     AddArticulatedParts(v);
00734 
00735     _new_vehicle_id = v->index;
00736 
00737     VehicleMove(v, false);
00738     v->First()->ConsistChanged(false);
00739     UpdateTrainGroupID(v->First());
00740 
00741     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
00742     if (IsLocalCompany()) {
00743       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
00744     }
00745     Company::Get(_current_company)->num_engines[engine]++;
00746 
00747     CheckConsistencyOfArticulatedVehicle(v);
00748 
00749     /* Try to connect the vehicle to one of free chains of wagons. */
00750     Train *w;
00751     FOR_ALL_TRAINS(w) {
00752       if (w->tile == tile &&              
00753           w->IsFreeWagon() &&             
00754           w->engine_type == engine &&     
00755           w->First() != v &&              
00756           !(w->vehstatus & VS_CRASHED)) { 
00757         DoCommand(0, v->index | (w->Last()->index << 16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
00758         break;
00759       }
00760     }
00761   }
00762 
00763   return value;
00764 }
00765 
00767 static void NormalizeTrainVehInDepot(const Train *u)
00768 {
00769   const Train *v;
00770   FOR_ALL_TRAINS(v) {
00771     if (v->IsFreeWagon() && v->tile == u->tile &&
00772         v->track == TRACK_BIT_DEPOT) {
00773       if (DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
00774           CMD_MOVE_RAIL_VEHICLE).Failed())
00775         break;
00776     }
00777   }
00778 }
00779 
00780 static void AddRearEngineToMultiheadedTrain(Train *v)
00781 {
00782   Train *u = new Train();
00783   v->value >>= 1;
00784   u->value = v->value;
00785   u->direction = v->direction;
00786   u->owner = v->owner;
00787   u->tile = v->tile;
00788   u->x_pos = v->x_pos;
00789   u->y_pos = v->y_pos;
00790   u->z_pos = v->z_pos;
00791   u->track = TRACK_BIT_DEPOT;
00792   u->vehstatus = v->vehstatus & ~VS_STOPPED;
00793 //  u->subtype = 0;
00794   u->spritenum = v->spritenum + 1;
00795   u->cargo_type = v->cargo_type;
00796   u->cargo_subtype = v->cargo_subtype;
00797   u->cargo_cap = v->cargo_cap;
00798   u->railtype = v->railtype;
00799   u->engine_type = v->engine_type;
00800   u->build_year = v->build_year;
00801   u->cur_image = SPR_IMG_QUERY;
00802   u->random_bits = VehicleRandomBits();
00803   v->SetMultiheaded();
00804   u->SetMultiheaded();
00805   v->SetNext(u);
00806   VehicleMove(u, false);
00807 
00808   /* Now we need to link the front and rear engines together */
00809   v->other_multiheaded_part = u;
00810   u->other_multiheaded_part = v;
00811 }
00812 
00821 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00822 {
00823   /* Check if the engine-type is valid (for the company) */
00824   if (!IsEngineBuildable(p1, VEH_TRAIN, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE);
00825 
00826   const Engine *e = Engine::Get(p1);
00827   const RailVehicleInfo *rvi = &e->u.rail;
00828   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
00829 
00830   /* Engines with CT_INVALID should not be available */
00831   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
00832 
00833   if (flags & DC_QUERY_COST) return value;
00834 
00835   /* Check if the train is actually being built in a depot belonging
00836    * to the company. Doesn't matter if only the cost is queried */
00837   if (!IsRailDepotTile(tile)) return CMD_ERROR;
00838   if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
00839 
00840   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(p1, tile, flags);
00841 
00842   uint num_vehicles =
00843     (rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
00844     CountArticulatedParts(p1, false);
00845 
00846   /* Check if depot and new engine uses the same kind of tracks *
00847    * We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
00848   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
00849 
00850   /* Allow for the dual-heads and the articulated parts */
00851   if (!Vehicle::CanAllocateItem(num_vehicles)) {
00852     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00853   }
00854 
00855   UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
00856   if (unit_num > _settings_game.vehicle.max_trains) {
00857     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00858   }
00859 
00860   if (flags & DC_EXEC) {
00861     DiagDirection dir = GetRailDepotDirection(tile);
00862     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
00863     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
00864 
00865     Train *v = new Train();
00866     v->unitnumber = unit_num;
00867     v->direction = DiagDirToDir(dir);
00868     v->tile = tile;
00869     v->owner = _current_company;
00870     v->x_pos = x;
00871     v->y_pos = y;
00872     v->z_pos = GetSlopeZ(x, y);
00873 //    v->running_ticks = 0;
00874     v->track = TRACK_BIT_DEPOT;
00875     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
00876     v->spritenum = rvi->image_index;
00877     v->cargo_type = e->GetDefaultCargoType();
00878 //    v->cargo_subtype = 0;
00879     v->cargo_cap = rvi->capacity;
00880     v->max_speed = rvi->max_speed;
00881     v->value = value.GetCost();
00882     v->last_station_visited = INVALID_STATION;
00883 //    v->dest_tile = 0;
00884 
00885     v->engine_type = p1;
00886     v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
00887 
00888     v->reliability = e->reliability;
00889     v->reliability_spd_dec = e->reliability_spd_dec;
00890     v->max_age = e->GetLifeLengthInDays();
00891 
00892     v->name = NULL;
00893     v->railtype = rvi->railtype;
00894     _new_vehicle_id = v->index;
00895 
00896     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
00897     v->date_of_last_service = _date;
00898     v->build_year = _cur_year;
00899     v->cur_image = SPR_IMG_QUERY;
00900     v->random_bits = VehicleRandomBits();
00901 
00902 //    v->vehicle_flags = 0;
00903     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
00904 
00905     v->group_id = DEFAULT_GROUP;
00906 
00907 //    v->subtype = 0;
00908     v->SetFrontEngine();
00909     v->SetEngine();
00910 
00911     VehicleMove(v, false);
00912 
00913     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
00914       AddRearEngineToMultiheadedTrain(v);
00915     } else {
00916       AddArticulatedParts(v);
00917     }
00918 
00919     v->ConsistChanged(false);
00920     UpdateTrainGroupID(v);
00921 
00922     if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
00923       NormalizeTrainVehInDepot(v);
00924     }
00925 
00926     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00927     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
00928     SetWindowDirty(WC_COMPANY, v->owner);
00929     if (IsLocalCompany()) {
00930       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
00931     }
00932 
00933     Company::Get(_current_company)->num_engines[p1]++;
00934 
00935     CheckConsistencyOfArticulatedVehicle(v);
00936   }
00937 
00938   return value;
00939 }
00940 
00941 
00942 bool Train::IsInDepot() const
00943 {
00944   /* Is the front engine stationary in the depot? */
00945   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
00946 
00947   /* Check whether the rest is also already trying to enter the depot. */
00948   for (const Train *v = this; v != NULL; v = v->Next()) {
00949     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
00950   }
00951 
00952   return true;
00953 }
00954 
00955 bool Train::IsStoppedInDepot() const
00956 {
00957   /* Are we stopped? Ofcourse wagons don't really care... */
00958   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
00959   return this->IsInDepot();
00960 }
00961 
00962 static Train *FindGoodVehiclePos(const Train *src)
00963 {
00964   EngineID eng = src->engine_type;
00965   TileIndex tile = src->tile;
00966 
00967   Train *dst;
00968   FOR_ALL_TRAINS(dst) {
00969     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
00970       /* check so all vehicles in the line have the same engine. */
00971       Train *t = dst;
00972       while (t->engine_type == eng) {
00973         t = t->Next();
00974         if (t == NULL) return dst;
00975       }
00976     }
00977   }
00978 
00979   return NULL;
00980 }
00981 
00983 typedef SmallVector<Train *, 16> TrainList;
00984 
00990 static void MakeTrainBackup(TrainList &list, Train *t)
00991 {
00992   for (; t != NULL; t = t->Next()) *list.Append() = t;
00993 }
00994 
00999 static void RestoreTrainBackup(TrainList &list)
01000 {
01001   /* No train, nothing to do. */
01002   if (list.Length() == 0) return;
01003 
01004   Train *prev = NULL;
01005   /* Iterate over the list and rebuild it. */
01006   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
01007     Train *t = *iter;
01008     if (prev != NULL) {
01009       prev->SetNext(t);
01010     } else if (t->Previous() != NULL) {
01011       /* Make sure the head of the train is always the first in the chain. */
01012       t->Previous()->SetNext(NULL);
01013     }
01014     prev = t;
01015   }
01016 }
01017 
01023 static void RemoveFromConsist(Train *part, bool chain = false)
01024 {
01025   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
01026 
01027   /* Unlink at the front, but make it point to the next
01028    * vehicle after the to be remove part. */
01029   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
01030 
01031   /* Unlink at the back */
01032   tail->SetNext(NULL);
01033 }
01034 
01040 static void InsertInConsist(Train *dst, Train *chain)
01041 {
01042   /* We do not want to add something in the middle of an articulated part. */
01043   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
01044 
01045   chain->Last()->SetNext(dst->Next());
01046   dst->SetNext(chain);
01047 }
01048 
01054 static void NormaliseDualHeads(Train *t)
01055 {
01056   for (; t != NULL; t = t->GetNextVehicle()) {
01057     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
01058 
01059     /* Make sure that there are no free cars before next engine */
01060     Train *u;
01061     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
01062 
01063     if (u == t->other_multiheaded_part) continue;
01064 
01065     /* Remove the part from the 'wrong' train */
01066     RemoveFromConsist(t->other_multiheaded_part);
01067     /* And add it to the 'right' train */
01068     InsertInConsist(u, t->other_multiheaded_part);
01069   }
01070 }
01071 
01076 static void NormaliseSubtypes(Train *chain)
01077 {
01078   /* Nothing to do */
01079   if (chain == NULL) return;
01080 
01081   /* We must be the first in the chain. */
01082   assert(chain->Previous() == NULL);
01083 
01084   /* Set the appropirate bits for the first in the chain. */
01085   if (chain->IsWagon()) {
01086     chain->SetFreeWagon();
01087   } else {
01088     assert(chain->IsEngine());
01089     chain->SetFrontEngine();
01090   }
01091 
01092   /* Now clear the bits for the rest of the chain */
01093   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
01094     t->ClearFreeWagon();
01095     t->ClearFrontEngine();
01096   }
01097 }
01098 
01108 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
01109 {
01110   /* Just add 'new' engines and substract the original ones.
01111    * If that's less than or equal to 0 we can be sure we did
01112    * not add any engines (read: trains) along the way. */
01113   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
01114       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
01115       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
01116       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
01117     return CommandCost();
01118   }
01119 
01120   /* Get a free unit number and check whether it's within the bounds.
01121    * There will always be a maximum of one new train. */
01122   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
01123 
01124   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01125 }
01126 
01132 static CommandCost CheckTrainAttachment(Train *t)
01133 {
01134   /* No multi-part train, no need to check. */
01135   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
01136 
01137   /* The maximum length for a train. For each part we decrease this by one
01138    * and if the result is negative the train is simply too long. */
01139   int allowed_len = _settings_game.vehicle.mammoth_trains ? 100 : 10;
01140 
01141   Train *head = t;
01142   Train *prev = t;
01143 
01144   /* Break the prev -> t link so it always holds within the loop. */
01145   t = t->Next();
01146   allowed_len--;
01147   prev->SetNext(NULL);
01148 
01149   /* Make sure the cache is cleared. */
01150   head->InvalidateNewGRFCache();
01151 
01152   while (t != NULL) {
01153     Train *next = t->Next();
01154 
01155     /* Unlink the to-be-added piece; it is already unlinked from the previous
01156      * part due to the fact that the prev -> t link is broken. */
01157     t->SetNext(NULL);
01158 
01159     /* Don't check callback for articulated or rear dual headed parts */
01160     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
01161       allowed_len--; // We do not count articulated parts and rear heads either.
01162 
01163       /* Back up and clear the first_engine data to avoid using wagon override group */
01164       EngineID first_engine = t->tcache.first_engine;
01165       t->tcache.first_engine = INVALID_ENGINE;
01166 
01167       /* We don't want the cache to interfere. head's cache is cleared before
01168        * the loop and after each callback does not need to be cleared here. */
01169       t->InvalidateNewGRFCache();
01170 
01171       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
01172 
01173       /* Restore original first_engine data */
01174       t->tcache.first_engine = first_engine;
01175 
01176       /* We do not want to remember any cached variables from the test run */
01177       t->InvalidateNewGRFCache();
01178       head->InvalidateNewGRFCache();
01179 
01180       if (callback != CALLBACK_FAILED) {
01181         /* A failing callback means everything is okay */
01182         StringID error = STR_NULL;
01183 
01184         if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
01185         if (callback  < 0xFD) error = GetGRFStringID(GetEngineGRFID(head->engine_type), 0xD000 + callback);
01186 
01187         if (error != STR_NULL) return_cmd_error(error);
01188       }
01189     }
01190 
01191     /* And link it to the new part. */
01192     prev->SetNext(t);
01193     prev = t;
01194     t = next;
01195   }
01196 
01197   if (allowed_len <= 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
01198   return CommandCost();
01199 }
01200 
01210 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src)
01211 {
01212   /* Check whether we may actually construct the trains. */
01213   CommandCost ret = CheckTrainAttachment(src);
01214   if (ret.Failed()) return ret;
01215   ret = CheckTrainAttachment(dst);
01216   if (ret.Failed()) return ret;
01217 
01218   /* Check whether we need to build a new train. */
01219   return CheckNewTrain(original_dst, dst, original_src, src);
01220 }
01221 
01230 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
01231 {
01232   /* First determine the front of the two resulting trains */
01233   if (*src_head == *dst_head) {
01234     /* If we aren't moving part(s) to a new train, we are just moving the
01235      * front back and there is not destination head. */
01236     *dst_head = NULL;
01237   } else if (*dst_head == NULL) {
01238     /* If we are moving to a new train the head of the move train would become
01239      * the head of the new vehicle. */
01240     *dst_head = src;
01241   }
01242 
01243   if (src == *src_head) {
01244     /* If we are moving the front of a train then we are, in effect, creating
01245      * a new head for the train. Point to that. Unless we are moving the whole
01246      * train in which case there is not 'source' train anymore.
01247      * In case we are a multiheaded part we want the complete thing to come
01248      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
01249      * that is followed by a rear multihead we do not want to include that. */
01250     *src_head = move_chain ? NULL :
01251         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
01252   }
01253 
01254   /* Now it's just simply removing the part that we are going to move from the
01255    * source train and *if* the destination is a not a new train add the chain
01256    * at the destination location. */
01257   RemoveFromConsist(src, move_chain);
01258   if (*dst_head != src) InsertInConsist(dst, src);
01259 
01260   /* Now normalise the dual heads, that is move the dual heads around in such
01261    * a way that the head and rear of a dual head are in the same train */
01262   NormaliseDualHeads(*src_head);
01263   NormaliseDualHeads(*dst_head);
01264 }
01265 
01271 static void NormaliseTrainHead(Train *head)
01272 {
01273   /* Not much to do! */
01274   if (head == NULL) return;
01275 
01276   /* Tell the 'world' the train changed. */
01277   head->ConsistChanged(false);
01278   UpdateTrainGroupID(head);
01279 
01280   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
01281   if (!head->IsFrontEngine()) return;
01282 
01283   /* Update the refit button and window */
01284   SetWindowDirty(WC_VEHICLE_REFIT, head->index);
01285   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
01286 
01287   /* If we don't have a unit number yet, set one. */
01288   if (head->unitnumber != 0) return;
01289   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
01290 }
01291 
01303 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01304 {
01305   VehicleID s = GB(p1, 0, 16);
01306   VehicleID d = GB(p1, 16, 16);
01307   bool move_chain = HasBit(p2, 0);
01308 
01309   Train *src = Train::GetIfValid(s);
01310   if (src == NULL || !CheckOwnership(src->owner)) return CMD_ERROR;
01311 
01312   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
01313   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
01314 
01315   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
01316   Train *dst;
01317   if (d == INVALID_VEHICLE) {
01318     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
01319   } else {
01320     dst = Train::GetIfValid(d);
01321     if (dst == NULL || !CheckOwnership(dst->owner)) return CMD_ERROR;
01322 
01323     /* Do not allow appending to crashed vehicles, too */
01324     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
01325   }
01326 
01327   /* if an articulated part is being handled, deal with its parent vehicle */
01328   src = src->GetFirstEnginePart();
01329   if (dst != NULL) {
01330     dst = dst->GetFirstEnginePart();
01331   }
01332 
01333   /* don't move the same vehicle.. */
01334   if (src == dst) return CommandCost();
01335 
01336   /* locate the head of the two chains */
01337   Train *src_head = src->First();
01338   Train *dst_head;
01339   if (dst != NULL) {
01340     dst_head = dst->First();
01341     if (dst_head->tile != src_head->tile) return CMD_ERROR;
01342     /* Now deal with articulated part of destination wagon */
01343     dst = dst->GetLastEnginePart();
01344   } else {
01345     dst_head = NULL;
01346   }
01347 
01348   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
01349 
01350   /* When moving all wagons, we can't have the same src_head and dst_head */
01351   if (move_chain && src_head == dst_head) return CommandCost();
01352 
01353   /* When moving a multiheaded part to be place after itself, bail out. */
01354   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
01355 
01356   /* Check if all vehicles in the source train are stopped inside a depot. */
01357   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01358 
01359   /* Check if all vehicles in the destination train are stopped inside a depot. */
01360   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01361 
01362   /* First make a backup of the order of the trains. That way we can do
01363    * whatever we want with the order and later on easily revert. */
01364   TrainList original_src;
01365   TrainList original_dst;
01366 
01367   MakeTrainBackup(original_src, src_head);
01368   MakeTrainBackup(original_dst, dst_head);
01369 
01370   /* Also make backup of the original heads as ArrangeTrains can change them.
01371    * For the destination head we do not care if it is the same as the source
01372    * head because in that case it's just a copy. */
01373   Train *original_src_head = src_head;
01374   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
01375 
01376   /* (Re)arrange the trains in the wanted arrangement. */
01377   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
01378 
01379   if ((flags & DC_AUTOREPLACE) == 0) {
01380     /* If the autoreplace flag is set we do not need to test for the validity
01381      * because we are going to revert the train to its original state. As we
01382      * assume the original state was correct autoreplace can skip this. */
01383     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head);
01384     if (ret.Failed()) {
01385       /* Restore the train we had. */
01386       RestoreTrainBackup(original_src);
01387       RestoreTrainBackup(original_dst);
01388       return ret;
01389     }
01390   }
01391 
01392   /* do it? */
01393   if (flags & DC_EXEC) {
01394     /* First normalise the sub types of the chains. */
01395     NormaliseSubtypes(src_head);
01396     NormaliseSubtypes(dst_head);
01397 
01398     /* There are 14 different cases:
01399      *  1) front engine gets moved to a new train, it stays a front engine.
01400      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01401      *     b) the 'next' part is an engine, that becomes a front engine.
01402      *     c) there is no 'next' part, nothing else happens
01403      *  2) front engine gets moved to another train, it is not a front engine anymore
01404      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01405      *     b) the 'next' part is an engine, that becomes a front engine.
01406      *     c) there is no 'next' part, nothing else happens
01407      *  3) front engine gets moved to later in the current train, it is not an engine anymore.
01408      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01409      *     b) the 'next' part is an engine, that becomes a front engine.
01410      *  4) free wagon gets moved
01411      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01412      *     b) the 'next' part is an engine, that becomes a front engine.
01413      *     c) there is no 'next' part, nothing else happens
01414      *  5) non front engine gets moved and becomes a new train, nothing else happens
01415      *  6) non front engine gets moved within a train / to another train, nothing hapens
01416      *  7) wagon gets moved, nothing happens
01417      */
01418     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
01419       /* Cases #2 and #3: the front engine gets trashed. */
01420       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
01421       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
01422       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
01423       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
01424       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
01425 
01426       /* We are going to be move to another train. So we
01427        * are no part of this group anymore. In case we
01428        * are not moving group... well, then we do not need
01429        * to move.
01430        * Or we are moving to later in the train and our
01431        * new head isn't a front engine anymore.
01432        */
01433       if (dst_head != NULL ? dst_head != src : !src_head->IsFrontEngine()) {
01434         DecreaseGroupNumVehicle(src->group_id);
01435       }
01436 
01437       /* Delete orders, group stuff and the unit number as we're not the
01438        * front of any vehicle anymore. */
01439       DeleteVehicleOrders(src);
01440       RemoveVehicleFromGroup(src);
01441       src->unitnumber = 0;
01442     }
01443 
01444     /* We weren't a front engine but are becoming one. So
01445      * we should be put in the default group. */
01446     if (original_src_head != src && dst_head == src) {
01447       SetTrainGroupID(src, DEFAULT_GROUP);
01448     }
01449 
01450     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
01451     NormaliseTrainHead(src_head);
01452     NormaliseTrainHead(dst_head);
01453 
01454     /* We are undoubtedly changing something in the depot and train list. */
01455     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
01456     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01457   } else {
01458     /* We don't want to execute what we're just tried. */
01459     RestoreTrainBackup(original_src);
01460     RestoreTrainBackup(original_dst);
01461   }
01462 
01463   return CommandCost();
01464 }
01465 
01477 CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01478 {
01479   /* Check if we deleted a vehicle window */
01480   Window *w = NULL;
01481 
01482   Train *v = Train::GetIfValid(p1);
01483   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
01484 
01485   /* Sell a chain of vehicles or not? */
01486   bool sell_chain = HasBit(p2, 0);
01487 
01488   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_SELL_DESTROYED_VEHICLE);
01489 
01490   v = v->GetFirstEnginePart();
01491   Train *first = v->First();
01492 
01493   /* make sure the vehicle is stopped in the depot */
01494   if (!first->IsStoppedInDepot()) {
01495     return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01496   }
01497 
01498   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
01499 
01500   /* First make a backup of the order of the train. That way we can do
01501    * whatever we want with the order and later on easily revert. */
01502   TrainList original;
01503   MakeTrainBackup(original, first);
01504 
01505   /* We need to keep track of the new head and the head of what we're going to sell. */
01506   Train *new_head = first;
01507   Train *sell_head = NULL;
01508 
01509   /* Split the train in the wanted way. */
01510   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
01511 
01512   /* We don't need to validate the second train; it's going to be sold. */
01513   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head);
01514   if (ret.Failed()) {
01515     /* Restore the train we had. */
01516     RestoreTrainBackup(original);
01517     return ret;
01518   }
01519 
01520   CommandCost cost(EXPENSES_NEW_VEHICLES);
01521   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
01522 
01523   /* do it? */
01524   if (flags & DC_EXEC) {
01525     /* First normalise the sub types of the chain. */
01526     NormaliseSubtypes(new_head);
01527 
01528     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
01529       /* We are selling the front engine. In this case we want to
01530        * 'give' the order, unitnumber and such to the new head. */
01531       new_head->orders.list = first->orders.list;
01532       new_head->AddToShared(first);
01533       DeleteVehicleOrders(first);
01534 
01535       /* Copy other important data from the front engine */
01536       new_head->CopyVehicleConfigAndStatistics(first);
01537       IncreaseGroupNumVehicle(new_head->group_id);
01538 
01539       /* If we deleted a window then open a new one for the 'new' train */
01540       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
01541     }
01542 
01543     /* We need to update the information about the train. */
01544     NormaliseTrainHead(new_head);
01545 
01546     /* We are undoubtedly changing something in the depot and train list. */
01547     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01548     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01549 
01550     /* Actually delete the sold 'goods' */
01551     delete sell_head;
01552   } else {
01553     /* We don't want to execute what we're just tried. */
01554     RestoreTrainBackup(original);
01555   }
01556 
01557   return cost;
01558 }
01559 
01560 void Train::UpdateDeltaXY(Direction direction)
01561 {
01562 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
01563   static const uint32 _delta_xy_table[8] = {
01564     MKIT(3, 3, -1, -1),
01565     MKIT(3, 7, -1, -3),
01566     MKIT(3, 3, -1, -1),
01567     MKIT(7, 3, -3, -1),
01568     MKIT(3, 3, -1, -1),
01569     MKIT(3, 7, -1, -3),
01570     MKIT(3, 3, -1, -1),
01571     MKIT(7, 3, -3, -1),
01572   };
01573 #undef MKIT
01574 
01575   uint32 x = _delta_xy_table[direction];
01576   this->x_offs        = GB(x,  0, 8);
01577   this->y_offs        = GB(x,  8, 8);
01578   this->x_extent      = GB(x, 16, 8);
01579   this->y_extent      = GB(x, 24, 8);
01580   this->z_extent      = 6;
01581 }
01582 
01583 static inline void SetLastSpeed(Train *v, int spd)
01584 {
01585   int old = v->tcache.last_speed;
01586   if (spd != old) {
01587     v->tcache.last_speed = spd;
01588     if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) {
01589       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01590     }
01591   }
01592 }
01593 
01595 static void MarkTrainAsStuck(Train *v)
01596 {
01597   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
01598     /* It is the first time the problem occured, set the "train stuck" flag. */
01599     SetBit(v->flags, VRF_TRAIN_STUCK);
01600 
01601     v->wait_counter = 0;
01602 
01603     /* Stop train */
01604     v->cur_speed = 0;
01605     v->subspeed = 0;
01606     SetLastSpeed(v, 0);
01607 
01608     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01609   }
01610 }
01611 
01612 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
01613 {
01614   uint16 flag1 = *swap_flag1;
01615   uint16 flag2 = *swap_flag2;
01616 
01617   /* Clear the flags */
01618   ClrBit(*swap_flag1, VRF_GOINGUP);
01619   ClrBit(*swap_flag1, VRF_GOINGDOWN);
01620   ClrBit(*swap_flag2, VRF_GOINGUP);
01621   ClrBit(*swap_flag2, VRF_GOINGDOWN);
01622 
01623   /* Reverse the rail-flags (if needed) */
01624   if (HasBit(flag1, VRF_GOINGUP)) {
01625     SetBit(*swap_flag2, VRF_GOINGDOWN);
01626   } else if (HasBit(flag1, VRF_GOINGDOWN)) {
01627     SetBit(*swap_flag2, VRF_GOINGUP);
01628   }
01629   if (HasBit(flag2, VRF_GOINGUP)) {
01630     SetBit(*swap_flag1, VRF_GOINGDOWN);
01631   } else if (HasBit(flag2, VRF_GOINGDOWN)) {
01632     SetBit(*swap_flag1, VRF_GOINGUP);
01633   }
01634 }
01635 
01636 static void ReverseTrainSwapVeh(Train *v, int l, int r)
01637 {
01638   Train *a, *b;
01639 
01640   /* locate vehicles to swap */
01641   for (a = v; l != 0; l--) a = a->Next();
01642   for (b = v; r != 0; r--) b = b->Next();
01643 
01644   if (a != b) {
01645     /* swap the hidden bits */
01646     {
01647       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
01648       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
01649       a->vehstatus = tmp;
01650     }
01651 
01652     Swap(a->track, b->track);
01653     Swap(a->direction,    b->direction);
01654 
01655     /* toggle direction */
01656     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
01657     if (b->track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
01658 
01659     Swap(a->x_pos, b->x_pos);
01660     Swap(a->y_pos, b->y_pos);
01661     Swap(a->tile,  b->tile);
01662     Swap(a->z_pos, b->z_pos);
01663 
01664     SwapTrainFlags(&a->flags, &b->flags);
01665 
01666     /* update other vars */
01667     a->UpdateViewport(true, true);
01668     b->UpdateViewport(true, true);
01669 
01670     /* call the proper EnterTile function unless we are in a wormhole */
01671     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
01672     if (b->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
01673   } else {
01674     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
01675     a->UpdateViewport(true, true);
01676 
01677     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
01678   }
01679 
01680   /* Update train's power incase tiles were different rail type */
01681   v->PowerChanged();
01682 }
01683 
01684 
01690 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
01691 {
01692   return (v->type == VEH_TRAIN) ? v : NULL;
01693 }
01694 
01695 
01702 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
01703 {
01704   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
01705 
01706   Train *t = Train::From(v);
01707   if (!t->IsFrontEngine()) return NULL;
01708 
01709   TileIndex tile = *(TileIndex *)data;
01710 
01711   if (TrainApproachingCrossingTile(t) != tile) return NULL;
01712 
01713   return t;
01714 }
01715 
01716 
01723 static bool TrainApproachingCrossing(TileIndex tile)
01724 {
01725   assert(IsLevelCrossingTile(tile));
01726 
01727   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
01728   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
01729 
01730   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
01731 
01732   dir = ReverseDiagDir(dir);
01733   tile_from = tile + TileOffsByDiagDir(dir);
01734 
01735   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
01736 }
01737 
01738 
01745 void UpdateLevelCrossing(TileIndex tile, bool sound)
01746 {
01747   assert(IsLevelCrossingTile(tile));
01748 
01749   /* train on crossing || train approaching crossing || reserved */
01750   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
01751 
01752   if (new_state != IsCrossingBarred(tile)) {
01753     if (new_state && sound) {
01754       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
01755     }
01756     SetCrossingBarred(tile, new_state);
01757     MarkTileDirtyByTile(tile);
01758   }
01759 }
01760 
01761 
01767 static inline void MaybeBarCrossingWithSound(TileIndex tile)
01768 {
01769   if (!IsCrossingBarred(tile)) {
01770     BarCrossing(tile);
01771     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
01772     MarkTileDirtyByTile(tile);
01773   }
01774 }
01775 
01776 
01782 static void AdvanceWagonsBeforeSwap(Train *v)
01783 {
01784   Train *base = v;
01785   Train *first = base; // first vehicle to move
01786   Train *last = v->Last(); // last vehicle to move
01787   uint length = CountVehiclesInChain(v);
01788 
01789   while (length > 2) {
01790     last = last->Previous();
01791     first = first->Next();
01792 
01793     int differential = base->tcache.cached_veh_length - last->tcache.cached_veh_length;
01794 
01795     /* do not update images now
01796      * negative differential will be handled in AdvanceWagonsAfterSwap() */
01797     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
01798 
01799     base = first; // == base->Next()
01800     length -= 2;
01801   }
01802 }
01803 
01804 
01810 static void AdvanceWagonsAfterSwap(Train *v)
01811 {
01812   /* first of all, fix the situation when the train was entering a depot */
01813   Train *dep = v; // last vehicle in front of just left depot
01814   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
01815     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
01816   }
01817 
01818   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
01819 
01820   if (leave != NULL) {
01821     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
01822     int d = TicksToLeaveDepot(dep);
01823 
01824     if (d <= 0) {
01825       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
01826       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
01827       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
01828     }
01829   } else {
01830     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
01831   }
01832 
01833   Train *base = v;
01834   Train *first = base; // first vehicle to move
01835   Train *last = v->Last(); // last vehicle to move
01836   uint length = CountVehiclesInChain(v);
01837 
01838   /* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
01839    * they have already correct spacing, so we have to make sure they are moved how they should */
01840   bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
01841 
01842   while (length > 2) {
01843     /* we reached vehicle (originally) in front of a depot, stop now
01844      * (we would move wagons that are alredy moved with new wagon length) */
01845     if (base == dep) break;
01846 
01847     /* the last wagon was that one leaving a depot, so do not move it anymore */
01848     if (last == dep) nomove = true;
01849 
01850     last = last->Previous();
01851     first = first->Next();
01852 
01853     int differential = last->tcache.cached_veh_length - base->tcache.cached_veh_length;
01854 
01855     /* do not update images now */
01856     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
01857 
01858     base = first; // == base->Next()
01859     length -= 2;
01860   }
01861 }
01862 
01863 
01864 static void ReverseTrainDirection(Train *v)
01865 {
01866   if (IsRailDepotTile(v->tile)) {
01867     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01868   }
01869 
01870   /* Clear path reservation in front if train is not stuck. */
01871   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
01872 
01873   /* Check if we were approaching a rail/road-crossing */
01874   TileIndex crossing = TrainApproachingCrossingTile(v);
01875 
01876   /* count number of vehicles */
01877   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
01878 
01879   AdvanceWagonsBeforeSwap(v);
01880 
01881   /* swap start<>end, start+1<>end-1, ... */
01882   int l = 0;
01883   do {
01884     ReverseTrainSwapVeh(v, l++, r--);
01885   } while (l <= r);
01886 
01887   AdvanceWagonsAfterSwap(v);
01888 
01889   if (IsRailDepotTile(v->tile)) {
01890     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01891   }
01892 
01893   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
01894 
01895   ClrBit(v->flags, VRF_REVERSING);
01896 
01897   /* recalculate cached data */
01898   v->ConsistChanged(true);
01899 
01900   /* update all images */
01901   for (Vehicle *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
01902 
01903   /* update crossing we were approaching */
01904   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
01905 
01906   /* maybe we are approaching crossing now, after reversal */
01907   crossing = TrainApproachingCrossingTile(v);
01908   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
01909 
01910   /* If we are inside a depot after reversing, don't bother with path reserving. */
01911   if (v->track == TRACK_BIT_DEPOT) {
01912     /* Can't be stuck here as inside a depot is always a safe tile. */
01913     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01914     ClrBit(v->flags, VRF_TRAIN_STUCK);
01915     return;
01916   }
01917 
01918   /* TrainExitDir does not always produce the desired dir for depots and
01919    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
01920   DiagDirection dir = TrainExitDir(v->direction, v->track);
01921   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
01922 
01923   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
01924     /* If we are currently on a tile with conventional signals, we can't treat the
01925      * current tile as a safe tile or we would enter a PBS block without a reservation. */
01926     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
01927       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
01928       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
01929 
01930     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
01931     if (TryPathReserve(v, false, first_tile_okay)) {
01932       /* Do a look-ahead now in case our current tile was already a safe tile. */
01933       CheckNextTrainTile(v);
01934     } else if (v->current_order.GetType() != OT_LOADING) {
01935       /* Do not wait for a way out when we're still loading */
01936       MarkTrainAsStuck(v);
01937     }
01938   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
01939     /* A train not inside a PBS block can't be stuck. */
01940     ClrBit(v->flags, VRF_TRAIN_STUCK);
01941     v->wait_counter = 0;
01942   }
01943 }
01944 
01953 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01954 {
01955   Train *v = Train::GetIfValid(p1);
01956   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
01957 
01958   if (p2 != 0) {
01959     /* turn a single unit around */
01960 
01961     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
01962       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
01963     }
01964 
01965     Train *front = v->First();
01966     /* make sure the vehicle is stopped in the depot */
01967     if (!front->IsStoppedInDepot()) {
01968       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01969     }
01970 
01971     if (flags & DC_EXEC) {
01972       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
01973       SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
01974       SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01975       /* We cancel any 'skip signal at dangers' here */
01976       v->force_proceed = 0;
01977       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01978     }
01979   } else {
01980     /* turn the whole train around */
01981     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
01982 
01983     if (flags & DC_EXEC) {
01984       /* Properly leave the station if we are loading and won't be loading anymore */
01985       if (v->current_order.IsType(OT_LOADING)) {
01986         const Vehicle *last = v;
01987         while (last->Next() != NULL) last = last->Next();
01988 
01989         /* not a station || different station --> leave the station */
01990         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
01991           v->LeaveStation();
01992         }
01993       }
01994 
01995       /* We cancel any 'skip signal at dangers' here */
01996       v->force_proceed = 0;
01997       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01998 
01999       if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
02000         ToggleBit(v->flags, VRF_REVERSING);
02001       } else {
02002         v->cur_speed = 0;
02003         SetLastSpeed(v, 0);
02004         HideFillingPercent(&v->fill_percent_te_id);
02005         ReverseTrainDirection(v);
02006       }
02007     }
02008   }
02009   return CommandCost();
02010 }
02011 
02020 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02021 {
02022   Train *t = Train::GetIfValid(p1);
02023   if (t == NULL || !CheckOwnership(t->owner)) return CMD_ERROR;
02024 
02025   if (flags & DC_EXEC) {
02026     /* If we are forced to proceed, cancel that order.
02027      * If we are marked stuck we would want to force the train
02028      * to proceed to the next signal. In the other cases we
02029      * would like to pass the signal at danger and run till the
02030      * next signal we encounter. */
02031     t->force_proceed = t->force_proceed == 2 ? 0 : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? 1 : 2;
02032     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
02033   }
02034 
02035   return CommandCost();
02036 }
02037 
02049 CommandCost CmdRefitRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02050 {
02051   CargoID new_cid = GB(p2, 0, 8);
02052   byte new_subtype = GB(p2, 8, 8);
02053   bool only_this = HasBit(p2, 16);
02054 
02055   Train *v = Train::GetIfValid(p1);
02056   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
02057 
02058   if (!v->IsStoppedInDepot()) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
02059   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_REFIT_DESTROYED_VEHICLE);
02060 
02061   /* Check cargo */
02062   if (new_cid >= NUM_CARGO) return CMD_ERROR;
02063 
02064   CommandCost cost = RefitVehicle(v, only_this, new_cid, new_subtype, flags);
02065 
02066   /* Update the train's cached variables */
02067   if (flags & DC_EXEC) {
02068     Train *front = v->First();
02069     front->ConsistChanged(false);
02070     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
02071     SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
02072     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
02073   } else {
02074     v->InvalidateNewGRFCacheOfChain(); // always invalidate; querycost might have filled it
02075   }
02076 
02077   return cost;
02078 }
02079 
02082 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
02083 {
02084   assert(!(v->vehstatus & VS_CRASHED));
02085 
02086   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
02087 
02088   PBSTileInfo origin = FollowTrainReservation(v);
02089   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
02090 
02091   switch (_settings_game.pf.pathfinder_for_trains) {
02092     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
02093     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
02094 
02095     default: NOT_REACHED();
02096   }
02097 }
02098 
02099 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
02100 {
02101   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
02102   if (tfdd.best_length == UINT_MAX) return false;
02103 
02104   if (location    != NULL) *location    = tfdd.tile;
02105   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
02106   if (reverse     != NULL) *reverse     = tfdd.reverse;
02107 
02108   return true;
02109 }
02110 
02121 CommandCost CmdSendTrainToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02122 {
02123   if (p2 & DEPOT_MASS_SEND) {
02124     /* Mass goto depot requested */
02125     if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
02126     return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
02127   }
02128 
02129   Train *v = Train::GetIfValid(p1);
02130   if (v == NULL) return CMD_ERROR;
02131 
02132   return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
02133 }
02134 
02135 static const int8 _vehicle_smoke_pos[8] = {
02136   1, 1, 1, 0, -1, -1, -1, 0
02137 };
02138 
02139 static void HandleLocomotiveSmokeCloud(const Train *v)
02140 {
02141   bool sound = false;
02142 
02143   if ((v->vehstatus & VS_TRAIN_SLOWING) || v->cur_speed < 2) {
02144     return;
02145   }
02146 
02147   const Train *u = v;
02148 
02149   do {
02150     const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
02151     int effect_offset = GB(v->tcache.cached_vis_effect, 0, 4) - 8;
02152     byte effect_type = GB(v->tcache.cached_vis_effect, 4, 2);
02153     bool disable_effect = HasBit(v->tcache.cached_vis_effect, 6);
02154 
02155     /* no smoke? */
02156     if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
02157         disable_effect ||
02158         v->vehstatus & VS_HIDDEN) {
02159       continue;
02160     }
02161 
02162     /* No smoke in depots or tunnels */
02163     if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
02164 
02165     /* No sparks for electric vehicles on nonelectrified tracks */
02166     if (!HasPowerOnRail(v->railtype, GetTileRailType(v->tile))) continue;
02167 
02168     if (effect_type == 0) {
02169       /* Use default effect type for engine class. */
02170       effect_type = rvi->engclass;
02171     } else {
02172       effect_type--;
02173     }
02174 
02175     int x = _vehicle_smoke_pos[v->direction] * effect_offset;
02176     int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
02177 
02178     if (HasBit(v->flags, VRF_REVERSE_DIRECTION)) {
02179       x = -x;
02180       y = -y;
02181     }
02182 
02183     switch (effect_type) {
02184       case 0:
02185         /* steam smoke. */
02186         if (GB(v->tick_counter, 0, 4) == 0) {
02187           CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
02188           sound = true;
02189         }
02190         break;
02191 
02192       case 1:
02193         /* diesel smoke */
02194         if (u->cur_speed <= 40 && Chance16(15, 128)) {
02195           CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
02196           sound = true;
02197         }
02198         break;
02199 
02200       case 2:
02201         /* blue spark */
02202         if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
02203           CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
02204           sound = true;
02205         }
02206         break;
02207 
02208       default:
02209         break;
02210     }
02211   } while ((v = v->Next()) != NULL);
02212 
02213   if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
02214 }
02215 
02216 void Train::PlayLeaveStationSound() const
02217 {
02218   static const SoundFx sfx[] = {
02219     SND_04_TRAIN,
02220     SND_0A_TRAIN_HORN,
02221     SND_0A_TRAIN_HORN,
02222     SND_47_MAGLEV_2,
02223     SND_41_MAGLEV
02224   };
02225 
02226   if (PlayVehicleSound(this, VSE_START)) return;
02227 
02228   EngineID engtype = this->engine_type;
02229   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
02230 }
02231 
02233 static void CheckNextTrainTile(Train *v)
02234 {
02235   /* Don't do any look-ahead if path_backoff_interval is 255. */
02236   if (_settings_game.pf.path_backoff_interval == 255) return;
02237 
02238   /* Exit if we reached our destination depot or are inside a depot. */
02239   if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || v->track == TRACK_BIT_DEPOT) return;
02240   /* Exit if we are on a station tile and are going to stop. */
02241   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
02242   /* Exit if the current order doesn't have a destination, but the train has orders. */
02243   if ((v->current_order.IsType(OT_NOTHING) || v->current_order.IsType(OT_LEAVESTATION) || v->current_order.IsType(OT_LOADING)) && v->GetNumOrders() > 0) return;
02244 
02245   Trackdir td = v->GetVehicleTrackdir();
02246 
02247   /* On a tile with a red non-pbs signal, don't look ahead. */
02248   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
02249       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
02250       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
02251 
02252   CFollowTrackRail ft(v);
02253   if (!ft.Follow(v->tile, td)) return;
02254 
02255   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
02256     /* Next tile is not reserved. */
02257     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
02258       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
02259         /* If the next tile is a PBS signal, try to make a reservation. */
02260         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
02261         if (_settings_game.pf.forbid_90_deg) {
02262           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
02263         }
02264         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
02265       }
02266     }
02267   }
02268 }
02269 
02270 static bool CheckTrainStayInDepot(Train *v)
02271 {
02272   /* bail out if not all wagons are in the same depot or not in a depot at all */
02273   for (const Train *u = v; u != NULL; u = u->Next()) {
02274     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
02275   }
02276 
02277   /* if the train got no power, then keep it in the depot */
02278   if (v->tcache.cached_power == 0) {
02279     v->vehstatus |= VS_STOPPED;
02280     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
02281     return true;
02282   }
02283 
02284   SigSegState seg_state;
02285 
02286   if (v->force_proceed == 0) {
02287     /* force proceed was not pressed */
02288     if (++v->wait_counter < 37) {
02289       SetWindowClassesDirty(WC_TRAINS_LIST);
02290       return true;
02291     }
02292 
02293     v->wait_counter = 0;
02294 
02295     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02296     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
02297       /* Full and no PBS signal in block or depot reserved, can't exit. */
02298       SetWindowClassesDirty(WC_TRAINS_LIST);
02299       return true;
02300     }
02301   } else {
02302     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02303   }
02304 
02305   /* We are leaving a depot, but have to go to the exact same one; re-enter */
02306   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
02307     /* We need to have a reservation for this to work. */
02308     if (HasDepotReservation(v->tile)) return true;
02309     SetDepotReservation(v->tile, true);
02310     VehicleEnterDepot(v);
02311     return true;
02312   }
02313 
02314   /* Only leave when we can reserve a path to our destination. */
02315   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == 0) {
02316     /* No path and no force proceed. */
02317     SetWindowClassesDirty(WC_TRAINS_LIST);
02318     MarkTrainAsStuck(v);
02319     return true;
02320   }
02321 
02322   SetDepotReservation(v->tile, true);
02323   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
02324 
02325   VehicleServiceInDepot(v);
02326   SetWindowClassesDirty(WC_TRAINS_LIST);
02327   v->PlayLeaveStationSound();
02328 
02329   v->track = TRACK_BIT_X;
02330   if (v->direction & 2) v->track = TRACK_BIT_Y;
02331 
02332   v->vehstatus &= ~VS_HIDDEN;
02333   v->cur_speed = 0;
02334 
02335   v->UpdateDeltaXY(v->direction);
02336   v->cur_image = v->GetImage(v->direction);
02337   VehicleMove(v, false);
02338   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02339   v->UpdateAcceleration();
02340   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
02341 
02342   return false;
02343 }
02344 
02346 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
02347 {
02348   DiagDirection dir = TrackdirToExitdir(track_dir);
02349 
02350   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
02351     /* Are we just leaving a tunnel/bridge? */
02352     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
02353       TileIndex end = GetOtherTunnelBridgeEnd(tile);
02354 
02355       if (!HasVehicleOnTunnelBridge(tile, end, v)) {
02356         /* Free the reservation only if no other train is on the tiles. */
02357         SetTunnelBridgeReservation(tile, false);
02358         SetTunnelBridgeReservation(end, false);
02359 
02360         if (_settings_client.gui.show_track_reservation) {
02361           MarkTileDirtyByTile(tile);
02362           MarkTileDirtyByTile(end);
02363         }
02364       }
02365     }
02366   } else if (IsRailStationTile(tile)) {
02367     TileIndex new_tile = TileAddByDiagDir(tile, dir);
02368     /* If the new tile is not a further tile of the same station, we
02369      * clear the reservation for the whole platform. */
02370     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
02371       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
02372     }
02373   } else {
02374     /* Any other tile */
02375     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
02376   }
02377 }
02378 
02380 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
02381 {
02382   assert(v->IsFrontEngine());
02383 
02384   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
02385   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
02386   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
02387   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
02388 
02389   /* Don't free reservation if it's not ours. */
02390   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
02391 
02392   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
02393   while (ft.Follow(tile, td)) {
02394     tile = ft.m_new_tile;
02395     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
02396     td = RemoveFirstTrackdir(&bits);
02397     assert(bits == TRACKDIR_BIT_NONE);
02398 
02399     if (!IsValidTrackdir(td)) break;
02400 
02401     if (IsTileType(tile, MP_RAILWAY)) {
02402       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
02403         /* Conventional signal along trackdir: remove reservation and stop. */
02404         UnreserveRailTrack(tile, TrackdirToTrack(td));
02405         break;
02406       }
02407       if (HasPbsSignalOnTrackdir(tile, td)) {
02408         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
02409           /* Red PBS signal? Can't be our reservation, would be green then. */
02410           break;
02411         } else {
02412           /* Turn the signal back to red. */
02413           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
02414           MarkTileDirtyByTile(tile);
02415         }
02416       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
02417         break;
02418       }
02419     }
02420 
02421     /* Don't free first station/bridge/tunnel if we are on it. */
02422     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);
02423 
02424     free_tile = true;
02425   }
02426 }
02427 
02428 static const byte _initial_tile_subcoord[6][4][3] = {
02429 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
02430 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
02431 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
02432 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
02433 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
02434 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
02435 };
02436 
02449 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
02450 {
02451   switch (_settings_game.pf.pathfinder_for_trains) {
02452     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
02453     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
02454 
02455     default: NOT_REACHED();
02456   }
02457 }
02458 
02464 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
02465 {
02466   PBSTileInfo origin = FollowTrainReservation(v);
02467 
02468   CFollowTrackRail ft(v);
02469 
02470   TileIndex tile = origin.tile;
02471   Trackdir  cur_td = origin.trackdir;
02472   while (ft.Follow(tile, cur_td)) {
02473     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
02474       /* Possible signal tile. */
02475       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
02476     }
02477 
02478     if (_settings_game.pf.forbid_90_deg) {
02479       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
02480       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
02481     }
02482 
02483     /* Station, depot or waypoint are a possible target. */
02484     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
02485     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
02486       /* Choice found or possible target encountered.
02487        * On finding a possible target, we need to stop and let the pathfinder handle the
02488        * remaining path. This is because we don't know if this target is in one of our
02489        * orders, so we might cause pathfinding to fail later on if we find a choice.
02490        * This failure would cause a bogous call to TryReserveSafePath which might reserve
02491        * a wrong path not leading to our next destination. */
02492       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
02493 
02494       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
02495        * actually starts its search at the first unreserved tile. */
02496       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
02497 
02498       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
02499       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
02500       if (enterdir) *enterdir = ft.m_exitdir;
02501       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
02502     }
02503 
02504     tile = ft.m_new_tile;
02505     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
02506 
02507     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
02508       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
02509       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
02510       /* Safe position is all good, path valid and okay. */
02511       return PBSTileInfo(tile, cur_td, true);
02512     }
02513 
02514     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
02515   }
02516 
02517   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
02518     /* End of line, path valid and okay. */
02519     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
02520   }
02521 
02522   /* Sorry, can't reserve path, back out. */
02523   tile = origin.tile;
02524   cur_td = origin.trackdir;
02525   TileIndex stopped = ft.m_old_tile;
02526   Trackdir  stopped_td = ft.m_old_td;
02527   while (tile != stopped || cur_td != stopped_td) {
02528     if (!ft.Follow(tile, cur_td)) break;
02529 
02530     if (_settings_game.pf.forbid_90_deg) {
02531       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
02532       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
02533     }
02534     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
02535 
02536     tile = ft.m_new_tile;
02537     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
02538 
02539     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
02540   }
02541 
02542   /* Path invalid. */
02543   return PBSTileInfo();
02544 }
02545 
02556 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
02557 {
02558   switch (_settings_game.pf.pathfinder_for_trains) {
02559     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
02560     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
02561 
02562     default: NOT_REACHED();
02563   }
02564 }
02565 
02567 class VehicleOrderSaver
02568 {
02569 private:
02570   Vehicle        *v;
02571   Order          old_order;
02572   TileIndex      old_dest_tile;
02573   StationID      old_last_station_visited;
02574   VehicleOrderID index;
02575 
02576 public:
02577   VehicleOrderSaver(Vehicle *_v) :
02578     v(_v),
02579     old_order(_v->current_order),
02580     old_dest_tile(_v->dest_tile),
02581     old_last_station_visited(_v->last_station_visited),
02582     index(_v->cur_order_index)
02583   {
02584   }
02585 
02586   ~VehicleOrderSaver()
02587   {
02588     this->v->current_order = this->old_order;
02589     this->v->dest_tile = this->old_dest_tile;
02590     this->v->last_station_visited = this->old_last_station_visited;
02591   }
02592 
02598   bool SwitchToNextOrder(bool skip_first)
02599   {
02600     if (this->v->GetNumOrders() == 0) return false;
02601 
02602     if (skip_first) ++this->index;
02603 
02604     int conditional_depth = 0;
02605 
02606     do {
02607       /* Wrap around. */
02608       if (this->index >= this->v->GetNumOrders()) this->index = 0;
02609 
02610       Order *order = this->v->GetOrder(this->index);
02611       assert(order != NULL);
02612 
02613       switch (order->GetType()) {
02614         case OT_GOTO_DEPOT:
02615           /* Skip service in depot orders when the train doesn't need service. */
02616           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
02617         case OT_GOTO_STATION:
02618         case OT_GOTO_WAYPOINT:
02619           this->v->current_order = *order;
02620           UpdateOrderDest(this->v, order);
02621           return true;
02622         case OT_CONDITIONAL: {
02623           if (conditional_depth > this->v->GetNumOrders()) return false;
02624           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
02625           if (next != INVALID_VEH_ORDER_ID) {
02626             conditional_depth++;
02627             this->index = next;
02628             /* Don't increment next, so no break here. */
02629             continue;
02630           }
02631           break;
02632         }
02633         default:
02634           break;
02635       }
02636       /* Don't increment inside the while because otherwise conditional
02637        * orders can lead to an infinite loop. */
02638       ++this->index;
02639     } while (this->index != this->v->cur_order_index);
02640 
02641     return false;
02642   }
02643 };
02644 
02645 /* choose a track */
02646 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
02647 {
02648   Track best_track = INVALID_TRACK;
02649   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
02650   bool changed_signal = false;
02651 
02652   assert((tracks & ~TRACK_BIT_MASK) == 0);
02653 
02654   if (got_reservation != NULL) *got_reservation = false;
02655 
02656   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
02657   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
02658   /* Do we have a suitable reserved track? */
02659   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
02660 
02661   /* Quick return in case only one possible track is available */
02662   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
02663     Track track = FindFirstTrack(tracks);
02664     /* We need to check for signals only here, as a junction tile can't have signals. */
02665     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
02666       do_track_reservation = true;
02667       changed_signal = true;
02668       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
02669     } else if (!do_track_reservation) {
02670       return track;
02671     }
02672     best_track = track;
02673   }
02674 
02675   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
02676   DiagDirection dest_enterdir = enterdir;
02677   if (do_track_reservation) {
02678     /* Check if the train needs service here, so it has a chance to always find a depot.
02679      * Also check if the current order is a service order so we don't reserve a path to
02680      * the destination but instead to the next one if service isn't needed. */
02681     CheckIfTrainNeedsService(v);
02682     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
02683 
02684     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
02685     if (res_dest.tile == INVALID_TILE) {
02686       /* Reservation failed? */
02687       if (mark_stuck) MarkTrainAsStuck(v);
02688       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
02689       return FindFirstTrack(tracks);
02690     }
02691   }
02692 
02693   /* Save the current train order. The destructor will restore the old order on function exit. */
02694   VehicleOrderSaver orders(v);
02695 
02696   /* If the current tile is the destination of the current order and
02697    * a reservation was requested, advance to the next order.
02698    * Don't advance on a depot order as depots are always safe end points
02699    * for a path and no look-ahead is necessary. This also avoids a
02700    * problem with depot orders not part of the order list when the
02701    * order list itself is empty. */
02702   if (v->current_order.IsType(OT_LEAVESTATION)) {
02703     orders.SwitchToNextOrder(false);
02704   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
02705       v->current_order.IsType(OT_GOTO_STATION) ?
02706       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
02707       v->tile == v->dest_tile))) {
02708     orders.SwitchToNextOrder(true);
02709   }
02710 
02711   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
02712     /* Pathfinders are able to tell that route was only 'guessed'. */
02713     bool      path_not_found = false;
02714     TileIndex new_tile = res_dest.tile;
02715 
02716     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest);
02717     if (new_tile == tile) best_track = next_track;
02718 
02719     /* handle "path not found" state */
02720     if (path_not_found) {
02721       /* PF didn't find the route */
02722       if (!HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
02723         /* it is first time the problem occurred, set the "path not found" flag */
02724         SetBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
02725         /* and notify user about the event */
02726         AI::NewEvent(v->owner, new AIEventVehicleLost(v->index));
02727         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
02728           SetDParam(0, v->index);
02729           AddVehicleNewsItem(
02730             STR_NEWS_TRAIN_IS_LOST,
02731             NS_ADVICE,
02732             v->index
02733           );
02734         }
02735       }
02736     } else {
02737       /* route found, is the train marked with "path not found" flag? */
02738       if (HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
02739         /* clear the flag as the PF's problem was solved */
02740         ClrBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
02741         /* can we also delete the "News" item somehow? */
02742       }
02743     }
02744   }
02745 
02746   /* No track reservation requested -> finished. */
02747   if (!do_track_reservation) return best_track;
02748 
02749   /* A path was found, but could not be reserved. */
02750   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
02751     if (mark_stuck) MarkTrainAsStuck(v);
02752     FreeTrainTrackReservation(v);
02753     return best_track;
02754   }
02755 
02756   /* No possible reservation target found, we are probably lost. */
02757   if (res_dest.tile == INVALID_TILE) {
02758     /* Try to find any safe destination. */
02759     PBSTileInfo origin = FollowTrainReservation(v);
02760     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
02761       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
02762       best_track = FindFirstTrack(res);
02763       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
02764       if (got_reservation != NULL) *got_reservation = true;
02765       if (changed_signal) MarkTileDirtyByTile(tile);
02766     } else {
02767       FreeTrainTrackReservation(v);
02768       if (mark_stuck) MarkTrainAsStuck(v);
02769     }
02770     return best_track;
02771   }
02772 
02773   if (got_reservation != NULL) *got_reservation = true;
02774 
02775   /* Reservation target found and free, check if it is safe. */
02776   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
02777     /* Extend reservation until we have found a safe position. */
02778     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
02779     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
02780     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
02781     if (_settings_game.pf.forbid_90_deg) {
02782       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
02783     }
02784 
02785     /* Get next order with destination. */
02786     if (orders.SwitchToNextOrder(true)) {
02787       PBSTileInfo cur_dest;
02788       DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, true, &cur_dest);
02789       if (cur_dest.tile != INVALID_TILE) {
02790         res_dest = cur_dest;
02791         if (res_dest.okay) continue;
02792         /* Path found, but could not be reserved. */
02793         FreeTrainTrackReservation(v);
02794         if (mark_stuck) MarkTrainAsStuck(v);
02795         if (got_reservation != NULL) *got_reservation = false;
02796         changed_signal = false;
02797         break;
02798       }
02799     }
02800     /* No order or no safe position found, try any position. */
02801     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
02802       FreeTrainTrackReservation(v);
02803       if (mark_stuck) MarkTrainAsStuck(v);
02804       if (got_reservation != NULL) *got_reservation = false;
02805       changed_signal = false;
02806     }
02807     break;
02808   }
02809 
02810   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
02811 
02812   if (changed_signal) MarkTileDirtyByTile(tile);
02813 
02814   return best_track;
02815 }
02816 
02825 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
02826 {
02827   assert(v->IsFrontEngine());
02828 
02829   /* We have to handle depots specially as the track follower won't look
02830    * at the depot tile itself but starts from the next tile. If we are still
02831    * inside the depot, a depot reservation can never be ours. */
02832   if (v->track == TRACK_BIT_DEPOT) {
02833     if (HasDepotReservation(v->tile)) {
02834       if (mark_as_stuck) MarkTrainAsStuck(v);
02835       return false;
02836     } else {
02837       /* Depot not reserved, but the next tile might be. */
02838       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
02839       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
02840     }
02841   }
02842 
02843   Vehicle *other_train = NULL;
02844   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
02845   /* The path we are driving on is alread blocked by some other train.
02846    * This can only happen in certain situations when mixing path and
02847    * block signals or when changing tracks and/or signals.
02848    * Exit here as doing any further reservations will probably just
02849    * make matters worse. */
02850   if (other_train != NULL && other_train->index != v->index) {
02851     if (mark_as_stuck) MarkTrainAsStuck(v);
02852     return false;
02853   }
02854   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
02855   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
02856     /* Can't be stuck then. */
02857     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
02858     ClrBit(v->flags, VRF_TRAIN_STUCK);
02859     return true;
02860   }
02861 
02862   /* If we are in a depot, tentativly reserve the depot. */
02863   if (v->track == TRACK_BIT_DEPOT) {
02864     SetDepotReservation(v->tile, true);
02865     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
02866   }
02867 
02868   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
02869   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
02870   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
02871 
02872   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
02873 
02874   bool res_made = false;
02875   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
02876 
02877   if (!res_made) {
02878     /* Free the depot reservation as well. */
02879     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
02880     return false;
02881   }
02882 
02883   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
02884     v->wait_counter = 0;
02885     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
02886   }
02887   ClrBit(v->flags, VRF_TRAIN_STUCK);
02888   return true;
02889 }
02890 
02891 
02892 static bool CheckReverseTrain(const Train *v)
02893 {
02894   if (_settings_game.difficulty.line_reverse_mode != 0 ||
02895       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
02896       !(v->direction & 1)) {
02897     return false;
02898   }
02899 
02900   assert(v->track != TRACK_BIT_NONE);
02901 
02902   switch (_settings_game.pf.pathfinder_for_trains) {
02903     case VPF_NPF: return NPFTrainCheckReverse(v);
02904     case VPF_YAPF: return YapfTrainCheckReverse(v);
02905 
02906     default: NOT_REACHED();
02907   }
02908 }
02909 
02910 TileIndex Train::GetOrderStationLocation(StationID station)
02911 {
02912   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
02913 
02914   const Station *st = Station::Get(station);
02915   if (!(st->facilities & FACIL_TRAIN)) {
02916     /* The destination station has no trainstation tiles. */
02917     this->IncrementOrderIndex();
02918     return 0;
02919   }
02920 
02921   return st->xy;
02922 }
02923 
02924 void Train::MarkDirty()
02925 {
02926   Vehicle *v = this;
02927   do {
02928     v->UpdateViewport(false, false);
02929   } while ((v = v->Next()) != NULL);
02930 
02931   /* need to update acceleration and cached values since the goods on the train changed. */
02932   this->CargoChanged();
02933   this->UpdateAcceleration();
02934 }
02935 
02945 int Train::UpdateSpeed()
02946 {
02947   uint accel;
02948 
02949   switch (_settings_game.vehicle.train_acceleration_model) {
02950     default: NOT_REACHED();
02951     case AM_ORIGINAL:
02952       accel = this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2);
02953       break;
02954     case AM_REALISTIC:
02955       this->max_speed = this->GetCurrentMaxSpeed();
02956       accel = this->GetAcceleration();
02957       break;
02958   }
02959 
02960   uint spd = this->subspeed + accel;
02961   this->subspeed = (byte)spd;
02962   {
02963     int tempmax = this->max_speed;
02964     if (this->cur_speed > this->max_speed)
02965       tempmax = this->cur_speed - (this->cur_speed / 10) - 1;
02966     this->cur_speed = spd = Clamp(this->cur_speed + ((int)spd >> 8), 0, tempmax);
02967   }
02968 
02969   /* Scale speed by 3/4. Previously this was only done when the train was
02970    * facing diagonally and would apply to however many moves the train made
02971    * regardless the of direction actually moved in. Now it is always scaled,
02972    * 256 spd is used to go straight and 192 is used to go diagonally
02973    * (3/4 of 256). This results in the same effect, but without the error the
02974    * previous method caused.
02975    *
02976    * The scaling is done in this direction and not by multiplying the amount
02977    * to be subtracted by 4/3 so that the leftover speed can be saved in a
02978    * byte in this->progress.
02979    */
02980   int scaled_spd = spd * 3 >> 2;
02981 
02982   scaled_spd += this->progress;
02983   this->progress = 0; // set later in TrainLocoHandler or TrainController
02984   return scaled_spd;
02985 }
02986 
02987 static void TrainEnterStation(Train *v, StationID station)
02988 {
02989   v->last_station_visited = station;
02990 
02991   /* check if a train ever visited this station before */
02992   Station *st = Station::Get(station);
02993   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
02994     st->had_vehicle_of_type |= HVOT_TRAIN;
02995     SetDParam(0, st->index);
02996     AddVehicleNewsItem(
02997       STR_NEWS_FIRST_TRAIN_ARRIVAL,
02998       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
02999       v->index,
03000       st->index
03001     );
03002     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
03003   }
03004 
03005   v->BeginLoading();
03006 
03007   StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
03008 }
03009 
03010 static byte AfterSetTrainPos(Train *v, bool new_tile)
03011 {
03012   byte old_z = v->z_pos;
03013   v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
03014 
03015   if (new_tile) {
03016     ClrBit(v->flags, VRF_GOINGUP);
03017     ClrBit(v->flags, VRF_GOINGDOWN);
03018 
03019     if (v->track == TRACK_BIT_X || v->track == TRACK_BIT_Y) {
03020       /* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
03021        * To check whether the current tile is sloped, and in which
03022        * direction it is sloped, we get the 'z' at the center of
03023        * the tile (middle_z) and the edge of the tile (old_z),
03024        * which we then can compare. */
03025       static const int HALF_TILE_SIZE = TILE_SIZE / 2;
03026       static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
03027 
03028       byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
03029 
03030       if (middle_z != v->z_pos) {
03031         SetBit(v->flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
03032       }
03033     }
03034   }
03035 
03036   VehicleMove(v, true);
03037   return old_z;
03038 }
03039 
03040 /* Check if the vehicle is compatible with the specified tile */
03041 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
03042 {
03043   return
03044     IsTileOwner(tile, v->owner) && (
03045       !v->IsFrontEngine() ||
03046       HasBit(v->compatible_railtypes, GetRailType(tile))
03047     );
03048 }
03049 
03050 struct RailtypeSlowdownParams {
03051   byte small_turn, large_turn;
03052   byte z_up; // fraction to remove when moving up
03053   byte z_down; // fraction to remove when moving down
03054 };
03055 
03056 static const RailtypeSlowdownParams _railtype_slowdown[] = {
03057   /* normal accel */
03058   {256 / 4, 256 / 2, 256 / 4, 2}, 
03059   {256 / 4, 256 / 2, 256 / 4, 2}, 
03060   {256 / 4, 256 / 2, 256 / 4, 2}, 
03061   {0,       256 / 2, 256 / 4, 2}, 
03062 };
03063 
03065 static inline void AffectSpeedByZChange(Train *v, byte old_z)
03066 {
03067   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
03068 
03069   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
03070 
03071   if (old_z < v->z_pos) {
03072     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
03073   } else {
03074     uint16 spd = v->cur_speed + rsp->z_down;
03075     if (spd <= v->max_speed) v->cur_speed = spd;
03076   }
03077 }
03078 
03079 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
03080 {
03081   if (IsTileType(tile, MP_RAILWAY) &&
03082       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
03083     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
03084     Trackdir trackdir = FindFirstTrackdir(tracks);
03085     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
03086       /* A PBS block with a non-PBS signal facing us? */
03087       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
03088     }
03089   }
03090   return false;
03091 }
03092 
03096 void Train::ReserveTrackUnderConsist() const
03097 {
03098   for (const Train *u = this; u != NULL; u = u->Next()) {
03099     switch (u->track) {
03100       case TRACK_BIT_WORMHOLE:
03101         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
03102         break;
03103       case TRACK_BIT_DEPOT:
03104         break;
03105       default:
03106         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
03107         break;
03108     }
03109   }
03110 }
03111 
03112 uint Train::Crash(bool flooded)
03113 {
03114   uint pass = 0;
03115   if (this->IsFrontEngine()) {
03116     pass += 4; // driver
03117 
03118     /* Remove the reserved path in front of the train if it is not stuck.
03119      * Also clear all reserved tracks the train is currently on. */
03120     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
03121     for (const Train *v = this; v != NULL; v = v->Next()) {
03122       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
03123       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
03124         /* ClearPathReservation will not free the wormhole exit
03125          * if the train has just entered the wormhole. */
03126         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
03127       }
03128     }
03129 
03130     /* we may need to update crossing we were approaching,
03131     * but must be updated after the train has been marked crashed */
03132     TileIndex crossing = TrainApproachingCrossingTile(this);
03133     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
03134 
03135     /* Remove the loading indicators (if any) */
03136     HideFillingPercent(&this->fill_percent_te_id);
03137   }
03138 
03139   pass += Vehicle::Crash(flooded);
03140 
03141   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
03142   return pass;
03143 }
03144 
03151 static uint TrainCrashed(Train *v)
03152 {
03153   uint num = 0;
03154 
03155   /* do not crash train twice */
03156   if (!(v->vehstatus & VS_CRASHED)) {
03157     num = v->Crash();
03158     AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
03159   }
03160 
03161   /* Try to re-reserve track under already crashed train too.
03162    * SetVehicleCrashed() clears the reservation! */
03163   v->ReserveTrackUnderConsist();
03164 
03165   return num;
03166 }
03167 
03168 struct TrainCollideChecker {
03169   Train *v; 
03170   uint num; 
03171 };
03172 
03173 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
03174 {
03175   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
03176 
03177   /* not a train or in depot */
03178   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
03179 
03180   /* get first vehicle now to make most usual checks faster */
03181   Train *coll = Train::From(v)->First();
03182 
03183   /* can't collide with own wagons */
03184   if (coll == tcc->v) return NULL;
03185 
03186   int x_diff = v->x_pos - tcc->v->x_pos;
03187   int y_diff = v->y_pos - tcc->v->y_pos;
03188 
03189   /* Do fast calculation to check whether trains are not in close vicinity
03190    * and quickly reject trains distant enough for any collision.
03191    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
03192    * Differences are then ORed and then we check for any higher bits */
03193   uint hash = (y_diff + 7) | (x_diff + 7);
03194   if (hash & ~15) return NULL;
03195 
03196   /* Slower check using multiplication */
03197   if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
03198 
03199   /* Happens when there is a train under bridge next to bridge head */
03200   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
03201 
03202   /* crash both trains */
03203   tcc->num += TrainCrashed(tcc->v);
03204   tcc->num += TrainCrashed(coll);
03205 
03206   return NULL; // continue searching
03207 }
03208 
03215 static bool CheckTrainCollision(Train *v)
03216 {
03217   /* can't collide in depot */
03218   if (v->track == TRACK_BIT_DEPOT) return false;
03219 
03220   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
03221 
03222   TrainCollideChecker tcc;
03223   tcc.v = v;
03224   tcc.num = 0;
03225 
03226   /* find colliding vehicles */
03227   if (v->track == TRACK_BIT_WORMHOLE) {
03228     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
03229     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
03230   } else {
03231     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
03232   }
03233 
03234   /* any dead -> no crash */
03235   if (tcc.num == 0) return false;
03236 
03237   SetDParam(0, tcc.num);
03238   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
03239     NS_ACCIDENT,
03240     v->index
03241   );
03242 
03243   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
03244   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
03245   return true;
03246 }
03247 
03248 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
03249 {
03250   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
03251 
03252   Train *t = Train::From(v);
03253   DiagDirection exitdir = *(DiagDirection *)data;
03254 
03255   /* not front engine of a train, inside wormhole or depot, crashed */
03256   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
03257 
03258   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
03259 
03260   return t;
03261 }
03262 
03263 static void TrainController(Train *v, Vehicle *nomove)
03264 {
03265   Train *first = v->First();
03266   Train *prev;
03267   bool direction_changed = false; // has direction of any part changed?
03268 
03269   /* For every vehicle after and including the given vehicle */
03270   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
03271     DiagDirection enterdir = DIAGDIR_BEGIN;
03272     bool update_signals_crossing = false; // will we update signals or crossing state?
03273 
03274     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
03275     if (v->track != TRACK_BIT_WORMHOLE) {
03276       /* Not inside tunnel */
03277       if (gp.old_tile == gp.new_tile) {
03278         /* Staying in the old tile */
03279         if (v->track == TRACK_BIT_DEPOT) {
03280           /* Inside depot */
03281           gp.x = v->x_pos;
03282           gp.y = v->y_pos;
03283         } else {
03284           /* Not inside depot */
03285 
03286           /* Reverse when we are at the end of the track already, do not move to the new position */
03287           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
03288 
03289           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
03290           if (HasBit(r, VETS_CANNOT_ENTER)) {
03291             goto invalid_rail;
03292           }
03293           if (HasBit(r, VETS_ENTERED_STATION)) {
03294             /* The new position is the end of the platform */
03295             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
03296           }
03297         }
03298       } else {
03299         /* A new tile is about to be entered. */
03300 
03301         /* Determine what direction we're entering the new tile from */
03302         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
03303         assert(IsValidDiagDirection(enterdir));
03304 
03305         /* Get the status of the tracks in the new tile and mask
03306          * away the bits that aren't reachable. */
03307         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
03308         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
03309 
03310         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
03311         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
03312 
03313         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
03314         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
03315           /* We allow wagons to make 90 deg turns, because forbid_90_deg
03316            * can be switched on halfway a turn */
03317           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
03318         }
03319 
03320         if (bits == TRACK_BIT_NONE) goto invalid_rail;
03321 
03322         /* Check if the new tile contrains tracks that are compatible
03323          * with the current train, if not, bail out. */
03324         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
03325 
03326         TrackBits chosen_track;
03327         if (prev == NULL) {
03328           /* Currently the locomotive is active. Determine which one of the
03329            * available tracks to choose */
03330           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
03331           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
03332 
03333           if (v->force_proceed != 0 && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
03334             /* For each signal we find decrease the counter by one.
03335              * We start at two, so the first signal we pass decreases
03336              * this to one, then if we reach the next signal it is
03337              * decreased to zero and we won't pass that new signal. */
03338             Trackdir dir = FindFirstTrackdir(trackdirbits);
03339             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
03340                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
03341               /* However, we do not want to be stopped by PBS signals
03342                * entered via the back. */
03343               v->force_proceed--;
03344               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03345             }
03346           }
03347 
03348           /* Check if it's a red signal and that force proceed is not clicked. */
03349           if ((red_signals & chosen_track) && v->force_proceed == 0) {
03350             /* In front of a red signal */
03351             Trackdir i = FindFirstTrackdir(trackdirbits);
03352 
03353             /* Don't handle stuck trains here. */
03354             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
03355 
03356             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
03357               v->cur_speed = 0;
03358               v->subspeed = 0;
03359               v->progress = 255 - 100;
03360               if (_settings_game.pf.wait_oneway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
03361             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
03362               v->cur_speed = 0;
03363               v->subspeed = 0;
03364               v->progress = 255 - 10;
03365               if (_settings_game.pf.wait_twoway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
03366                 DiagDirection exitdir = TrackdirToExitdir(i);
03367                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
03368 
03369                 exitdir = ReverseDiagDir(exitdir);
03370 
03371                 /* check if a train is waiting on the other side */
03372                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
03373               }
03374             }
03375 
03376             /* If we would reverse but are currently in a PBS block and
03377              * reversing of stuck trains is disabled, don't reverse. */
03378             if (_settings_game.pf.wait_for_pbs_path == 255 && UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
03379               v->wait_counter = 0;
03380               return;
03381             }
03382             goto reverse_train_direction;
03383           } else {
03384             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
03385           }
03386         } else {
03387           /* The wagon is active, simply follow the prev vehicle. */
03388           if (prev->tile == gp.new_tile) {
03389             /* Choose the same track as prev */
03390             if (prev->track == TRACK_BIT_WORMHOLE) {
03391               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
03392                * However, just choose the track into the wormhole. */
03393               assert(IsTunnel(prev->tile));
03394               chosen_track = bits;
03395             } else {
03396               chosen_track = prev->track;
03397             }
03398           } else {
03399             /* Choose the track that leads to the tile where prev is.
03400              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
03401              * I.e. when the tile between them has only space for a single vehicle like
03402              *  1) horizontal/vertical track tiles and
03403              *  2) some orientations of tunnelentries, where the vehicle is already inside the wormhole at 8/16 from the tileedge.
03404              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnelentry.
03405              */
03406             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
03407               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
03408               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
03409               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
03410               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
03411             };
03412             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
03413             assert(IsValidDiagDirection(exitdir));
03414             chosen_track = _connecting_track[enterdir][exitdir];
03415           }
03416           chosen_track &= bits;
03417         }
03418 
03419         /* Make sure chosen track is a valid track */
03420         assert(
03421             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
03422             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
03423             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
03424 
03425         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
03426         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
03427         gp.x = (gp.x & ~0xF) | b[0];
03428         gp.y = (gp.y & ~0xF) | b[1];
03429         Direction chosen_dir = (Direction)b[2];
03430 
03431         /* Call the landscape function and tell it that the vehicle entered the tile */
03432         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
03433         if (HasBit(r, VETS_CANNOT_ENTER)) {
03434           goto invalid_rail;
03435         }
03436 
03437         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
03438           Track track = FindFirstTrack(chosen_track);
03439           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
03440           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
03441             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
03442             MarkTileDirtyByTile(gp.new_tile);
03443           }
03444 
03445           /* Clear any track reservation when the last vehicle leaves the tile */
03446           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
03447 
03448           v->tile = gp.new_tile;
03449 
03450           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
03451             v->First()->PowerChanged();
03452             v->First()->UpdateAcceleration();
03453           }
03454 
03455           v->track = chosen_track;
03456           assert(v->track);
03457         }
03458 
03459         /* We need to update signal status, but after the vehicle position hash
03460          * has been updated by AfterSetTrainPos() */
03461         update_signals_crossing = true;
03462 
03463         if (chosen_dir != v->direction) {
03464           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
03465             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
03466             DirDiff diff = DirDifference(v->direction, chosen_dir);
03467             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
03468           }
03469           direction_changed = true;
03470           v->direction = chosen_dir;
03471         }
03472 
03473         if (v->IsFrontEngine()) {
03474           v->wait_counter = 0;
03475 
03476           /* If we are approching a crossing that is reserved, play the sound now. */
03477           TileIndex crossing = TrainApproachingCrossingTile(v);
03478           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
03479 
03480           /* Always try to extend the reservation when entering a tile. */
03481           CheckNextTrainTile(v);
03482         }
03483 
03484         if (HasBit(r, VETS_ENTERED_STATION)) {
03485           /* The new position is the location where we want to stop */
03486           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
03487         }
03488       }
03489     } else {
03490       /* In a tunnel or on a bridge
03491        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
03492        * - for bridges, only the middle part - without the bridge heads */
03493       if (!(v->vehstatus & VS_HIDDEN)) {
03494         v->cur_speed =
03495           min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
03496       }
03497 
03498       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
03499         /* Perform look-ahead on tunnel exit. */
03500         if (v->IsFrontEngine()) {
03501           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
03502           CheckNextTrainTile(v);
03503         }
03504       } else {
03505         v->x_pos = gp.x;
03506         v->y_pos = gp.y;
03507         VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
03508         continue;
03509       }
03510     }
03511 
03512     /* update image of train, as well as delta XY */
03513     v->UpdateDeltaXY(v->direction);
03514 
03515     v->x_pos = gp.x;
03516     v->y_pos = gp.y;
03517 
03518     /* update the Z position of the vehicle */
03519     byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
03520 
03521     if (prev == NULL) {
03522       /* This is the first vehicle in the train */
03523       AffectSpeedByZChange(v, old_z);
03524     }
03525 
03526     if (update_signals_crossing) {
03527       if (v->IsFrontEngine()) {
03528         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
03529           /* We are entering a block with PBS signals right now, but
03530            * not through a PBS signal. This means we don't have a
03531            * reservation right now. As a conventional signal will only
03532            * ever be green if no other train is in the block, getting
03533            * a path should always be possible. If the player built
03534            * such a strange network that it is not possible, the train
03535            * will be marked as stuck and the player has to deal with
03536            * the problem. */
03537           if ((!HasReservedTracks(gp.new_tile, v->track) &&
03538               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
03539               !TryPathReserve(v)) {
03540             MarkTrainAsStuck(v);
03541           }
03542         }
03543       }
03544 
03545       /* Signals can only change when the first
03546        * (above) or the last vehicle moves. */
03547       if (v->Next() == NULL) {
03548         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
03549         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
03550       }
03551     }
03552 
03553     /* Do not check on every tick to save some computing time. */
03554     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
03555   }
03556 
03557   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
03558 
03559   return;
03560 
03561 invalid_rail:
03562   /* We've reached end of line?? */
03563   if (prev != NULL) error("Disconnecting train");
03564 
03565 reverse_train_direction:
03566   v->wait_counter = 0;
03567   v->cur_speed = 0;
03568   v->subspeed = 0;
03569   ReverseTrainDirection(v);
03570 }
03571 
03577 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
03578 {
03579   TrackBits *trackbits = (TrackBits *)data;
03580 
03581   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
03582     if (Train::From(v)->track == TRACK_BIT_WORMHOLE) {
03583       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
03584       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
03585     } else {
03586       *trackbits |= Train::From(v)->track;
03587     }
03588   }
03589 
03590   return NULL;
03591 }
03592 
03600 static void DeleteLastWagon(Train *v)
03601 {
03602   Train *first = v->First();
03603 
03604   /* Go to the last wagon and delete the link pointing there
03605    * *u is then the one-before-last wagon, and *v the last
03606    * one which will physicially be removed */
03607   Train *u = v;
03608   for (; v->Next() != NULL; v = v->Next()) u = v;
03609   u->SetNext(NULL);
03610 
03611   if (first != v) {
03612     /* Recalculate cached train properties */
03613     first->ConsistChanged(false);
03614     /* Update the depot window if the first vehicle is in depot -
03615      * if v == first, then it is updated in PreDestructor() */
03616     if (first->track == TRACK_BIT_DEPOT) {
03617       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
03618     }
03619   }
03620 
03621   /* 'v' shouldn't be accessed after it has been deleted */
03622   TrackBits trackbits = v->track;
03623   TileIndex tile = v->tile;
03624   Owner owner = v->owner;
03625 
03626   delete v;
03627   v = NULL; // make sure nobody will try to read 'v' anymore
03628 
03629   if (trackbits == TRACK_BIT_WORMHOLE) {
03630     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
03631     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
03632   }
03633 
03634   Track track = TrackBitsToTrack(trackbits);
03635   if (HasReservedTracks(tile, trackbits)) {
03636     UnreserveRailTrack(tile, track);
03637 
03638     /* If there are still crashed vehicles on the tile, give the track reservation to them */
03639     TrackBits remaining_trackbits = TRACK_BIT_NONE;
03640     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
03641 
03642     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
03643     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
03644     for (Track t = TRACK_BEGIN; t < TRACK_END; t++) {
03645       if (HasBit(remaining_trackbits, t)) {
03646         TryReserveRailTrack(tile, t);
03647       }
03648     }
03649   }
03650 
03651   /* check if the wagon was on a road/rail-crossing */
03652   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
03653 
03654   /* Update signals */
03655   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
03656     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
03657   } else {
03658     SetSignalsOnBothDir(tile, track, owner);
03659   }
03660 }
03661 
03662 static void ChangeTrainDirRandomly(Train *v)
03663 {
03664   static const DirDiff delta[] = {
03665     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
03666   };
03667 
03668   do {
03669     /* We don't need to twist around vehicles if they're not visible */
03670     if (!(v->vehstatus & VS_HIDDEN)) {
03671       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
03672       v->UpdateDeltaXY(v->direction);
03673       v->cur_image = v->GetImage(v->direction);
03674       /* Refrain from updating the z position of the vehicle when on
03675        * a bridge, because AfterSetTrainPos will put the vehicle under
03676        * the bridge in that case */
03677       if (v->track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
03678     }
03679   } while ((v = v->Next()) != NULL);
03680 }
03681 
03682 static bool HandleCrashedTrain(Train *v)
03683 {
03684   int state = ++v->crash_anim_pos;
03685 
03686   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
03687     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
03688   }
03689 
03690   uint32 r;
03691   if (state <= 200 && Chance16R(1, 7, r)) {
03692     int index = (r * 10 >> 16);
03693 
03694     Vehicle *u = v;
03695     do {
03696       if (--index < 0) {
03697         r = Random();
03698 
03699         CreateEffectVehicleRel(u,
03700           GB(r,  8, 3) + 2,
03701           GB(r, 16, 3) + 2,
03702           GB(r,  0, 3) + 5,
03703           EV_EXPLOSION_SMALL);
03704         break;
03705       }
03706     } while ((u = u->Next()) != NULL);
03707   }
03708 
03709   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
03710 
03711   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
03712     bool ret = v->Next() != NULL;
03713     DeleteLastWagon(v);
03714     return ret;
03715   }
03716 
03717   return true;
03718 }
03719 
03720 static void HandleBrokenTrain(Train *v)
03721 {
03722   if (v->breakdown_ctr != 1) {
03723     v->breakdown_ctr = 1;
03724     v->cur_speed = 0;
03725 
03726     if (v->breakdowns_since_last_service != 255)
03727       v->breakdowns_since_last_service++;
03728 
03729     v->MarkDirty();
03730     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03731     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
03732 
03733     if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
03734       SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
03735         SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
03736     }
03737 
03738     if (!(v->vehstatus & VS_HIDDEN)) {
03739       EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
03740       if (u != NULL) u->animation_state = v->breakdown_delay * 2;
03741     }
03742   }
03743 
03744   if (!(v->tick_counter & 3)) {
03745     if (!--v->breakdown_delay) {
03746       v->breakdown_ctr = 0;
03747       v->MarkDirty();
03748       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03749     }
03750   }
03751 }
03752 
03754 static const uint16 _breakdown_speeds[16] = {
03755   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
03756 };
03757 
03758 
03766 static bool TrainApproachingLineEnd(Train *v, bool signal)
03767 {
03768   /* Calc position within the current tile */
03769   uint x = v->x_pos & 0xF;
03770   uint y = v->y_pos & 0xF;
03771 
03772   /* for diagonal directions, 'x' will be 0..15 -
03773    * for other directions, it will be 1, 3, 5, ..., 15 */
03774   switch (v->direction) {
03775     case DIR_N : x = ~x + ~y + 25; break;
03776     case DIR_NW: x = y;            // FALLTHROUGH
03777     case DIR_NE: x = ~x + 16;      break;
03778     case DIR_E : x = ~x + y + 9;   break;
03779     case DIR_SE: x = y;            break;
03780     case DIR_S : x = x + y - 7;    break;
03781     case DIR_W : x = ~y + x + 9;   break;
03782     default: break;
03783   }
03784 
03785   /* do not reverse when approaching red signal */
03786   if (!signal && x + (v->tcache.cached_veh_length + 1) / 2 >= TILE_SIZE) {
03787     /* we are too near the tile end, reverse now */
03788     v->cur_speed = 0;
03789     ReverseTrainDirection(v);
03790     return false;
03791   }
03792 
03793   /* slow down */
03794   v->vehstatus |= VS_TRAIN_SLOWING;
03795   uint16 break_speed = _breakdown_speeds[x & 0xF];
03796   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
03797 
03798   return true;
03799 }
03800 
03801 
03807 static bool TrainCanLeaveTile(const Train *v)
03808 {
03809   /* Exit if inside a tunnel/bridge or a depot */
03810   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
03811 
03812   TileIndex tile = v->tile;
03813 
03814   /* entering a tunnel/bridge? */
03815   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
03816     DiagDirection dir = GetTunnelBridgeDirection(tile);
03817     if (DiagDirToDir(dir) == v->direction) return false;
03818   }
03819 
03820   /* entering a depot? */
03821   if (IsRailDepotTile(tile)) {
03822     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
03823     if (DiagDirToDir(dir) == v->direction) return false;
03824   }
03825 
03826   return true;
03827 }
03828 
03829 
03837 static TileIndex TrainApproachingCrossingTile(const Train *v)
03838 {
03839   assert(v->IsFrontEngine());
03840   assert(!(v->vehstatus & VS_CRASHED));
03841 
03842   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
03843 
03844   DiagDirection dir = TrainExitDir(v->direction, v->track);
03845   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
03846 
03847   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
03848   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
03849       !CheckCompatibleRail(v, tile)) {
03850     return INVALID_TILE;
03851   }
03852 
03853   return tile;
03854 }
03855 
03856 
03863 static bool TrainCheckIfLineEnds(Train *v)
03864 {
03865   /* First, handle broken down train */
03866 
03867   int t = v->breakdown_ctr;
03868   if (t > 1) {
03869     v->vehstatus |= VS_TRAIN_SLOWING;
03870 
03871     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
03872     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
03873   } else {
03874     v->vehstatus &= ~VS_TRAIN_SLOWING;
03875   }
03876 
03877   if (!TrainCanLeaveTile(v)) return true;
03878 
03879   /* Determine the non-diagonal direction in which we will exit this tile */
03880   DiagDirection dir = TrainExitDir(v->direction, v->track);
03881   /* Calculate next tile */
03882   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
03883 
03884   /* Determine the track status on the next tile */
03885   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
03886   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
03887 
03888   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
03889   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
03890 
03891   /* We are sure the train is not entering a depot, it is detected above */
03892 
03893   /* mask unreachable track bits if we are forbidden to do 90deg turns */
03894   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
03895   if (_settings_game.pf.forbid_90_deg) {
03896     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
03897   }
03898 
03899   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
03900   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
03901     return TrainApproachingLineEnd(v, false);
03902   }
03903 
03904   /* approaching red signal */
03905   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
03906 
03907   /* approaching a rail/road crossing? then make it red */
03908   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
03909 
03910   return true;
03911 }
03912 
03913 
03914 static bool TrainLocoHandler(Train *v, bool mode)
03915 {
03916   /* train has crashed? */
03917   if (v->vehstatus & VS_CRASHED) {
03918     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
03919   }
03920 
03921   if (v->force_proceed != 0) {
03922     ClrBit(v->flags, VRF_TRAIN_STUCK);
03923     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03924   }
03925 
03926   /* train is broken down? */
03927   if (v->breakdown_ctr != 0) {
03928     if (v->breakdown_ctr <= 2) {
03929       HandleBrokenTrain(v);
03930       return true;
03931     }
03932     if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
03933   }
03934 
03935   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
03936     ReverseTrainDirection(v);
03937   }
03938 
03939   /* exit if train is stopped */
03940   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
03941 
03942   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
03943   if (ProcessOrders(v) && CheckReverseTrain(v)) {
03944     v->wait_counter = 0;
03945     v->cur_speed = 0;
03946     v->subspeed = 0;
03947     ReverseTrainDirection(v);
03948     return true;
03949   }
03950 
03951   v->HandleLoading(mode);
03952 
03953   if (v->current_order.IsType(OT_LOADING)) return true;
03954 
03955   if (CheckTrainStayInDepot(v)) return true;
03956 
03957   if (!mode) HandleLocomotiveSmokeCloud(v);
03958 
03959   /* We had no order but have an order now, do look ahead. */
03960   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
03961     CheckNextTrainTile(v);
03962   }
03963 
03964   /* Handle stuck trains. */
03965   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
03966     ++v->wait_counter;
03967 
03968     /* Should we try reversing this tick if still stuck? */
03969     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
03970 
03971     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == 0) return true;
03972     if (!TryPathReserve(v)) {
03973       /* Still stuck. */
03974       if (turn_around) ReverseTrainDirection(v);
03975 
03976       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
03977         /* Show message to player. */
03978         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
03979           SetDParam(0, v->index);
03980           AddVehicleNewsItem(
03981             STR_NEWS_TRAIN_IS_STUCK,
03982             NS_ADVICE,
03983             v->index
03984           );
03985         }
03986         v->wait_counter = 0;
03987       }
03988       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
03989       if (v->force_proceed == 0) return true;
03990       ClrBit(v->flags, VRF_TRAIN_STUCK);
03991       v->wait_counter = 0;
03992       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03993     }
03994   }
03995 
03996   if (v->current_order.IsType(OT_LEAVESTATION)) {
03997     v->current_order.Free();
03998     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03999     return true;
04000   }
04001 
04002   int j = v->UpdateSpeed();
04003 
04004   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
04005   if (v->cur_speed == 0 && v->tcache.last_speed == 0 && (v->vehstatus & VS_STOPPED)) {
04006     /* If we manually stopped, we're not force-proceeding anymore. */
04007     v->force_proceed = 0;
04008     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04009   }
04010 
04011   int adv_spd = (v->direction & 1) ? 192 : 256;
04012   if (j < adv_spd) {
04013     /* if the vehicle has speed 0, update the last_speed field. */
04014     if (v->cur_speed == 0) SetLastSpeed(v, v->cur_speed);
04015   } else {
04016     TrainCheckIfLineEnds(v);
04017     /* Loop until the train has finished moving. */
04018     for (;;) {
04019       j -= adv_spd;
04020       TrainController(v, NULL);
04021       /* Don't continue to move if the train crashed. */
04022       if (CheckTrainCollision(v)) break;
04023       /* 192 spd used for going straight, 256 for going diagonally. */
04024       adv_spd = (v->direction & 1) ? 192 : 256;
04025 
04026       /* No more moving this tick */
04027       if (j < adv_spd || v->cur_speed == 0) break;
04028 
04029       OrderType order_type = v->current_order.GetType();
04030       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
04031       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
04032             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
04033             IsTileType(v->tile, MP_STATION) &&
04034             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
04035         ProcessOrders(v);
04036       }
04037     }
04038     SetLastSpeed(v, v->cur_speed);
04039   }
04040 
04041   for (Train *u = v; u != NULL; u = u->Next()) {
04042     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
04043 
04044     u->UpdateViewport(false, false);
04045   }
04046 
04047   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
04048 
04049   return true;
04050 }
04051 
04052 
04053 
04054 Money Train::GetRunningCost() const
04055 {
04056   Money cost = 0;
04057   const Train *v = this;
04058 
04059   do {
04060     const Engine *e = Engine::Get(v->engine_type);
04061     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
04062 
04063     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
04064     if (cost_factor == 0) continue;
04065 
04066     /* Halve running cost for multiheaded parts */
04067     if (v->IsMultiheaded()) cost_factor /= 2;
04068 
04069     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grffile);
04070   } while ((v = v->GetNextVehicle()) != NULL);
04071 
04072   return cost;
04073 }
04074 
04075 
04076 bool Train::Tick()
04077 {
04078   this->tick_counter++;
04079 
04080   if (this->IsFrontEngine()) {
04081     if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
04082 
04083     this->current_order_time++;
04084 
04085     if (!TrainLocoHandler(this, false)) return false;
04086 
04087     return TrainLocoHandler(this, true);
04088   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
04089     /* Delete flooded standalone wagon chain */
04090     if (++this->crash_anim_pos >= 4400) {
04091       delete this;
04092       return false;
04093     }
04094   }
04095 
04096   return true;
04097 }
04098 
04099 static void CheckIfTrainNeedsService(Train *v)
04100 {
04101   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
04102   if (v->IsInDepot()) {
04103     VehicleServiceInDepot(v);
04104     return;
04105   }
04106 
04107   uint max_penalty;
04108   switch (_settings_game.pf.pathfinder_for_trains) {
04109     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
04110     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
04111     default: NOT_REACHED();
04112   }
04113 
04114   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
04115   /* Only go to the depot if it is not too far out of our way. */
04116   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
04117     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
04118       /* If we were already heading for a depot but it has
04119        * suddenly moved farther away, we continue our normal
04120        * schedule? */
04121       v->current_order.MakeDummy();
04122       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04123     }
04124     return;
04125   }
04126 
04127   DepotID depot = GetDepotIndex(tfdd.tile);
04128 
04129   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
04130       v->current_order.GetDestination() != depot &&
04131       !Chance16(3, 16)) {
04132     return;
04133   }
04134 
04135   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
04136   v->dest_tile = tfdd.tile;
04137   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04138 }
04139 
04140 void Train::OnNewDay()
04141 {
04142   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
04143 
04144   if (this->IsFrontEngine()) {
04145     CheckVehicleBreakdown(this);
04146     AgeVehicle(this);
04147 
04148     CheckIfTrainNeedsService(this);
04149 
04150     CheckOrders(this);
04151 
04152     /* update destination */
04153     if (this->current_order.IsType(OT_GOTO_STATION)) {
04154       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
04155       if (tile != INVALID_TILE) this->dest_tile = tile;
04156     }
04157 
04158     if (this->running_ticks != 0) {
04159       /* running costs */
04160       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
04161 
04162       this->profit_this_year -= cost.GetCost();
04163       this->running_ticks = 0;
04164 
04165       SubtractMoneyFromCompanyFract(this->owner, cost);
04166 
04167       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
04168       SetWindowClassesDirty(WC_TRAINS_LIST);
04169     }
04170   } else if (this->IsEngine()) {
04171     /* Also age engines that aren't front engines */
04172     AgeVehicle(this);
04173   }
04174 }
04175 
04176 Trackdir Train::GetVehicleTrackdir() const
04177 {
04178   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
04179 
04180   if (this->track == TRACK_BIT_DEPOT) {
04181     /* We'll assume the train is facing outwards */
04182     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
04183   }
04184 
04185   if (this->track == TRACK_BIT_WORMHOLE) {
04186     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
04187     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
04188   }
04189 
04190   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
04191 }

Generated on Thu Feb 4 17:20:30 2010 for OpenTTD by  doxygen 1.5.6